TheGrapist18 9 Posted August 5, 2012 Kill or be killed, the reason why 95% of players shoot on sight. (fact. Lol)Of course this does not solve the problem; but definately will help players trust each other later on in game. With that aside, heres my idea:On nametag servers, every character have (Survivor) or (Bandit) after his/her nametag when looking directly at someone. After 2 murders, one will essentially become a bandit. (1st kill being a warning due to accidental shots or various stupid things that can happen. It is after all, Arma 2) after an x amount of bandit kills, one could become a survivor once again. I realize rocket has implemented the heartbeat but really...its not very effective imo. Having an imediate (BANDIT) sign when looking at someone will help a ton when deciding wether to kill someone or talk to them and hopefully ease the rampant killing on sight (KoS) that grew exponentially as dayz's popularity increased. Obviously this doesnt solve anything seeing how most experienced players dont play nametag servers but i know what its like being a noob and not knowing who to trust! This is just an idea. Let me know whats wrong or what can be added and what you guys think!Also, maybe adding a server stat checker? Ex. Press i and not only see zombie kills, but player and bandit kills as well? Maybe then adding a new way to highscore as most infamous in server, or whatever. (i hope im not rambling) but again. Comment and leave ideas Share this post Link to post Share on other sites
random51 172 Posted August 5, 2012 (edited) Great idea, while you spend time reviewing the history of the guy you just ran into he will be blowing your head off.Problem solved.On a serious note the problem isn't KoS, the problem is that a lot of us don't agree with you that KoS is a problem in the first place. We don't think it is broken so we're not going to be receptive to your attempts to fix it.Long story short, if people can KoS some percentage of the playerbase will do so. The only way to significantly change this is to completely remove it as an option.What I find most entertaining about the situation is that something like a bandit skin or tag isn't going to stop KoS, it is going to make it even more attractive so that you get the cool skin, the cool nametag, etc.If I were you I think I'd spend my efforts trying to convince Rocket that a kindler, gentler DayZ would be a better DayZ because he is the only one who can make it happen. You're not going to convince the KoS advocates. Edited August 5, 2012 by random51 1 Share this post Link to post Share on other sites
Badjr 44 Posted August 5, 2012 Great idea, while you spend time reviewing the history of the guy you just ran into he will be blowing your head off.Problem solved.On a serious note the problem isn't KoS, the problem is that a lot of us don't agree with you that KoS is a problem in the first place. We don't think it is broken so we're not going to be receptive to your attempts to fix it.Long story short, if people can KoS some percentage of the playerbase will do so. The only way to significantly change this is to completely remove it as an option.What I find most entertaining about the situation is that something like a bandit skin or tag isn't going to stop KoS, it is going to make it even more attractive so that you get the cool skin, the cool nametag, etc.If I were you I think I'd spend my efforts trying to convince Rocket that a kindler, gentler DayZ would be a better DayZ because he is the only one who can make it happen. You're not going to convince the KoS advocates.You aren't going to convince Rocket of anything either.He knows what he wants to do, and making PvP less prevalent isn't it Share this post Link to post Share on other sites
thegreattriscuit 15 Posted August 5, 2012 (edited) Great idea, while you spend time reviewing the history of the guy you just ran into he will be blowing your head off.Problem solved.On a serious note the problem isn't KoS, the problem is that a lot of us don't agree with you that KoS is a problem in the first place. We don't think it is broken so we're not going to be receptive to your attempts to fix it.Long story short, if people can KoS some percentage of the playerbase will do so. The only way to significantly change this is to completely remove it as an option.What I find most entertaining about the situation is that something like a bandit skin or tag isn't going to stop KoS, it is going to make it even more attractive so that you get the cool skin, the cool nametag, etc.If I were you I think I'd spend my efforts trying to convince Rocket that a kindler, gentler DayZ would be a better DayZ because he is the only one who can make it happen. You're not going to convince the KoS advocates.While what you've said is true, you're missing the point... look at it this way:two people encounter eachother in the woods. You've got survivors, who are generally not inclined to just murder