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ErwinRumble

A simple answer to the bandit issue once and for all.

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Here's the deal. This game is swarming with something. Is it zombies? flies? tin cans?

No.

It's swarming people. Salivating players are joining in droves to play this game. These multitudes of people have more long-term influence on the game than any game mechanic can. The condition between players as a whole is dynamic by definition, completely up to us. There are no sides, no control points or team advantages/handicaps to mold our choice and no amount of whining on the forums about implementing mechanics is going to stop bandits or rival survivor groups from putting a round in your skull.

Don't like it? Do something about it in-game. Create a squad/clan/organization/propoganda/philanthropic hospital with gun laws/bandit hunter group/safe haven/survivor army/escort team (interesting to see what can be done with player construction), I don't care. But rocket isn't our God, he's the creepy mother fucker in a lab coat behind a two way mirror watching how this social experiment plays out. So instead of asking for bandit reprimands mechanics from rocket, do something about it in game because rocket isn't going to save you from far off DMR rounds.

EDIT: Accidentally hit enter while trying to format. Still correcting.

TL;DR - Player freedom allows us to solve our own issues without whining on the forums for carebear mechanics.

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Thank you, you've basically summed up what I was thinking. More people need to watch their surroundings too. I see players sprinting down the rail tracks just asking to be shot.

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The problem isn't the Bandits per se, it's distinguishing a normal survivour from a sociopathic Survivour is the problem..

Solution - bandits have bandit skins, survivours who behave like Bandits incur some kind of Forfeit.

everyone is happy.. non?

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That's fine, When one day you log in and realize your basically playing Deathmatch with zombies. You'll be comfortable with knowing that you helped create this.

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The problem isn't the Bandits per se' date=' it's distinguishing a normal survivour from a sociopathic Survivour is the problem..

Solution - bandits have bandit skins, survivours who behave like Bandits incur some kind of Forfeit.

everyone is happy.. non?

[/quote']

Well there are a ton of "Self Defense" bandits out there.

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That's fine' date=' When one day you log in and realize your basically playing Deathmatch with zombies. You'll be comfortable with knowing that you helped create this.

[/quote']

People like you need to fuck off. Anytime a game allows for freedom with open PvP, shits like you yell 'COD, DEATHMATCH' so you can enjoy your carebear pve experience.

Seriously, people like you are the reason ultima online died. Killing player freedom means you kill the game for a massive niche playerbase.

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Or every one in game has a diffrent skin. 50 Diffrent skins shouldent be hard.

OMG the german dude is a bandit.

Blackguy with pilot helmet is friendly ect ect.

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Freedom for someone to play how they see fit is parmount. But it needs to be surported with better in game comunication.

At least being able to comunicate quickly without loosing your abiltiy to fire your intentions and idealy to referance directly the pearson your near / looking at.

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Yeah the voip needs a fix badly :/ once that is fixed shit will get AWESOME :D

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If there were in-game craftable items this would work. If a group comes together and makes uniforms for an anti-bandit police force, and those uniforms were unique. But they aren't. So even if someone says "Hey, I'll protect you from bandits!" you can't trust them.

Unless you know the person in real life. And without direct communication it's impossible to trust anyone.

Or, there needs to be a hard-coded mechanism for "Friendly?" and if someone responds "Yes" they are a hard coded friend, and if they kill you then they start to suffer mental problems in the game, getting worse over time until they shoot themselves out of misery and guilt. Or they can just do good things to get their head straight again.

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Good to know some people know that this game is harsh and it's going to STAY harsh. If you die, it's your fault for not scoping out that town or being a little too eager to loot a corpse in the street. Your death is always your fault, except in the case of bugs but everyone gets eaten by a tree now and then.

Rocket isn't going to make things easier, in fact you can expect him to make things harder for us in the near future. So the only person who can make the game less harsh is YOU. Stick to the tree line, scope out towns for a few minutes before you go looting, avoid other players, and join a team or clan if necessary.

