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Arainasc

How to end Ganking, and support Honor [ v ]

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...

Nice... i can feel for you :D

And i thought i was bad :D

Still it doesn't change anything, i see absolutely no way to tweak the game that won't drastically damage the experience. I do not see any way to make life hold more value, if you consider that they aren't the ones dying.

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I agree with the concern but not the solution. Really the problem is murders are counted, there is a howl point system based simply on how many people can you kill, commit murder often enough and yay you get on the score board. I would simply suggest removing that. not discouraging the bandit life but not rewarding it either.

--edit--

A death counter that counts how many times you have died would be better after all it is a survival game

Edited by Smegskull

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Basically this game is runned by, sorry, a** h**** that can't find anything better to do then killing unarmed players and players that's declaring themselves as friendly. Of course I understand that this is the part of the game that players are being killed despite that they're declaring themselves friendly. But it isn't fun to be the victim of a few very well armed players with the patient to camp for hours in any given location, I've been killed in the middle of the forest so there's is no place to hide from them.

I guess here's my thing with this kind of mentality: You obviously want some sort of PvP element to the game, but you want the PvP to be on your terms. Well, that's not what this game has ever advertised. In fact, quite the opposite: Rocket has essentially encouraged any sort of bandit behavior, up to and including killing noobs for 'sport'. I don't engage in this sort of activity because it can be dangerous, and I don't like putting myself in harm's way unless there's tangible benefit. Some players don't see it this way, and that is totally up to them.

Regardless of what Rocket does to this game, short of hardcoding some sort of PvE system ( which will never happen ), there will always be these sorts of instances occurring in game. Betrayal, murder, and deceit are all part and parcel of the DayZ experience. Trusting someone can lead to great things, or it can lead to your own demise. That unknown factor - that paranoia that permeates the game - that's what makes this game what it is. Without it, the game is essentially meaningless.

I 'do' understand your frustration, however. I think patience is the key here: the humanity system is going to provide players with a REASON to group. As it stands right now, grouping with strangers is far, far too dangerous - you're far better off murdering someone than you are placing your life in their hands. It's the unfortunate, bitter truth of the DayZ landscape as it stands right now. Many people are enjoying the system just as it stands right now - without murdering everyone in Cherno, too.

So getting back to the point of all this - you claim to understand that assholes shooting you in the back is 'part of the game', but then claim it 'isn't fun to be the victim'. Well, no shit, man. Nobody likes dying in this 'anti-game' as it's called. If you're getting rolled up in Cherno over and over, it's probably time to consider perusing these forums and finding a group of people you can team up with, because you aren't ready to play the game solo. This game isn't going to conform to your method of thinking, so I think your best bet is to either adapt, or to simply find something else to play. Don't take what I'm saying as an attack - I genuinely mean what I say. For some people, DayZ may simply just not be the game for them.

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"For some people, DayZ may simply just not be the game for them."

One of the best, most overlooked and underappreciated concepts right here. Kudos to you.

It doesn't matter what YOU personally want in a game. This game concept is something a lot of us have been waiting a long time for. And unfortunately for a lot of you, it isn't exactly the way you want it to be. And for the most part, I wouldn't expect the game to be radically different when it's done. Most of the major mechanics are already in the game. Most of what people post in the suggestion forum aren't really suggestions or good ideas, they're demands. They all revolve around DEMANDING that the game be modified to their own vision, which is almost always outside of the scope of the game. Not only is that rude, but it's extremely disrespectful.

You're playing DayZ, and it is not your game. Learn to accept it. If the game is not what you want, stop playing it. Check back in a month, and decide if it earns your personal seal of approval. But most of all, learn to accept that DayZ is being made in someone else's vision.

