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Humanity/PvP/Coop Play suggestions

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I have a couple of ideas I'd like to get your feedback for:

1.) Bring back/keep bandit skins (I know...just read on)

2.) Everyone starts with 2.500 humanity (same as now), at <0 you'll become a bandit/outlaw

3.) A player kill would cost you 500 humanity (much lowered "cost")

4.) humanity recovers at a rate of 50/hour (must be logged in) up to the maximum of 2.500.

5.) add the option to "befriend" a player (from close distance), the process should take 30 seconds during which your character should perform some kind of clearly visible, unique animation

6.) a "befriended" player will see your character displaying a name tag up to 20m distance to help with coop play.

7.) once you have befriended a player shooting/killing him will get you a massive hit to humanity, I'd suggest 2.500 for a kill.

8.) "friend" status stays until player logs out or "leave friend" command is given, again with a 30 second delay/animation

What would these change do?

One of the main complaints these days is that the removal of bandit skins will hurt cooperative play since it apparently will be FAR too easy to get killed by someone grouping with you, basically without consequences for the killer. These changes would make cooperative play safer while actually lowering the "humanity cost" of "standard PvP".

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Love this

It's impossible right know to know who is who right now

Yesterday me and my buddy where looting one of the airfields we both went into the control tower he went up the stairs and sees another survivor he thought it was me at first luckily this guys were cool and we left the control tower withou incident, but if something would have happend and I had to go upstairs to hel my buddy i would have no clue of who I was supposed to shoot I might as well ended up shooting my friend as there was no name tags on the server,

And name tags ruin the fun as I you can spot ppl far away if you're lucky enough too place the mouse cursor over them.

The new skins might alivate this issue a bit but it would still be a problem with large groups

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I like the friend with animation idea.

I would also suggest that "bandits/outlaws" have a "stench of evil" that attracts Zed's like sounds attract them. It shouldn't instantly aggro them but will make them more inclined to the area where a bandit is. For a group of bandits the effect should be accumalative making bandit teams walking buffets for the undead.

I'm not sure how this would work with Survivours shooting in self-defence.

Also Zeds should prioritise attacking those with low humanity, this may detur the bandit from firing further making self-defence less of an issue.

On the flip-side this change may be over-powered and high humanity survivours would abuse it by firing to attract zeds and then letting them do the dirty work of killing.

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I don't think bandits should suffer more punishment than actually wearing the outfit, which already puts them in a dangerous situation. They are a very important part of the game and it should stay that way. But my suggestions could help with coop play outside of RL friends/clans by making it much more "costly" to shoot someone in the back after grouping with them.

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Yeah the idea of making zeds attracted to bandits seems to have no logic at all and besides bandits are fine they are an important part of the game and without bandits the game wouldn't be half as fun

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I would agree with the pro-bandit people EXCEPT that in real life people actually tend to band together in crisis. The only reason they dont online is because there is no reward for it or risk for killing anyone. I like bandit skins, i like the idea of penalizing bandits, and I still think a lonliness meter would help people get together... it recharges when youre around people, it goes down slowly when alone.

In nature, people band together

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