Despite your best efforts, you WILL die at the hands of a player at some point. The lifespan of the average survivor is about 30 minutes, so you're beating the odds for every day you stay alive.

TL;DR

Stop crying on the forums and look at what you're doing wrong.

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The problem isn't the Bandits per se' date=' it's distinguishing a normal survivour from a sociopathic Survivour is the problem..

Solution - bandits have bandit skins, survivours who behave like Bandits incur some kind of Forfeit.

everyone is happy.. non?

[/quote']

Well there are a ton of "Self Defense" bandits out there.

yeah, I know.. the transformation to bandit is too sudden, if there were different skins along the way to flat out banditry? like depending on number of survivours killed ending up with necklesses of human ears around their necks so no mistake could be made about their intentions, then it would be sweet.. of course redeeming acts would bring a person back down the skins to looking like a normal survivour.

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I support killing everyone, as we will soon not know WHO is a bandit and can therefore trust noone.

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That's fine' date=' When one day you log in and realize your basically playing Deathmatch with zombies. You'll be comfortable with knowing that you helped create this.

[/quote']

People like you need to fuck off. Anytime a game allows for freedom with open PvP, shits like you yell 'COD, DEATHMATCH' so you can enjoy your carebear pve experience.

Seriously, people like you are the reason ultima online died. Killing player freedom means you kill the game for a massive niche playerbase.

Looking for a way to allow for people to engage in non-PVP encounters within a PVP environment DOESN'T MEAN THEY WANT PVE ONLY. In fact, that's what makes this mod unique, that it creates an environment where this is possible. Practically no other game does this, because the point of those games is PVP only.

For example, there is a guy crawling around near a far north town, he needs medicine and is in trouble. I could have offed him and took his stuff, but instead I hooked him up with what he needed and said good luck. Later at the airfield, ran into another guy who was dealing with a horde, offed a couple of the zombies and said, "you keep to yourself, my group keeps to itself". He agrees, we all go about our business. Then finally, another player says, "who's a the airfield, let's meet up". we elected not meet up but saw him, turns out to be a trap, he was bait looking to draw people out and his buddy snipered all three of my group.

Fair enough. But the reality is there is nothing to keep people from constantly pulling those kinds of moves, and over time I wonder if it will ruin the desire to engage in non-PVP actions, and encourage people to only shoot on sight. At that point, the mod becomes much like many other similar products and loses some of its uniqueness.

This is in no way asks for PVP to be removed, it's just a point for discussion. Can we all please take a step back from screaming CAREBEAR at each other and consider that many people are not calling for PVE only.

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I like it how it is now.

If you die in DayZ, bugs asid, you dies -because you did something wrong -

- You didn't check your surroundings.

- You didn't move behind the tree line.

- You didn't scope an area before moving in.

- You didn't get the fuck away from the coast asap.

- You didn't check each and every corner as you moved through a town / airfield.

- You didn't keep an eye on that other survivor your decided to trust.

- You didn't take the first shot.

And so on...

There is rarely a moment another player kills you that you could not have avoided.

The issue is, currently, that there is nigh on zero incentive to try and work together with a stranger.

I have done it -once - when I was so close to dead it was my only option (dehydrated and miles away from water pumps and during a period when loot wasn't spawning properly). In the dead of night another survivor who I had bumped into earlier agreed to use a blood pack on me that I dropped on the floor. I was lucky.

The game does not need to punish nor highlight PKers at all (even though I am not a bandit at all, I hate the idea of the bandit skin). But it would be nice to have some greater incentive not to shoot on sight. Because as it stands, people like me who avoid killing other people do so at a massive disadvantage in game.

To PK or not PK: The game should not punish either decision. As it stands, the game is so heavily weighted in favour of taking the first shot, regardless.

And don't shout "reality" in response.