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In my opinion this idea is awesome. The amount of bandits is way to high. Most players see DayZ as competetive PvP mod and actually care less about surviving. I'm actually roaming as a bandit, too to be honest, shooting innocent people for no reason.But i'm actually not happy about it. The huge amount of bandits and mistrust in the game makes you paranoid and you see rampaging as 'selfdefense'. With this system you explained, there could be created a little bit more trust amongst the players. I hope your idea will somehow be implemented in the mod. ;)

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Hi there,

i'm new to dayz. I'm playing it only for about 5 Days. However, this 5 dayz were very intense and i have to say: i love this game. Its better than mostly everything i played in the past few years. And its that good because of the thrill that you can die everywhere and at everytime. And i don't want it to change.

However: there are already things that are only doable if you are in a team. Think about blood packs. You can only use them if you have someone who helps you. If there would be more of such mechanics there would be a bigger advantage to team up. So... give us more of such mechanics! :D What would you think about:

1. Doors that are too hard to be opened alone. For example this big factory gates. What would you think about that some of them need 2 players to open them and get nice loot. However: this should only work for starter equipment, not for high power rifles or night vision and such things. Only to get the fresh created players to work together.

2. Bandages applied from other players should be able to heal broken bones and heal you for 300-400. Probably with a cap of 1500 blood healed per gameplay-hour...

3. The ability to occupy certain buildings. Think about the Towers, Fortresses and other things all over the map. I don't talk about cities but lonely buildings in the wilderness like the tower on top on the windy mountain in the western part of the map. It would be nice to need - for example - 5 peoples to occupy it on a server. To occupy it you also need to shoot down some zombie waves(after it's occupied no zombies should spawn anymore). And if you have it you can access the storage of the place(and only then). So no single player can come over at 4:00 in the morning to take all your stuff - normal item spawn should go on, however. Probably there should also be something like prime time attacks. The server-admin says: prime time is only from 16:00-23:00. I don't like gameplay regulations. But i think nobody would store his stuff at such places(what makes the whole idea useless) if everyone is able to occupy the whole place in the late night hours. Zombies come back after 7 days when the storage has not been changed(storage should be opened up for everyone).

There are also some ways to improve the "Shoot first, ask Questions later" thoughts of many players. I understand perfectly that very much players don't want take the risk to team up with someone because you only need one hit from a axe or a headshot which is much easier if you are close to someone. The problem is, that you don't have the ability to "ask later". So lets change playerkills! :D If you hit one hard(a shot that would kill you or bring you below 3000 blood otherwise) and he is over 3000 hp you should knock them unconscious(with 3000hp left) without bleeding for 3-5 minutes. Now you have the ability to take from the player whatever you want or to kill him anyway(if you log out you're dead). Its also still possible to talk to him. This would give us the following opportunities:

-The ability to "ask questions later".

-The ability to only play a robber that don't necessarily kills his opponents but just takes a look into the other players backbag to take a few things and let the other player go on.

-Take a hostage.

-Snipers need more ammunition to kill players completly if they don't want to come out of their hideout to finish the player with a pistol or axe(and show them their name). Since sniper ammo is limited this could help to reduce griefing a little bit. Probably they also think: "a player with no equipment is not worth my bullets"!

Best Regards,

K.O.

Edited by Knightowl

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since "realism" is constantly used as an argument (in real life there are consequences for killing another person) I would like to hear from you WHAT are the consequences if there was a zombie apocalypse, there was no civilization, no laws, no countries, no protection, only YOU and your will to survive. Just tell me, if you killed someone in a world like that with no one in a 10km radius, what would be the consequences?

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I only had one non hostile encounter with an unknown player ever since i started playing. Every other encounter me or a fellow player was either killed or at least they attempted to - we never attacked first unless it was obvious that a player was planning something like moving prone to our position. This is how most ppl experience the game otherwise they wouldn't be complaining. Unless you belong to that part that shoots players regardless if they have potential loot or not or are just unlucky to run into your crosshairs even if they aren't a threat to you, which i think you are otherwise you wouldn't be denying 100% of the thread.

Please keep in mind that in order to become a bandit you have to get a low humanity. Your humanity rises both from time and giving blood bags. The fact that people don't trust each other is something that both the community and the game can work on. Going by all the latest Q&A interviews I think it's fair to say that some system to make it easier to communicate with friends is likely to happen, at the same time 2 people not trusting each other is an entirely different issue and situation over people who only play to murder. If you are a person who plays this game to kill people, you WILL become a bandit as you will hit way beyond the minimum # of kills required in a certain time frame if you try to hunt people down.

