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Bandit/Survivor Morphing to be removed

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happy with this decision. bandit skin was making it too obvious who was "a bad guy".

rocket, have you considered using humanity as a blood amount modifier. so if you lose too much humanity your effective HP will decrease. for example:

base hp/blood = 10000

starting humanity = 2000

effective blood = 12000

then you could cap the -humanity at -8000 so when you have killed lots of people youll end up with an effective blood level of 2000. numbers just there as a demonstration of concept.

base blood = 10000

worst of the worst! humanity = -8000

effective blood 2000

might offset the perk of being a bandit - ie killing everyone on sight is easy life (and great loot source too). especially when working groups as we do. maybe if we have a lower HP to our prey it might make it easier for them. then again probably not. would make bandits more vulnerable to zombie attacks too as an interesting side effect.

and before the tards chip in im not advocating making it easier for the non pvp people.. just a more of a challenge for us who prey on them.

:)

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happy with this decision. bandit skin was making it too obvious who was "a bad guy".

Maybe one possible solution would be making more obvious who the GOOD guys are, not the bandits.

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Let losing humanity increase the blood stench of players' date=' making them easier to find for zombies!

[/quote']

This is the best idea in the whole thread. Not sure how realistic it would be, though...maybe by killing people, you are more blood-stained? Is that the idea?

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happy with this decision. bandit skin was making it too obvious who was "a bad guy".

rocket' date=' have you considered using humanity as a blood amount modifier. so if you lose too much humanity your effective HP will decrease. for example:

base hp/blood = 10000

starting humanity = 2000

effective blood = 12000

then you could cap the -humanity at -8000 so when you have killed lots of people youll end up with an effective blood level of 2000. numbers just there as a demonstration of concept.

base blood = 10000

worst of the worst! humanity = -8000

effective blood 2000

might offset the perk of being a bandit - ie killing everyone on sight is easy life (and great loot source too). especially when working groups as we do. maybe if we have a lower HP to our prey it might make it easier for them. then again probably not. would make bandits more vulnerable to zombie attacks too as an interesting side effect.

and before the tards chip in im not advocating making it easier for the non pvp people.. just a more of a challenge for us who prey on them.

:)

[/quote']

What happens when you become like Banano with -114k humanity? I don't think humanity being used as a number modifier for any of your stats should really be an option. Same with modifying how zombies see you, when you get that low what's gonna happen? The entire map of zombies sprint across chernarus to the bandit with -200k humanity? This mod hasn't been going for very long, so I can see humanity levels getting pretty darn big.

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Let losing humanity increase the blood stench of players' date=' making them easier to find for zombies!

[/quote']

Why does nobody reply to this suggestion?

I think it´s brilliant amd simple. With -10k humanity you transform into a zombie magnet. That will let you think twice before you shoot innocent people.

This game is about modeling a downfall of society as closely as possible. How on earth can you explain being a zombie magnet because you shoot people? Because you you are a bad-bad person? and they will punish you? and may be if you have a skyhigh humanity zombies should bring you flower and escort you during the night so you don't trip on something?

Well as people already mentioned this game is not about teaching you to behave in such blunt and childish manner. And I guess we can all agree that it's sometimes easier in our society to be baaaad.

bottom line - the idea is ridiculous.

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Yeah, I agree, I don't think that would work. It would only make veteran bandits into asthmatic seniors who die after breaking a bone

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rocket' date=' have you considered using humanity as a blood amount modifier. so if you lose too much humanity your effective HP will decrease. for example:

[/quote']

This is another great idea in the right direction. There has to be some penalty to murder or else everyone will do it.

I understand that, it's a choice and in real life we have the freedom of choice, but you have to consider that regardless of how hardcore or real this game is, the choice to murder someone is still 1000% easier in a video game, so you really need some system in place that would help add weight to the choice, unless you're comfortable with your game de-evolving into a DM, as it had before the bandit system was introduced.

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happy with this decision. bandit skin was making it too obvious who was "a bad guy".

Maybe one possible solution would be making more obvious who the GOOD guys are' date=' not the bandits.

[/quote']

but should that knowledge be obtained by observing actions as it is in the real world? not by some automatically applied indicator/badge?

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Perhaps simply adding back 2500 humanity at each death would help. This would clear someone who had to defend themselves from another survivor.

Indiscriminate murderers would still have negative humanity even after adding 2500 back in (and therefore still have their bandit skin).

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Alsatians for the good people' date=' pitbulls for the bad :)

[/quote']

Now THIS is a good idea to build on. If multiple dog types are added, make it so that you can only train certain ones based on humanity. Animals can sense a human's nature.

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then you could cap the -humanity at -8000 so when you have killed lots of people youll end up with an effective blood level of 2000. numbers just there as a demonstration of concept.

What happens when you become like Banano with -114k humanity? I don't think humanity being used as a number modifier for any of your stats should really be an option. Same with modifying how zombies see you' date=' when you get that low what's gonna happen? The entire map of zombies sprint across chernarus to the bandit with -200k humanity? This mod hasn't been going for very long, so I can see humanity levels getting pretty darn big.