In reality, if I had someone slowly moving through a village in my sights from a vantage point, I would gain far more by being able to talk to them (local chat / voip really needs fixing) and scope their intentions out then join them in clearing out an area than I ever would by killing them, gaining their stuff but having to take on a horde myself.

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If there were in-game craftable items this would work. If a group comes together and makes uniforms for an anti-bandit police force' date=' and those uniforms were unique. But they aren't. So even if someone says "Hey, I'll protect you from bandits!" you can't trust them.

Unless you know the person in real life. And without direct communication it's impossible to trust anyone.

Or, there needs to be a hard-coded mechanism for "Friendly?" and if someone responds "Yes" they are a hard coded friend, and if they kill you then they start to suffer mental problems in the game, getting worse over time until they shoot themselves out of misery and guilt. Or they can just do good things to get their head straight again.

[/quote']

I think this is a great idea! Really fits what me and my friends have been talking about.

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I think this is a great idea! Really fits what me and my friends have been talking about.

http://dayzmod.com/f...-lawless-lands/

We're doing the same thing...just need it to be one, coherent force that the bandits will learn to respect. It's not about killing bandits, it's about creating safe zones for anybody who is willing to abide by non-violence while they are inside the zone.

Edited by Oldtribe

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Make a friends/clan system where we don't have to spend hours trying to join the same server.

Then I will accept this answer.

Even a direct connect IP option would be nice.

Or the ability to actually recognize people around you.

I ask for nothing more than that.

Edited by Ramirez77

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People like you need to fuck off. Anytime a game allows for freedom with open PvP, shits like you yell 'COD, DEATHMATCH' so you can enjoy your carebear pve experience.

Seriously, people like you are the reason ultima online died. Killing player freedom means you kill the game for a massive niche playerbase.

God damn it. I really miss UO. Those were some of the best days in gaming I have ever had.

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If there are more skins available you could use a particular skin to indicate whether you want everyone to perceive you as Friendly or not.

It could quickly become common knowledge via these forums that a particular clothing type is indicative of a Friendly player. For example a Police skin could show others that you are Friendly and wont shoot on sight.

However, bandits could also use these skins to be sneaky bastards. All skins should be optional and not forced on a player through their gamestyle.

The more variety and options we have the better.

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If there are more skins available you could use a particular skin to indicate whether you want everyone to perceive you as Friendly or not.

It could quickly become common knowledge via these forums that a particular clothing type is indicative of a Friendly player. For example a Police skin could show others that you are Friendly and wont shoot on sight.

However, bandits could also use these skins to be sneaky bastards. All skins should be optional and not forced on a player through their gamestyle.

The more variety and options we have the better.

Skins would be kind of pointless then because you would never be able to tell who to trust.

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The issue is, currently, that there is nigh on zero incentive to try and work together with a stranger.

About sums it up.

The real question is how to address that issue. I'm down with the idea of evolving bandit skins provided that people who abstain from killing others for long periods of time or frequently help other players get skins of their own that mark them as helpful players. And obviously it wouldn't be a situation where you murder one dude and suddenly your skin portrays you as a demon cannibal. There would have to be tiers for both sides.

I don't see skins as an actual form of punishment either way. If you're a murderous bandit who snipes unarmed people from the top of a tower, you're probably also going to dress differently from the guy who goes from town to town offering blood transfusions to strangers in need. The game reflecting those kinds of things is only a positive in my mind, and it also helps to address this game's biggest issue (that you highlighted in the quote above). You see a bandit, you know to shoot on sight. You see a good person, maybe you think twice about pulling the trigger.

You can still do whatever you want, and you're not directly punished for any actions. Your image just becomes a reflection of your personality over time.

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Skins would be kind of pointless then because you would never be able to tell who to trust.

True, but i think the fact that if you WANTED to you could show others your intentions were friendly. Whether they believe you or not is another matter.

And i just want to roll as priest to be honest. Dealing out justice with my Holy Enfield.

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