The low bandit numbers don't indicate that you can roam around freely and have a +60% chance of not being shot, what they do indicate is that over 60% isn't in the game to murder everyone they see 1 to 2 miles ahead, which I think is a fair indication that banditry is not an issue, trust is.

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Throwing a strawman argument out for the sake of defending the actions of bandits is not refuting my suggested position.

Its incentive to try and bring community together. But you would obviously rather have the game be ...

DAYZ DEATHMATCH

with some zombies.

Nope. Bringing in suggestions that only benefit one side of playstyle just can't be taken seriously. Personally I dislike bandits, but I at least recognize them as an essential part of the game. Killing other players has nothing to do with a deathmatch, if you want to bring up the term, at least know what you are talking about.

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You both misunderstood me completely. I've never thought that the mechanics needs to be in place to punish or discourage bandits I simply recognize that one group has more influence then the other group that doesn't aim to influence the experience of other players. I do recognize their importance to the game and how they is so essential to the atmosphere of the game and the paranoia of meeting other players.

I myself do often seek up players to either engage in social interaction or punishing them for killing freshly spawned players. I would never be so naive or egotistic to demand that a game, that I didn't create nor is the only one playing, should be in accordance to my wishes. But still I will recognize what's bothering me whilst playing and trying to deal with it in some way, I still believe that the mod lacks group and other kind of game content and that's one of the main reasons why peoples are lonewolfing/camping/greifing/whatever.

I would never wish that PvP should be tilted to either group but I recognize that the group that shoots first will set the standards for the rest. The rest might try to counter the first group but seeing that players rather run then stay more then a second close to another player it seems to be kind of unlikely that any 'resistance' will be born. Do you understand what I'm trying to say?

I've been playing for two weeks now and I've almost never been able to form a group with any other player. So whilst I might get a response from a player when I'm saying "friendly" it usually isn't a word more then a action like fleeing or shooting. Again we can clearly see influences from one kind of group whilst the other more friendly group are more or less silent. I've seen groups, sure, but they're almost to 100% peoples killing newly spawned players the few friendly groups run like hell even if you are within vocal range and screams "friendly"!

Again I do not dislike the feeling of fear and paranoia but I don't see the fun in always being forced to act like there's one camper just around this or that corner. That will become quite bumptiously in the long run, of course this is my opinion, that you have to act like every square inch of the map is a killing field. There's other ways to add fear, paranoia, stress etc then having players going about slaughtering other players exactly all the time.

DayZ seems to be about survival and fighting off various kinds of dangers. Of course players are one of those dangers, that is something I like because it adds dimension to the game. The thing is when players are literally choking down substantially large areas, especially areas close to spawns, it becomes tedious. I do not whine about it I'm just pointing out a fact, or something that I believe is a fact about the situation. I understand that players do not act in accordance to ones wishes and that's good, something that adds fun and immersion to the game. So please do not claim that I hold a opinion that the game should be in line with what I think because that's not true.

I also just want to point it out that I do not really care that much if I die because it's so easy to get a hold of new stuff. The only sad part is when a vehicle is being blown to pieces. The only time I would care if I die is if I'm newly spawned because it's so cowardly to kill a unarmed player.

Also you should understand that I've been playing games like Eve and Darkfall where PvP is as it should be for those hardcore pvp-players. It's lots of fun and it doesn't matter if it hurt a little if I lose because I still love the concept of a open and free PvP-world. But I still find things that I disagree with and behaviours I truly abhors, like ganking etc even though it can be fun and it really is up to the player to decide. But still we should recognise the effect those players have that loves to gank and behave like dicks against other players. If we don't we're basically being dishonest about it and can't take criticism very well.

Edited by DreamDragon

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You both misunderstood me completely. I've never thought that the mechanics needs to be in place to punish or discourage bandits I simply recognize that one group has more influence then the other group that doesn't aim to influence the experience of other players. I do recognize their importance to the game and how they is so essential to the atmosphere of the game and the paranoia of meeting other players.

