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Amazing idea to stop player killers. Thank me later!

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Guys, no need to thank me now. I know, I know...my idea is simply amazing and stunning, but I am a very humble person. No thanks is necessary; consider this my contribution to this community. Also, I'm a very nice guy, giving away million dollar ideas like this...but I digress.

For every murder a player commits, have his speed incrementally decrease. Shoot enough players? Now you're slower. Don't care? Okay, well shoot at another player, aggro some walkers and try running away....may not work too well.

You're welcome,

A. James out!

I like it, i really do...

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Dude... Player Killing will not dissapear there will not be any punishments for players who kill others for fun or for loot or in self defense because in a zombie apocalypse really ask yourself these 3 questions

1. Would i not kill human to protect myself?

2. Is everyone Sane enough not to kill me if i just approach them?

3. will everyone even work together to survive or try fending for themselves?

Seriously... in real life zombie apocalypse people will kill people and zombies aswell and besides DayZ is renowned for its realisticness of a real life zombie apocalypse you start adding those punishments for player killing it loses its realisticness so get real ur idea will never be implemented into DayZ. sorry bro.

I greatly disagree. This is a game. People won't act as it is real life, no matter what you do. You couldn't kill someone I'm sure because of one of these 2 reasons, One, you don't have the guts. Or Two, you don't know how to properly hold a gun. If you would blatently kill someone for their stuff, you need to be locked away for a very long time.

Edited by Crazysteve6547

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I greatly disagree. This is a game. People won't act as it is real life, no matter what you do. You couldn't kill someone I'm sure because of one of these 2 reasons, One, you don't have the guts. Or Two, you don't know how to properly hold a gun. If you would blatently kill someone for their stuff, you need to be locked away for a very long time.

Agreed. It's just like I've already discussed in depth on the first page.

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PVP is the best part of this game. Get an AS50 take out a groups countersnipers FIRST and shoot them all in the legs (still kills them ;D ) loot them store their stuff at camp. Repeat.

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After killing someone you have 30 seconds to do something Good. Like killing a Z. If you don't, you put the barrel in your mouth and pull the trigger.

Just like it would happen IRL. :P

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I sincerely hope you lose all of your items due to bugs, as many times as possible.

Edited by Vitdom

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Getting killed sucks. Killing and being killed is just part of the game. Yeah I know sometimes you spend a lot of time building up your character and having to die and starting all over completely sucks. To penalize someone for kill. If you were not suppose to kill someone friendly fire would not be on. Its an aspect of the game, and if you don't like it don't play it. The only solution I can think of to prevent babies from raging when they get killed is to have the server host to choose if server is pvp or pve, but to keep it balanced the non pvp servers should have 1 crashed helicopter spawn, and dramatically less loot everywhere. Because lets be honest, how often do you actually die to zombies now? Hardly ever. So with not being able to die by humans people could mindlessly farm airfields without the risks involved.

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Getting killed sucks. Killing and being killed is just part of the game. Yeah I know sometimes you spend a lot of time building up your character and having to die and starting all over completely sucks. To penalize someone for kill. If you were not suppose to kill someone friendly fire would not be on. Its an aspect of the game, and if you don't like it don't play it. The only solution I can think of to prevent babies from raging when they get killed is to have the server host to choose if server is pvp or pve, but to keep it balanced the non pvp servers should have 1 crashed helicopter spawn, and dramatically less loot everywhere. Because lets be honest, how often do you actually die to zombies now? Hardly ever. So with not being able to die by humans people could mindlessly farm airfields without the risks involved.

I like the PvP idea, and Pve idea, i myself enjoy the pvp and thrill

but to add to that, make the Pve and PVP server seperate, so if someone joins the Pve they cannot have that character on the pvp servers, and vise versa

but allow people to have one of each, for whatever mood you are in.

also sub note the server hoppers do the same thing with them. if you log out of a serverA and log into another serverB you cannot go back to serverA for 30 mins

that would stop them for sure

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Good idea, hope it is implimented. So I can go around with new life after new life ( no murders on my part) and harass people till they kill me. Soon I could have the whole server walking for their life from zeds. lol

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I killed a player for the first time tonight. Did I feel good about it ? No. The problem I had was that I was nearly dead of dehydration. I saw an opportunity and took it, out of desperation. I hit the jackpot though, plenty of weapons and food plus a bigger bag. I felt guilty about it but this is a survival game so I did what I needed to survive. I don't see your logic in penalising me for doing what the game is designed for

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I've killed someone in self-defense (they fired first) and was given a 'murder'. I got a 'murder' because their aim sucked and mine didn't.

I've coldly shot someone in the back from 100 meters, they died, and I did not receive a 'murder'.

Just saying.

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Instead of making one move slower as they kill, why not make it so the zombies get aggro easier around players who just kill, and maybe in order to reduce it one would have to help other players like give them a blood transfusion.

Btw I am not against PvP

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I invite you to chicago 11, we can discuss it in person in Elektro, We can share some ideas we have for the game, ill be behind the hospital. im the guy with the hat. (im a genius too)

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It does take a genius to come up with such a brillant idea

Finally, someone is coming around! I am just in awe at your incredibly expansive brain!

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I have several better ideas than this; though this isn't bad but all it is, is a deterrent and doesn't really tap into any reason for it to be introduced. However I can expand on this concept with an idea of my own mixed with both yours and Rockets.

So instead of just becoming slower when you kill a person; this could simply be a consequence of another action in the game and not simply be a balancing mechanic. What if becoming slower was just one of the affects of an infection; which can be caught with a little change to gameplay, such as when interacting with dead players and infected.

How would this be structured: this would basically be an extension of the existing infection system which causes you to cough though:

  • Interacting with dead players or DEADER infected within 5minute of death could carry high risk of infection, as time passes the risk should decease significantly
  • Dead players could regenerate as an Infected 2minutes after death unless shot through the head
  • Chance of infection is increased if the dead player or infected was bleeding upon death; so another words if they've been shot risk the of infection goes through the roof

Counters to being infected: because the risk of infection is higher: you need more solutions or counters

  • Players could find items such as: gloves, clean rags, doctors masks and over coats in game; you could even have different grades of items which are more or less affective at reducing risk of infection
  • Medicine already exists within DayZ but perhaps there could be more types
  • You can make use of inspecting the body before looting them to determine if it's safe or not

Affect of being infected: have different levels of infection and types of affects

  • Cough which gives away you position: to infected and players
  • Random sakes
  • Players get out of breath more often and alert players and infected
  • Stamina decreases as you run, slowing you down
  • Lose blood over time

Affect this has on bandits: Infections affects both survivors and bandits equally but

  • Bandits have to choose between risk of infection and wearing protective gear; as the gear will get blood stained thus giving away the fact that your a bandit
  • Blood stain will disappear over time or wash off by going into water
  • Blood stain would last longer the lower your humanity is and be harder to wash off

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Guys, no need to thank me now. I know, I know...my idea is simply amazing and stunning, but I am a very humble person. No thanks is necessary; consider this my contribution to this community. Also, I'm a very nice guy, giving away million dollar ideas like this...but I digress.

For every murder a player commits, have his speed incrementally decrease. Shoot enough players? Now you're slower. Don't care? Okay, well shoot at another player, aggro some walkers and try running away....may not work too well.

You're welcome,

A. James out!

Remember when you leave home to wear your helmet.

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