[/quote']

i left the bit that you seem to have missed regard -humanity cap.. and how the numbers i used were to demonstrate the concept/idea of how humanity could work.

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It should not decrease your blood level if your a bad guy. Thats just unrealistic and not what Rocket is aiming for as far as i know. Same goes for the idea Sata3D had about the higher level humanity u got the nicer the skins you can wear.

Its not an RPG game where you have to level up to get better stuff. Its a survival horror. Where you have to scavenge for anything you deem usefull. Be it weapons, food or them fucking annoying empty tin cans. Its up to you and not up to your level or rank. Its hard enough as a bandit already to stay alive. Considering he would have survivors, bandits and zombies chasing him. And decreasing his blood level or any other kind of vital component doesnt do it justice. Ive managed to stay alive for 8 hours now since my last death and get out of -20k humanity (currently at +392) and it took me 5 days. All because i had to kill the 5 survivors that shot at me first.

Everyone is equal in this game Bandit or Survivor it does not matter. You set the goal. Just like everyone else does. If they are out to get you they should be able to and not be robbed from the same features everyone else can enjoy.

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This is another great idea in the right direction. There has to be some penalty to murder or else everyone will do it.

I completely disagree. Any penalty should be brought on by survivors on the server who are displeased with the actions of some of the players. The point of 'emergent gameplay' is to see what happens when you don't guide players to behave in a certain fashion. What you're advocating will make the game significantly less interesting, imo.

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but should that knowledge be obtained by observing actions as it is in the real world? not by some automatically applied indicator/badge?

Valid point, but without some social level to the game, how would the word be spread? Without some sort of trading post with a tavern to spread word of other's wrong doings, there is no real reputation system, and since we can safely assume that people will be a lot less likely to invite someone they know to sit down for a can of beans and a coke at a camp fire, there is nothing that says, "doing this might outcast me or label me as a horrible person, I should perhaps think better of it."

This kills what little social interaction there was with strangers. Instead of having a system that says, "maybe I can trust this guy, he's not an outright bandit", it lets you know that you absolutely cannot trust anyone unless you personally know them.

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Well as people already mentioned this game is not about teaching you to behave in such blunt and childish manner. And I guess we can all agree that it's sometimes easier in our society to be baaaad.

Let's not forget that this is still a game, allthough it has some kind of realistic approach. But pulling a trigger in reallife is pretty damn hard. Even sickos like MR DELICIOUS wouldn't run through a countryside in Breivik-style killing everybody on sight (At least i hope he wouldn't).

So of course there has to be some kind of penalty to senseless murders.

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The penalty for murdering or getting into firefights is the possibility that you'll die.

I've gotten into stupid shoot outs plenty of time, and have died. The opposite is true as well, I've turned a fight around and have killed assailants plenty of times.

I think many people will be more than surprised at the number of times people pass up on getting into combat with other players. If there was a count of how many times people have watched you from afar and not killed you, it would be pretty high.

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I do not like the idea that anyone with low humanity will lose out on any skins or any kind of content in the game. That should be available to get for anyone, bandit or not.

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The penalty for murdering or getting into firefights is the possibility that you'll die.

I've gotten into stupid shoot outs plenty of time' date=' and have died. The opposite is true as well, I've turned a fight around and have killed assailants plenty of times.

I think many people will be more than surprised at the number of times people pass up on getting into combat with other players. If there was a count of how many times people have watched you from afar and not killed you, it would be pretty high.

[/quote']

This, those CZ's are loud, and if you are shooting everyone because you don't think you can trust them and it's the easier path, have fun with the zombies.

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Well as people already mentioned this game is not about teaching you to behave in such blunt and childish manner. And I guess we can all agree that it's sometimes easier in our society to be baaaad.

Let's not forget that this is still a game' date=' allthough it has some kind of realistic approach. But pulling a trigger in reallife is pretty damn hard. Even sickos like MR DELICIOUS wouldn't run through a countryside in Breivik-style killing everybody on sight (At least i hope he wouldn't).

So of course there has to be some kind of penality to senseless murders.

[/quote']

This guy gets it. As much as I like realism, this is still a video game so we cannot assume that decision carries the same weight. It, as a fact, does not.

The penalty for murdering or getting into firefights is the possibility that you'll die.

I've been gaming, both casually and competitively, for over a decade, and I've yet to meet a gamer who didn't think he could beat me, regardless of how likely or unlikely that was.

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Rocket, you are the only person who fully sees the vision for the game. If you think dropping the bandit skins is a good idea and it fits with your vision for the game then do it.

If you are dropping it because people were complaining (which it does not sound like it is) then rethink the idea.

Personally I think the idea of dropping the bandit skins is a good idea. I do like the bandit skins though but they dont work as is IMHO.

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This' date=' those CZ's are loud, and if you are shooting everyone because you don't think you can trust them and it's the easier path, have fun with the zombies.

[/quote']

I can recall an incident at Zelenogorsk actually where I shot a player with my CZ near the grocery store and pulled at least 20 zombies. A slow and extremely shitty death, there's no way you can clear that many zombies with just your makarov and CZ while players take pot-shots at "the guy with a horde following him".

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