I myself do often seek up players to either engage in social interaction or punishing them for killing freshly spawned players. I would never be so naive or egotistic to demand that a game, that I didn't create nor is the only one playing, should be in accordance to my wishes. But still I will recognize what's bothering me whilst playing and trying to deal with it in some way, I still believe that the mod lacks group and other kind of game content and that's one of the main reasons why peoples are lonewolfing/camping/greifing/whatever.

I would never wish that PvP should be tilted to either group but I recognize that the group that shoots first will set the standards for the rest. The rest might try to counter the first group but seeing that players rather run then stay more then a second close to another player it seems to be kind of unlikely that any 'resistance' will be born. Do you understand what I'm trying to say?

I've been playing for two weeks now and I've almost never been able to form a group with any other player. So whilst I might get a response from a player when I'm saying "friendly" it usually isn't a word more then a action like fleeing or shooting. Again we can clearly see influences from one kind of group whilst the other more friendly group are more or less silent. I've seen groups, sure, but they're almost to 100% peoples killing newly spawned players the few friendly groups run like hell even if you are within vocal range and screams "friendly"!

Again I do not dislike the feeling of fear and paranoia but I don't see the fun in always being forced to act like there's one camper just around this or that corner. That will become quite bumptiously in the long run, of course this is my opinion, that you have to act like every square inch of the map is a killing field. There's other ways to add fear, paranoia, stress etc then having players going about slaughtering other players exactly all the time.

DayZ seems to be about survival and fighting off various kinds of dangers. Of course players are one of those dangers, that is something I like because it adds dimension to the game. The thing is when players are literally choking down substantially large areas, especially areas close to spawns, it becomes tedious. I do not whine about it I'm just pointing out a fact, or something that I believe is a fact about the situation. I understand that players do not act in accordance to ones wishes and that's good, something that adds fun and immersion to the game. So please do not claim that I hold a opinion that the game should be in line with what I think because that's not true.

I also just want to point it out that I do not really care that much if I die because it's so easy to get a hold of new stuff. The only sad part is when a vehicle is being blown to pieces. The only time I would care if I die is if I'm newly spawned because it's so cowardly to kill a unarmed player.

Also you should understand that I've been playing games like Eve and Darkfall where PvP is as it should be for those hardcore pvp-players. It's lots of fun and it doesn't matter if it hurt a little if I lose because I still love the concept of a open and free PvP-world. But I still find things that I disagree with and behaviours I truly abhors, like ganking etc even though it can be fun and it really is up to the player to decide. But still we should recognise the effect those players have that loves to gank and behave like dicks against other players. If we don't we're basically being dishonest about it and can't take criticism very well.

Again, you're resorting to insulting a particular brand of players because you dislike their playstyle.

Me personally, if I'm gonna get ganked, I'd RATHER it be right at the beginning. Get that crap out of the way now, while I have nothing to lose. Losing a ton of stuff can be a bummer, especially if your group is ages away from your new spawn location.

But that's the nature of the game. Those population centers are 'choked down' because PvPers KNOW that people love to congregate there to look for weapons and supplies. It's a terrible place to go as a new spawn, and it's even worse if you're by yourself. You're not going to legislate the game into a position where these so called 'dicks' are going to stop their behavior, man. Their behavior has been encouraged and the developer response has consistently been 'if you don't like it, get some of your friends together and do something about it'.

EVE is actually FAR worse than this, because in EVE you can have MONTHS worth of work wiped out in an instant by a 'dick', as you call it. That's the nature of that game though, and when people start crying on the forums, the developers state one little sentence that warms my heart: "Welcome to EVE."

Again, mindless murder will be in this game forever and ever. The humanity system will ( hopefully ) provide a method by which you can trust players who legitimately want to work together, but there will always be players that simply get their jollies off killing other players. In the future, I have a feeling that they will be more easily recognized from your standard run of the mill survivor, but I don't think their ability to do what they want to do in this game will be hampered in any way beyond that.

