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Against Playerkilling: Feeling of guilt causes unconsciousness/poor aiming

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I got an idea while reading a german thread.

Why not make playerkillers faint? When they have murdered a special amount of players per hour, this increases the chance of fainting spontaneous. As an alternative or addon to my idea, the aiming could get shaky.

I think this is a good idea to decrease senseless playerkilling.

What do you think about this?

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I don't like it at all and I'm not even a bandit, the scarfe is enough

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Carebear talking here. But I don't want anyone to get punished for how the want to play, I will still think they are pussies (like Mr.Dev trying to be cool and paraphrasing a old internet picture). It is a Sandbox game, I want it to remain a sandbox game.

PK'ers just add to the tension.

And TBH, if you can't avoid PK'ers..you need to get better at the mod (no offense intended, just stateing a opinion). Surviving 2 weeks is not hard..just play careful and avoid common hunting grounds, unless you are in a group.

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Studies say, here in germany the playstyle is really harsh and arcade. Players meeting just shoot at each other, even when they say "friendly" in direct chat. In new zealand, for example, players really talk with each other just like the devs intended and start playing together instead of against each other.

Think about it.

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Studies say, here in germany the playstyle is really harsh and arcade. Players meeting just shoot at each other, even when they say "friendly" in direct chat. In new zealand, for example, players really talk with each other just like the devs intended and start playing together instead of against each other.

Think about it.

lol @ "Studies say," lmao....

source?

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No.

Some people, in real life, when they kill, don't feel anything at all.

Being a bandit is a way of playing the game, and the crazy-murder-count-raising that goes on is just an unfortunate consequence.

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lol @ "Studies say," lmao....

source?

I read it somewhere but I don't remember well. I would have made a link otherwise.

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What will you do with all your time if not killing other players ? You can't rebuild this world, you can't build a house, you can't cure the disease. What will you do ???

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ooh, is the baby gonna cry?

man up, ptsd only comes in people who do not really want to kill, and first kills, the only way to solve it would be adding something that would benefit each type of gameplay, like karma from another rpg doomday game, in that the evil guy can play joyfully his evil karma stuff and the bad guy his very good stuff, all win

Edited by indominator

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Well, I had the idea of making people playing together and I have to admit, I'm a little bit surprised about the reactions here.

I don't think the devs intended people to shoot at each other on sight like in call of duty.

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I shot a guy that was trying to rob my house, I didn't feel guilty at all, when he fell, I shot him twice on the ground, just to make sure he is dead, guess what? He was!, YES, my gun is licensed.

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THis topic is senseless. This game is a PvP game ...thats the Point... PVP !!! There is no senseless player killing !

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Well, I had the idea of making people playing together and I have to admit, I'm a little bit surprised about the reactions here.

I don't think the devs intended people to shoot at each other on sight like in call of duty.

Of course they intended SOME people to shoot at each other on sight, that's why the option is there. If they didn't intend for it, there would be yet another timer there to stop it. Part of the alpha is obviously testing, but the other side of this (and any) alpha is to see how people play the game. In a sandbox style game such as this, there are many different paths a player can take, bandits being one of them. It's part of the game, it's not going anywhere, nor should it.

Being a carebear is fine if that's the path you choose, but the aspect of another player looking to kill you makes you very cautious when encountering a stranger, as it should, because that's probably what would happen in a real life survival situation. Trust has to be earned first. If you find another friendly, great! If you make the mistake of trusting the wrong person, it's ultimately a mistake on your part and the win goes to them for pulling it off...

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I'm just trying to improve the roleplaying aspect of the game and all I have to read are comments like: "I won't feel guilty."

I know how you people in the USA are like, but I'm talking about a game and how to improve it. If you have better ideas, feel free to post them here and keep your rubbish for yourself.

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sorry mate, i dissaprove, i may be a compleatly friendly player (only kill i had on another player was when i shot one that was sprinting in front of me in the head by mistake with a crossbow while trying to shoot a zombie, as least he was a bandit), but the bandits will not like this, especialy when it comes to REAL firefights (i have seen a 5 vs. 5 fire fight from a mountian, what if one of the players lost all his allys then somehow killed all 5 enemys in revenge without dying), not just random scessions of snipin newbs to upkeep the clan name, ect.

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i get your point but we dont need to penalize the killers, this is game about survival, and not pvp, so you are not forced to deal with players or even go to cities.

well, i think that a more karmic stuff would be needed, so if you like killings and action, the game will slightly change you to more killing, if you dont, well it will go on other directions, you can get my point too, survival is the only basic of this game, not pvp, also, remember other sandbox shooters like fallout or even stalker. each person, good or evil gets its own rewards, consequences and punishments, you just cant save everybody

Edited by indominator
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Your opinions are worth nothing unless supported by facts. So unless you can present studies and information that supports your claim, you are WRONG.

Now I support these ideas of effects on the player from killing, but I'm wrong unless I bother to provide facts that support what I have said.

Edited by TheCenturion

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Studies say, here in germany the playstyle is really harsh and arcade. Players meeting just shoot at each other, even when they say "friendly" in direct chat. In new zealand, for example, players really talk with each other just like the devs intended and start playing together instead of against each other.

Think about it.

I changed the font of the words I made large to COMIC SANS because, well, you're funny.

The bandit mechanic is something Rocket has said many times he's guarding (paraphrasing). He doesn't want ot change it up too much because it's an important part of the game.

What is wrong with you people?!?!?! :P

Edited by Johnggernaut

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I changed the font of the words I made large to COMIC SANS because, well, you're funny.

The bandit mechanic is something Rocket has said many times he's guarding (paraphrasing). He doesn't want ot change it up too much because it's an important part of the game.

What is wrong with you people?!?!?! :P

Yeah, I don't have a problem with players playing bandits and it's part of the game. But have you ever joined on a german server? The people there are paranoid and shoot at sight. Well, all players are bandits. I miss the balance between explorers, bandits and playerkillers.

Do you understand this?

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I got an idea while reading a german thread.

Why not make playerkillers faint? When they have murdered a special amount of players per hour, this increases the chance of fainting spontaneous. As an alternative or addon to my idea, the aiming could get shaky.

I think this is a good idea to decrease senseless playerkilling.

What do you think about this?

Fucking stupid. That's what I think. And if you're a survivor? How about you can't pull the trigger when a player is in the sights because you're friendly? More you try to shoot the unconscious bandit that just killed your friend, the more your whiny character cries, until your screen is totally blurred out and your period starts.

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I got an idea while reading a german thread.

Why not make playerkillers faint? When they have murdered a special amount of players per hour, this increases the chance of fainting spontaneous. As an alternative or addon to my idea, the aiming could get shaky.

I think this is a good idea to decrease senseless playerkilling.

What do you think about this?

I'm pretty sure a lot of criminals in real life would never almost faint from ... guilt... Sorry, crappy idea.

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Well, rocket has taken out humanity. I'm pretty sure he will find something similar to this.

Maybe a class system or something like this. Let's just sit and wait.

@Topic: Most people are against my idea. I understand this and I assume that all of you are playerkillers. It's an interesting experiment, this thread. It tells me a lot.

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