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sPloOsH

My solution to anti-social behavior in DayZ

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ARMA 2: DayZ mod |Requesting a Notoriety System

Please attempt to hear the entire video before commenting... it's a bit of an open forum that has some good back and forth.

P.S. if anyone thinks this idea would be too complicated to incorporate... I believe it would actually be a matter of creating 2 (3) teams ingame and coding their interactions.

Thank!

((Like/FAV this video if you agree with it))

Edited by sPloOsH
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Read this quotation from Rocket : https://dev-heaven.net/issues/32179

"This whole concept, and the reason it "works", is that there IS no safe zone"

Listen to your teammates, seriously. And I don't understand what your argument is. You first say that blues can't be shot, and halfway through the video you say they can be killed.

If you can chose a "colour" and it doesn't change anything, what's the point? I don't get your train of thought.

Edited by Kiro

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I kinda like the idea.

If people wouldn't want to be affected by the whole "color system," they could just be red and play as they normally would, while those who want a little safety-net could pick blue.

Though I like the cruel unforgiving nature of the game, so I kinda don't want this to be implemented in any way.

Edited by Dr621
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So a short version: It'll be like a class system, right?

Blue = survivors. They can not hurt fellow survivors, but can kill bandits.

Red = Bandits, who can kill everyone, including eachother.

If this were to work I think it would have to be alittle subtle.

I also think "blues" would need the ability to kill other blues, but with some kind of penalty like having mental breakdowns after murdering an innocent person, or something ammong those lines.

Not a fan of the whole "gold" thing though. It would just ruin the feel of the game to have all these limitations. Besides, how often do you get killed by players during the first 5 minutes anyways?

Edit: I also absolutely hate the whole "guild stone" thing that you mentioned at the end. Having such typical mmo systems completely goes against the purpose of this game.

Edited by Teih

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How about you (Everyone) play the game and learn how not to kill people without good cause.

It is not hard to be a nice guy, like your m8 said you don't know if other players are going to be nice guys.

A good Idea is to have spawn points all over the map, seriously that will change mentality!!

Nice points but your adding lines of unnessesary code for the idea to happen. and It would change the game dynamic drastically.

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GO SIT IN THE NAUGHTY CORNER, THERE WILL BE NO KILLING IN MY PVP SANDBOX GAME!

Edit: Watch this link instead then close the window. You should have listened to your friend.

Edited by itputsthelotion

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Blue can shoot red, but red can't shoot blue? what a silly idea.

If blue can't be shot they shouldn't even be allowed to shoot anyone.

Imagine the griefing!

Seriously, if you want a zombie game without PVP there are a dozen other games out there.

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like the guy in the video says its game theory, this game could potentially be used as game theory psychological testing (although the parameters would be a bit screwy with the present glitch list)

everytime you bump into someone its the classic home invader scenario

and would this system, give me a big flashing nameplate in red or blue? what about vert servers with no name plates? without name plates what do i do shoot people until i realise they havnt fallen over so they are blue like me?

romove tents and vehicle inventory (for everythign except vehicle parts and fuel) to remove the no fear of loss once you have farmed 1 set of gear, and i agree i loved the old spawn system where i could be anywhere on the coast not 90% of the spawns jamming me in churno/electro that needs bringing back

Edited by stuffnthings

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Edit: I also absolutely hate the whole "guild stone" thing that you mentioned at the end. Having such typical mmo systems completely goes against the purpose of this game.

Either I missed something, or he was just talking a little off-topic.

I don't think he meant that it would be a part of his idea, more like he was just explaining where he was coming from.

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Keep in mind I'm just throwing out thoughts... I could see the clan concept working and failing. I could see the notoriety/color system working or failing.

I don't think being critical of gameplay mechanics means the game stinks. The goal is to make bandit and anti-bandit more fluid and user-friendly.

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Blue can shoot red, but red can't shoot blue? what a silly idea.

If blue can't be shot they shouldn't even be allowed to shoot anyone.

Imagine the griefing!

Seriously, if you want a zombie game without PVP there are a dozen other games out there.

BLUE = Can't kill other blues, can kill reds

RED = Can kill everyone, including blue

so this system wouldn't really change anything for people that go around killing people

Edited by jonte912

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We don't need a solution. It's kind of the point of the game. Deal with it or move on to something else and stop trying to change the game that Rocket gave us into something it is not.

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Btw, why does everyone assume players would be glowing blue/red... For immersion you'd still want to make identifying friend/foe hard.

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No no nNO. No save zones, PvP toggle, PK switch, anything that prevents a player from killing another player at ANY given time. Thats the whole point of DayZ, and ArmA as well.

However, i am totally in favor of implementing countermeasures that severely punish bandits and mass murderers. But you can never be safe in DayZ.

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though this idea might be interesting, i think thats gonna end in more "shoot on sight" - if your opponent is a survivor, he will survive, if not you could only hit the right person. kinda removes the thinking before shooting

i'd like to make shooting other players more challenging or so. how did you feel, when you first met another survivor? in my case, i hid in the shadows, got nervous because i didnt know what to do. i guess that would be natural behavior for most of us if you encounter someone who could kill you and you might have to fight. so my idea would be like you have to train killing people if you want to, although i dont know if this is possible in the engine... but what about you starting a new character with the intention to murder someone - you end up crawling around, finaly find your target, aim at him and then you should realise, what you're about to do - your heartbeat increases and you aim more inaccurate, maybe you could have a chance to take your weapon down, like... uhm, don't know, friendly fire forbidden? until your first shot is fired

the more you kill, the lower your humanity gets and you can concentrate on killing and not wetting yourself ...

i hope this isn't that bad as first post ;)

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you guys landnav like shit...

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you guys landnav like shit...

thank you for your contribution.

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