people, and bandits, who are generally inclined to murder it up at every opportunity. That's fine. I'm not judging you. I fully support your alternative lifestyles. I just think you should be labeled. Here's why:Right now, it can go down one of two ways:I'm a Bandit, and I like murder. I meet a random person in the woods. COMBAT! (B + ? = combat)I'm a Survivor, and I don't like murder. I meet a random person in the woods. COMBAT! (S + ? = combat).And really, that's removing a great deal of depth from the game. If there is no actual realistic expectation that anyone you meet is EVER going to be friendly, then why bother with even trying to band togeather?So you label people. It's unrealistic, sure... but this is a game. What's more, it's a game ON THE INTERNET. It's PURPOSE is to form a context for socialization. Some people will want to be all murdery, and that's fine. murder it up. But by labeling people you enable the following combinations:B + B = combat (duh... it makes sense)B + S = combat (of course...)S + B = MAYBE combat... if you've got the drop on them you might take them out, or just run away... but if they see you, at least you know what you're dealing with and have the opportunity to defend yourself.S + S = you BOTH know that you haven't done anything horrible (yet)... so you can make a reasonable guess that you're PROBABLY not dealing with a random murderer... and I think that's enough to enable people to make an educated choice on when they can afford to trust someone. THAT will make this game better.Even if you're just a straight bandit all day long... more survivors grouping togeather to resist you will be more fun, I think, than adding to your ever-expanding collection of flashlights. Meanwhile everyone ELSE gets a better chance at enjoying their experience playing this game.So again, I don't think anyone wants to get rid of KoS all togeather... That's dumb, and it's not DayZ. But it shouldn't be the ONLY option, either. That's not DayZ either, that's CoD. You mentioned "some people will want those cool tags and skins". Sure. There are people that WANT to murder, and WANT to be seen as a horrible killer person. That's legit. again, judgement free zone here. But there are other people that want to do other things, and enabling THAT is what this game needs more of. By the way, you could also have tags for people with a bunch of bandit kills to... that'd be pretty sweet. Edited August 5, 2012 by thegreattriscuit 1 Share this post Link to post Share on other sites
Badjr 44 Posted August 5, 2012 While what you've said is true, you're missing the point... look at it this way:two people encounter eachother in the woods. You've got survivors, who are generally not inclined to just murder people, and bandits, who are generally inclined to murder it up at every opportunity. That's fine. I'm not judging you. I fully support your alternative lifestyles. I just think you should be labeled. Here's why:Right now, it can go down one of two ways:I'm a Bandit, and I like murder. I meet a random person in the woods. COMBAT! (B + ? = combat)I'm a Survivor, and I don't like murder. I meet a random person in the woods. COMBAT! (S + ? = combat).And really, that's removing a great deal of depth from the game. If there is no actual realistic expectation that anyone you meet is EVER going to be friendly, then why bother with even trying to band togeather?So you label people. It's unrealistic, sure... but this is a game. What's more, it's a game ON THE INTERNET. It's PURPOSE is to form a context for socialization. Some people will want to be all murdery, and that's fine. murder it up. But by labeling people you enable the following combinations:B + B = combat (duh... it makes sense)B + S = combat (of course...)S + B = MAYBE combat... if you've got the drop on them you might take them out, or just run away... but if they see you, at least you know what you're dealing with and have the opportunity to defend yourself.S + S = you BOTH know that you haven't done anything horrible (yet)... so you can make a reasonable guess that you're PROBABLY not dealing with a random murderer... and I think that's enough to enable people to make an educated choice on when they can afford to trust someone. THAT will make this game better.Even if you're just a straight bandit all day long... more survivors grouping togeather to resist you will be more fun, I think, than adding to your ever-expanding collection of flashlights. Meanwhile everyone ELSE gets a better chance at enjoying their experience playing this game.So again, I don't think anyone wants to get rid of KoS all togeather... That's dumb, and it's not DayZ. But it shouldn't be the ONLY option, either. That's not DayZ either, that's CoD. You mentioned "some people will want those cool tags and skins". Sure. There are people that WANT to murder, and WANT to be seen as a horrible killer person. That's legit. again, judgement free zone here. But there are other people that want to do other things, and enabling THAT is what this game needs more of.By the way, you could also have tags for people with a bunch of bandit kills to... that'd be pretty sweet.This is a bad argument.Sure "this is a game" but that doesn't mean it shouldn't be realistic. This mod seeks an authentic, realistic feel; the notion that someone who has a goal of killing others would wear something or mark themselves so that others would know that is their goal is unrealistic and unauthentic.The PURPOSE of this mod is not to socialize. the PURPOSE of the mod is to make you feel a wide range of emotions centered around angerhttp://dayzmod.com/forum/index.php?