I would just appreciate it if we could get away from the name calling and the abject derision that some of the community members here have of people that don't agree with their point of view. It's condescending, unnecessary, and altogether childish. We can all disagree here without that crap.

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Maybe they can implement something like tying in the players Steam username in the game so that it all comes down to reputation. This should resolve some of those situations where a player comes across someone that is hurt or being chased by zombies then after helping them they'll turn around and kill you. If they've heard about them going on a murdering rampage then they'll know to either stay away or take em out then and there.

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Yes, absolutely I can stop calling them "dicks" but that's my opinion that players that kill others just for the fun of it and destroying the game for others - I will always see them as "dicks", period. I'm still not disagreeing with the core fundamentals of the game and I don't want the core of the game to get change. Understand that point, please. I will always agree that the kind of players that love to slaughter others out of mindless fun will congregate to population centres because that's the easiest way of finding players to kill.

And since I'm a Eve-Pvper myself I do don't mind the slaughter that much but for new players and for players trying to find a good group to stick with this will create a frustrating experience - especially when this game makes any gamer paranoid because of the fear to get killed. And AGAIN I do not disagree with some level of paranoia just that it might and do hamper the other experiences of the game. I'm a DM myself and I know when a certain feeling, although a feeling that I seek to build up for the players, is being used too much that it actually might start to hamper the players ability to act in a diverse manner or find a solution to a problem. A feeling being to persistent will force the gamer to behave in a certain manner. So if I creates a mood where violent thoughts is most prevalent they will act some of that out and when I change the situation somewhat they might still only be 'locket' in that violent mood and miss that they're actually able to act in a different manner this time to solve the problem I currently presented them with.

So for DayZ to actually build on "the social experiment" it should also deliver the options to find it more valuable, then as it is now for protection in group from other players mostly, to create groups and play together. Eve certainly did give players the options to fly alone or in groups and both sides felt, more or less, that they did face the equal opportunities to profit in experiences from the game. They could create characters that did fly for corporations as spies and never would join any group. We could characters that only choose to join a certain group to gain an advantage by having protections from that group so they could mine in their territories. In darkfall, closer to Dayz then one might think, one could see a group of four players PK:ing others and creating a angry mob that sooner or later would run them out of the area. Or one player sneaking about and ambushing unaware players for the laugh of it but still the players could at least defend themselves and start a group much easier then any could in DayZ. Again I'm pointing out that it's harder to start a group in DayZ then in Darkfall, not that I'm hating it or anything only that this will create a different result then it would in Darkfall.

So feel pleased to feel insulted by my post because of I do not agree fully to how harsh the environment is in DayZ because of PK:ers. Pk:ers that have actually change the parameters of the social interaction between players so much that this so called "social experiment" looks more or less like a experiment of paranoia and sudden violence.

Edited by DreamDragon

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How have PKers changed the atmosphere? The majority of the playerbase is using the tools that have been set in front of them. Right now, there's little incentive to group, and even less reason to trust anyone. That's going to change with the humanity system, as Rocket has already said repeatedly.

But beyond that, nothing needs to change in regards to banditry, really. Even when the humanity system comes into play, there will STILL be players that want to mindlessly kill other players, because thats what they want to do with the game. They're entitled to do that, just like you're entitled to want a game where PvP is under the parameters you'd prefer. Someone is not going to get what they want, and in this instance, that someone is probably going to be you, judging by the vision that Rocket laid out in that interview.

Players should have incentives to group. I totally support and applaud this concept, and I 'think' it's one that Rocket shares. However, I don't advocate any sort of change, nerf, or otherwise to the game that will force a player to play a particular way, and that includes people who want to stack out Cherno and make life hell for anyone who enters. That's the sandbox we live in here, and that's the way it should stay.

