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enforcer1975

Players going insane on too many player kills

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There is also another thing, i believe that some peoples start developping mental disorders for actions they've made because they are constantly reminded that this was horrible/terrible/wrong.

I believe a lot of soldiers will be mentally fine until they come back home in our rigidly structured system that is going to constantly remind them of their war actions.

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So I was watching rocket at Razzed last night, and looked at some of the slides. It gave me a not-so-idea-but-that-thing-you-want-to-tell-others-because-it's-either-happening-or-you-pitch-it-for-everyone-to-think-about. Looking at one of them, it had character facial progressions. Basically, based on the number of days survived -which might actually be the only thing it requires after all-, and the amounts of Zed and people killed -I think-, the face changes. Basically it looks meaner and gets bloodier, hardening you. It's basically what you want. It shows people's experience. That causes mixed emotions. They might be a cold blooded bandit, they might be unlucky, they might be good at what they do, or they might be from a long road. You don't know. But you see it.

It's not a trauma induced state with distortions and your character staggering around trying to get a grip on his moral compass, but it's some evidence, and can effect bandits directly and indirectly, as well as others. It's not exactly what you guys are wishing for, but it's what rocket can give, presuming it's going into DayZed.

Edited by OW22

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Stop suggesting this garbage - DayZ has 50 threads dedicated to this crap idea.

lol there is no original idea, just mountains of lost ones.

I understand your frustration, but i aint gonna bother fighting against tens of thousands of new players suggestions. JUst click on em to see if something diff mechanic is being suggested.... which it rarely isnt :(

although Tbh now that theyve sorted this forum out, searching is alot easier.

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Hmmm not every person suffer from these conditions and if they do it mostly comes after they get back home from the front for example.

Some players also suffer minor things like this I think, I do anyways cause I feel bad if I shoot someone without knowing if he is friendlly or not and sometimes you just can't take the risk so lets stick to reallity and not force people to be affected.

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Hmmm not every person suffer from these conditions and if they do it mostly comes after they get back home from the front for example.

Some players also suffer minor things like this I think, I do anyways cause I feel bad if I shoot someone without knowing if he is friendlly or not and sometimes you just can't take the risk so lets stick to reallity and not force people to be affected.

meh, more american soldiers who served in vietnam have committed suicide then died in it, same goes for korea, and same goes for falklands war (UK war).

I think insanity is something that needs to be considered in this game, very carefully, and i dont think it should be a consistent degenerating hinderance (ie what mental illness is), but i think momentary lapses would be an interesting addition to ze game, if not because of murder. Maybe because of the complete breakdown of your entire life and civilisation.

Maybe even if that panic was expanded more, you already hear your characeter wimpering if low on blood and being chased by zeds.

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I've been thinking, if insanity effects are going to be implemented, then there have to be other reasons for it, not just player killing.

Being on the run too much could result in paranoia.

Being very thirsty/hungry could screw with you in the form of hallucinations/mirages.

Murder may need to have it's own set of traits or consequences.

But this is not the way to "solve" player killing, as previously said this is a game run by the players, there are no rules unless a dedicated community establishes them.

Kind of like EVE, the developers simply provide the playgriund for players to establish themselves, their rules, their roles... etc.

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