/topic/108-coop-server/page__st__20#entry6115 Share this post Link to post Share on other sites
bazbake 456 Posted August 6, 2012 This is a bad argument.Sure "this is a game" but that doesn't mean it shouldn't be realistic. This mod seeks an authentic, realistic feel; the notion that someone who has a goal of killing others would wear something or mark themselves so that others would know that is their goal is unrealistic and unauthentic.The PURPOSE of this mod is not to socialize. the PURPOSE of the mod is to make you feel a wide range of emotions centered around angerhttp://dayzmod.com/f...t__20#entry6115I think anger was third in that list of emotions. Fed up and frustrated were the first two. Share this post Link to post Share on other sites
Badjr 44 Posted August 6, 2012 I think anger was third in that list of emotions. Fed up and frustrated were the first two.Actually rocket said "If you're fed up, frustrated, maybe even angry then I've done my job"These are all different levels of anger.frustrated being a lesser level than "fed up" which are both lesser levels to being angry, which is a lesser level to being rageful.Hence, centered around anger.Nice try though, but you can't be a smart ass without being smart. Instead you're just an ass. Share this post Link to post Share on other sites
Grodenn 53 Posted August 6, 2012 (edited) I think you are looking at it at the wrong angle, marking people is not a good solution.First of all we need to acknowledge what the REAL problem is. It is very simple, when you encounter another player there is a few choices you can make.A. Ignore the player.B. Try to kill the player.C. Approach the player (try to start a conversation, with what ever intention)So if we break these scenarios down to risk/reward of the outcomes.A. Potential risk of getting shot at if the other player spot you, No reward.B. Potential risk of getting killed if you fuck up, huge reward opportunities (the reward can also be roughly estimated before hand).C. Huge risk of getting killed, rather low rewards.Simply the best way to play this game for maximum risk/reward ratio is being a bandit, all other play styles are less efficient simple as that. This is the TRUE problem of the game atm, what we need is a much closer risk/reward ratios in these scenarios (at least between B and C). Question is how is this done in a propper way that doesn't break the game in both feel and freedom.My best bet is new ways to interact with other people, stuff like blood bags, they are a really nice item that does encourage player interaction. But we need more stuff like that, none mandatory items that gives extra bonuses. I have read stuff in other threads for example about sharing food/water for full effect, or limit the toolbelt slot so you must specify your character in a specific field within the game (needing other players help to do other stuff for you). Not to the extent that it would break the lone wolf play style but enough to encourage player interaction.I also think your life within the game needs more value, right know it doesn't really matter that much which is also a problem. I'm not sure how to do that though but it should be a more emotional experience in killing another player than just another stat on the scoreboard. I think that the shot on sight would go down a bit if your life had more value in some way. I would also want to point out that none of these things will ever break the game for a bandit style of play, I my self do currently play as a bandit I like it but I don't think I will ever be anything else unless the reward for not being a bandit was greater than today.(I'm obviously aware that this will not completely stop every single shoot on sight engagement but that is exactly what I was going for. I still want the shoot on sight game play to exist while at the same time open the field for other type of viable game styles).Edit: Fixed a spelling error. Edited August 6, 2012 by Grodenn 1 Share this post Link to post Share on other sites