Edit: Not to thumb my nose at you, but if you haven't already, read Rocket's post here. He's talking back in May about the bandit/survivor morphing being removed, but he discusses PvP as a whole and how he will not be the solution: we are.

http://dayzmod.com/forum/index.php?/topic/3141-banditsurvivor-morphing-to-be-removed/page__st__160#entry32219

Edited by Cerven

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Sorry, but you're like a broken record. I never advocated that the game should EVER be as I WANT it. I've only said, and I repeat myself again: the problem is that one group do have an large effect on other groups of players. The reason behind this must surely be the lack of content. The reason behind why one group like the PK:ers can effect the atmosphere of a game is because of what actions they're performing in the game and what kind of actions it is. If this action is in anyway definite and a major change for the player being the object of that action then that player will be effected both emotionally and materially. If enough players have been effected directly or indirectly doesn't matter, what's only matter is that enough players feel that this will have an effect on them and might happen. This will change the game over time and you'll see a prevalent behaviour across the game as such, aka extreme paranoia like in DayZ.

I do not care for that link since I've heard his view already and agrees to much of it.

I've had this kind of discussion before with gankers and players that just love to ruin the fun for others. And they will always claim that this is ok because they're using the mechanics of the game and therefore it is nothing wrong with what they're doing even if they're effecting real peoples behind that character. This is a childish reasoning. It's childish because it fails to see that their actions actually carry effects beyond the game that effects someone emotionally. I'm still not saying we should slaughter the core of the game just balance it out with a system that's reasonable and works in a satisfying way for both sides and for the absolute majority of players.

They might counter this with that "oh, but it's just a game. Grow up and let me play as I want to" but this is just another proof of their childishness and that they blatantly don't care that they're effecting other players IRL. They would also claim that "oh, if you don't like just go and play another game and leave us (claiming like they're the majority) alone to play as we wish to" but again this is just as childish because they then show they rather not care for the other sides point of views and will act quite aggressively towards any criticism or suggestions that's aimed to level the playing field in such away that the core mechanics is still there but now there's this extra little help for players to actually recognize these peoples. They rather have it so that they game is 'nice' to PvPers and keep the other side in a ditch for their entertainment, using any argument to win and to discredit the other side.

I've been in hardcore PvP-guilds and found both sides of the players in the same reason for playing a game but with very different reasons behind the reason to PvP and how they do it.

Oh, before I end this rant may I just add: I just got shot by a player whom clearly heard me claiming to be friendly and giving him ample of opportunity to understand that I wasn't going to kill him and that I could with ease if I wanted to. I also killed zombies that was barrelling down upon him plus I gave him bandage. So you might see this as pointless whine from a player that apparently is tiered of this kind of behaviour, while it really is a way for that certain player to give you another example how prevalent one type of behaviour really is and how one sided the effects one group seemingly have over players behaviours because they're afraid to die so they shoot instead of taking that little extra risk of befriending someone. It's even so one sided that I was the targeted victim of one player whom did try to lodge an axe to my brain when I clearly was heavily armed; might I add that that player didn't find the axe in my skull but bullets in his head. I yelled also that he should leave me alone, also I wrote it also with a warning that I was going to shoot if he came any closer. Further I added that we could help each others but he choose the bullets instead for some odd reason.

Take care.

Edited by DreamDragon

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Clearly there is no civil discourse with you. I particularly like that you abjectly dismissed the link I provided you.

Not once in this entire thread have I attacked you, only your position. Even then, i did it with a tone of respect. Evidently your upbringing or lack thereof doesn't avail you the ability to return the courtesy. That's your right, just like its mine to end this conversation here. Your anecdotes about how broken the game is because you were betrayed ad nauseam are truly the brokn record here. Reread that link I sent you and try to comprehend that you're living with your head in the sand. We are done here.

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Arainasc

Posts like this FRUSTRATE me!

DayZ is the game you play. Its the anti game. Its not here to reward a player for helping someone, the player you helped rewards you. Its a zombie surival game!? Not Call of Battlefield 4: Love and rainbows.

If people can't accept the fact that someone would kill for a can of beans then gtfo.

This is how its meant to be played.

This is the same mentality that has made games like Darkfall and Mortal Online complete failures. This mentality ruins gaming communities on a regular basis. Try using your brain please, it's a powerful tool.

