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ElemenoP

Players unlock clothing through actions [Bandit Skins v2] Discuss

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Ok. Here's a way that can allow the humanity system in, but in a way where players self identify.

Basic Concept: Performing basic actions grants the player optional clothing changes. Finding camo remains possible in addition.

Examples/ideas:

  • Bandit skin: Murder a survivor or bounty hunter.
    The player wants to be a bad guy. He'd kill players anyway, no new incentive for murder.
    Gains badass camo, becomes social outcast and free target.

  • Doctor skin: Administer a blood transfusion
    The player want's to appear to be a good guy. Performs related good action.
    Gains potential trustworthiness, becomes bright white target.

  • Courier skin: Repair a vehicle
    The player wants to drive cars and smuggle stuff. Player fixes cars and smuggles stuff.
    Gains zombie-like clothing, becomes vehicle/loot/camp signal.

  • Hunter skin: Eat the meat from an animal you killed.
    Shoot the cow, steal it's power. Mild incentive to kill your own food.
    Gains ambiguous forest camo, becomes more likely shoot-on-sight victim.

  • Bounty hunter skin: Kill a bandit
    The player wants to hunt bandits and appear to be good. The same reasons as before.
    Gains different but badass camo, becomes bandit target and noob magnet.

  • Survivalist skin: Survive one week
    Naturally, after a week of breaking into houses and supermarkets you'd be better equipped.
    Gains a jacket, becomes a valuable person (for good or for bad)

  • Guide skin: Survive two weeks
    After two weeks, anyone still alive would be set up.
    Gains a sick poncho, becomes even more valuable.

  • Lunatic skin: Survive one month
    Who knows, he's survived a month of killing the undead and insane bandits.
    Gains mad street cred and a willy wonka skin or something, ascends to legendary status.

Why this system a good idea

in my opinion anyway.

  • It's intuitive
    None of these skins require you to drop roleplay to get.
    If you want to be a bandit, do your thing. If you want to be a doctor, help people.
    This way, you can get right into starting your new life however you want.

  • It's voluntary
    The biggest problem with the last system was could label you against your will.
    Now you pick the "vibe" you want to give off. It's up to other players to interpret it.
    Keeps players from getting mad at the system, allows them to put up fronts.

  • It adds depth
    The previous humanity system gave you two looks: potential killer and serial killer.
    New system: Serial Killer, Serial Killer Killer, Un-Killer, Animal killer, Car fixer and survivalist.
    Evaluating potential friendlies and targets becomes harder

  • You get clothing easily
    Lowers the learning curve for newcomers, makes system more varied and reliable.
    Findable camouflage is rare loot. Skins reflecting actions/personality are gameplay features.
    Clothing should not be like an achievement. You get an appearance by performing actions relevant to that appearance.

Thoughts? Questions? Concerns?

I'm personally excited for the inevitable Bandit/Bounty Hunter wars that would take place.

Edited by ElemenoP
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i like this but you need to reach a particular number of killing or helping etc before you gain it and be able to swap between it and the normal skin and the bonus skin you can change into depends on your highest stat based on a point system, and if it's something like a bandit or bounty hunter skin then they are not changeable, maybe make them all permanent but not so noticeable etc like say a healer gets a military medic skin we don't want bright shinning targets.

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I'm a bit in a rush, so I couldn't read through your ideas properly... But it seems at least legit, if not even pretty nice. And the Willy Wonka skin made me lol pretty hard :D

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With the current system, this cannot be implemented. simply the way the engine works.

Although, in a stand alone. This would be kinda cool. Sounds like an 'achievement' sort of system.

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Have my beans!

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I'd just like the ability to make custom shirts/pants and/or be able to loot solidly colored clothes. Kind of lame not knowing what the color of your clothes are, since you see something different from everyone else.

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Rocket was actually talking about something similar, but more in terms of having certain abilities and being able to teach them to other players. Basically you spawn in as say, a medic and can hand the skill down to other survivors, etc.

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Nice and logical, but very 'gamey' (I know, I know it IS a game). IMO the skins should either be optional or interchangable via-your actions. This is definatly a step in the right direction anyway, with both choice AND concequences. I want to discuss this further but don't have time - you should have a look at this ( http://dayzmod.com/f...matter-of-time/ ) thread on factions (see how the idea evolves) and maybe try and relate it to your idea??

Is there a link to ROckets discusion on 'learning'??

Edited by Hoik

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your post wont be read!

they don't listen to the players.

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Nice and logical, but very 'gamey' (I know, I know it IS a game). IMO the skins should either be optional or interchangable via-your actions. This is definatly a step in the right direction anyway, with both choice AND concequences. I want to discuss this further but don't have time - you should have a look at this ( http://dayzmod.com/f...matter-of-time/ ) thread on faction (see how the idea evolves) and maybe try and relate it to your idea??

Is there a link to ROckets discusion on 'learning'??

It is pretty gamey, you're right. Optional/interchangeable is what I was hoping for.

I'll check out that faction thread

This is awesome.

Thanks!

Rocket was actually talking about something similar, but more in terms of having certain abilities and being able to teach them to other players. Basically you spawn in as say, a medic and can hand the skill down to other survivors, etc.

Ehhh...I was for that at first, even made a thread about it. Now...idk...