Clearly a very large portion of the player base is having issue with the mindless killing. Do you even know what you're trying to say with the 'Call of Battlefield 4: Love and Rainbows' mention in your post? Or are you just trying to get a few laughs by saying something that you believe might be funny? When you actually look at it, you describe the game as it is right now. Call of Battlefield, DayZ currently has a general player mindset to kill first and don't ask questions ever. That concept is ruining the game, because instead of Rocket trying to find a solution through the trial and error of systems similar to the humility system, he's gone back and decided that a game where people never want to play with others is better. Then, your love and rainbows comment completely contradicts the first part of it. Here, you're trying to imply that the poster is a carebear for for wanting to play a multiplayer game with other players. I'm so sick of people using the carebear, CoD kiddy, noob, GTFO blah blah crap that people always use. It makes people like that look like morons. Like they have the intelligence of a five year old. It's not even funny that they don't understand that, it is just sad. Use your damn brains and discuss the topic in an intelligent manner.

I personally feel that the suggestions here would not fit the game currently. There are no NPC's in DayZ other than Zeds. I can't see how having a salvation army (Or whatever you would want to call it) NPC standing in the middle of a forest would make sense. Completely invulnerable to being killed as well? It all flies in the face of what the game is about. I do think that we should, and by me, I mean the developers should take a long look at some of these suggestions and try to put some of them into practice. Test some ideas, it is Alpha after all right? If it doesn't fit the game in practice, scrap it and try something else. Doing nothing is not the solution. I have NEVER met a friendly player who actually has a gun in my entire time playing. How is that 'working as intended'? It's not even realistic at all. This is game, not wanting to introduce gamey systems to a game is an oxymoron. Be careful which gamey systems you introduce, that's fine, because they aren't all bad.

I will keep throwing my idea out there about whiskey. After five murders, your character will get the shakes of guilt/madness after a murder. You will need whiskey to calm your nerves. This explains why there are so many empty whiskey bottles around the world. You can use whiskey for molotov cocktail grenades. See? Multiple uses. You can also get drunk on it too, so there's some pointless fun that you're adding to the game. It doesn't stop murderers. All it does is makes murderous types carry around whiskey in their valued inventory space in order to do it. I have not seen a system that is less intrusive and make more sense than this idea. Maybe I'm a bit biased, but I think it's a system that could at least be tested out. If it doesn't work, at least you get the molotovs and whiskey bottles to get drunk on when Rocket takes it out.

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Clearly there is no civil discourse with you. I particularly like that you abjectly dismissed the link I provided you.

Not once in this entire thread have I attacked you, only your position. Even then, i did it with a tone of respect. Evidently your upbringing or lack thereof doesn't avail you the ability to return the courtesy. That's your right, just like its mine to end this conversation here. Your anecdotes about how broken the game is because you were betrayed ad nauseam are truly the brokn record here. Reread that link I sent you and try to comprehend that you're living with your head in the sand. We are done here.

So, you claim to not have insulted him... then insult him? Veiling your insults in big words and proper grammar does not mean it's not an insult.

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Guest

There is no problem with player killing in dayz , only a small group of sensitive fairies seem to have an issue.

Find a solution to being killed by yourself and work with it.

[Warned - Ubi]

Edited by Guest

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There is no problem with player killing in dayz , only a small group of sensitive fairies seem to have an issue.

Find a solution to being killed by yourself and work with it.

And here is my point. Ignore the big problem and act as if everything in DayZ is perfect. Making posts like this does not make you appear smart to anyone other than the ignorant.

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People who are frustrated post about it. People who are content don't post how not frustrated they are.

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and you forgot about people who are happy.

It's really not hard to survive even if there's a spawnkiller , you people just don't like a challenge. If you think it's "ruining" the game then you are playing the wrong mod.

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You're absolutely correct, Das1337. I demeaned his ability to debate like a civil adult, but only after enduring this entire thread of nothing but condescension and general dismissal of anyone who exhibited an opinion counter to his own.

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