I'd just like the ability to make custom shirts/pants and/or be able to loot solidly colored clothes. Kind of lame not knowing what the color of your clothes are, since you see something different from everyone else.

That would be pretty bitchin' actually

Have my beans!

I will! Thanks

I'm a bit in a rush, so I couldn't read through your ideas properly... But it seems at least legit, if not even pretty nice. And the Willy Wonka skin made me lol pretty hard :D

Hahaha thanks man, seems like you got the gist

i like this but you need to reach a particular number of killing or helping etc before you gain it and be able to swap between it and the normal skin and the bonus skin you can change into depends on your highest stat based on a point system, and if it's something like a bandit or bounty hunter skin then they are not changeable, maybe make them all permanent but not so noticeable etc like say a healer gets a military medic skin we don't want bright shinning targets.

Nah, the point of this isn't to make skins an achievement. The point is to make them a "declaration of character" so to speak. Player chooses their look by performing associated actions.

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With the current system, this cannot be implemented. simply the way the engine works.

Although, in a stand alone. This would be kinda cool. Sounds like an 'achievement' sort of system.

How so? Bandit skins worked fine. This is just using different models to represent different things.

It's not achievements so much as "the player's appearance can match his/her actions.

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Good idea. I myself really want a way to identify the type of people im dealing with without lowering the current fear level.

Heres an idea i wrote up in another post that could contribute to your idea possibly? Basically, it would take effect if someone murdered who had anything but a bandit skin, making it less obvious who was murdering, but making it possible to tell under the right circumstances.

1) When someone murders, give them a tattoo on their arms, the bigger the tatto, or the more they have, the more murdering they have done and make it last for a few rounds too. This might represent another sign of them joining in with a/the bandit group.

3) When someone murders, change their clothing to make them look a bit more ragged, like a bit of their shirt untucked, rip in their jeans, a loose shirt pocket, a stretched out collar. This might signify they've been shunned or have exiled themsevles to the woods do to their behavior and dislike of others. . Also, that they don't care about their appearance or how another person cares, and thus, might not care about you AT ALL...the usual Hollywood stereotype. MThe more subtle and harder to see, the less of an effect this would have on the current gameplay. It might greatly help with the "I saved the guys life or gave him a weapon and he stabbed me in the back when i turned away" problem.

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Good idea. I myself really want a way to identify the type of people im dealing with without lowering the current fear level.

Heres an idea i wrote up in another post that could contribute to your idea possibly? Basically, it would take effect if someone murdered who had anything but a bandit skin, making it less obvious who was murdering, but making it possible to tell under the right circumstances.

1) When someone murders, give them a tattoo on their arms, the bigger the tatto, or the more they have, the more murdering they have done and make it last for a few rounds too. This might represent another sign of them joining in with a/the bandit group.

3) When someone murders, change their clothing to make them look a bit more ragged, like a bit of their shirt untucked, rip in their jeans, a loose shirt pocket, a stretched out collar. This might signify they've been shunned or have exiled themsevles to the woods do to their behavior and dislike of others. . Also, that they don't care about their appearance or how another person cares, and thus, might not care about you AT ALL...the usual Hollywood stereotype. MThe more subtle and harder to see, the less of an effect this would have on the current gameplay. It might greatly help with the "I saved the guys life or gave him a weapon and he stabbed me in the back when i turned away" problem.

That'd be awesome if they could somehow make it work. Not after murder though, maybe after days survived.

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I dont care if they add bright orange t-shirts with targets on them... I just want more clothes. The system you outline is not only optional but "achievement" oriented. I hope, when implemented, it resembles your ideas.

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I dont care if they add bright orange t-shirts with targets on them... I just want more clothes. The system you outline is not only optional but "achievement" oriented. I hope, when implemented, it resembles your ideas.

I was hoping for more "appearance matches actions" than really straight "achievement." I want clothing to be a representation of what the player does, not how many pig skulls he's collected and so on. That said, thanks for the comment man

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Ultimately, although this is a good idea in essence, it doesn't allow for fairness in the world of DayZ.

This is especially prevalent in the world of snipers, where finding clothing for camouflage is invaluable to their survival.

If snipers have free access to clothing that is greener than others, they will take it as a means resembling their surrounding - which, quite frankly, will result in an even more powerful advantage for snipers gearing up to cause a ruckus in Elektro or Cherno.

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this is a really great idea.

Thanks!

Ultimately, although this is a good idea in essence, it doesn't allow for fairness in the world of DayZ.

This is especially prevalent in the world of snipers, where finding clothing for camouflage is invaluable to their survival.

If snipers have free access to clothing that is greener than others, they will take it as a means resembling their surrounding - which, quite frankly, will result in an even more powerful advantage for snipers gearing up to cause a ruckus in Elektro or Cherno.

It doesn't allow for fairness? In DayZ?

A game where you spawn with nothing vs a world of people w/ .50 cal snipers. Fairness isn't really a factor imo.

That said, their targets will be better camouflaged too. Counter snipers are harder to see, small arms players are harder to see.

But they still all definitely stand out. Even ghillies if you see them from a distance.

The gameplay implications are big enough that "giving snipers more" isn't a big risk.

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your post wont be read!

they don't listen to the players.

Hahaha you're right man

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