thegreattriscuit 15 Posted August 6, 2012 (edited) EDIT: I hadn't seen the latest post, so most of this is in response to Badjr... I disagree with Grodenn on a few points, but agree with the general premise.hah... okay, I'll buy that... But I think my arguement still holds.Thing is... it's a multiplayer game. So you're playing a game... with multiple players. Follow so far? Good.So you're playing a game with other people. If you just wanted to play a game by yourself... they have these things called single player games. Go play one. Better yet, sit in your room and write crappy Walking Dead fanfics or something.Since you've decided that you want to play a game with other people, that requires some degree of socialization. It also requires some degree of suspension of disbelief, as well as a degree of abstraction. Since you can never fully and completely replicate the stressesors of a real zombie apocalypse, you're not going to get a true representation of the decision making process people would use in a zombie apocalypse without introducing some artifical tweaks.So take this issue... in a "real" zombie apocalypse or other SHTF scenario, peoples decision on whether or not to commit murder would be influenced, strongly, by their appreciation (or lack thereof) for the value of human life. Most people that are perfectly happy shooting a bunch of pixels in the face for a digital can of beans would be much less willing to do so to a real person, for a variety of reasons. Let's do fake math!if X is someone's propensity to commit murder, P is all the good things that could come to that person through murder (beans, guns, make the dogs stop barking in their mind), and C are all the bad things that could come from murder (dangers of combat, expended ammunition, slow decent into madness), then you could say the following:X= P - Cso if P outweighs C, then murder. The problem is that, for most people, the biggest component of C is their conscience. All the years they spent believing they were better than that. The cold sweats and sleepless nights spent contemplating the value of the human life they extinguished... the thought of a child cowering cold and alone underneath a car, slowly starving to death because daddy said "wait right here until I come back, son". Except daddy's not coming back. Because you shot him for some delicious beans....none of that matters, because it's just a game. So you have to compensate. You have to provide some other, artificial control there to influence the player behavior. Some other negative consequence to the act of murder. You'll still have plenty of people that will decide to go down that road, but at least now alternatives to murder are more viable. Edited August 6, 2012 by thegreattriscuit Share this post Link to post Share on other sites
Quaby 93 Posted August 6, 2012 Side chat really prevented most of these encounters. If I was feeling particularly nice one day, I would say, " Coming into cherno, any1 friendly, tell me and I will not shoot. Speak up now or I will kill you on sight." It worked okay, sure they know that I was in the area, but it was a risk I was willing to take to maybe prevent a murder. Usually, one or two people will pipe up. I try to ID targets, but there is always that trigger happy kid with a makarov....;) Share this post Link to post Share on other sites
Badjr 44 Posted August 6, 2012 hah... okay, I'll buy that... But I think my arguement still holds.Thing is... it's a multiplayer game. So you're playing a game... with multiple players. Follow so far? Good.So you're playing a game with other people. If you just wanted to play a game by yourself... they have these things called single player games. Go play one. Better yet, sit in your room and write crappy Walking Dead fanfics or something.Since you've decided that you want to play a game with other people, that requires some degree of socialization. It also requires some degree of suspension of disbelief, as well as a degree of abstraction. Since you can never fully and completely replicate the stressesors of a real zombie apocalypse, you're not going to get a true representation of the decision making process people would use in a zombie apocalypse without introducing some artifical tweaks.So take this issue... in a "real" zombie apocalypse or other SHTF scenario, peoples decision on whether or not to commit murder would be influenced, strongly, by their appreciation (or lack thereof) for the value of human life. Most people that are perfectly happy shooting a bunch of pixels in the face for a digital can of beans would be much less willing to do so to a real person, for a variety of reasons. Let's do fake math!if X is someone's propensity to commit murder, P is all the good things that could come to that person through murder (beans, guns, make the dogs stop barking in their mind), and C are all the bad things that could come from murder (dangers of combat, expended ammunition, slow decent into madness), then you could say the following:X= P - Cso if P outweighs C, then murder. The problem is that, for most people, the biggest component of C is their conscience. All the years they spent believing they were better than that. The cold sweats and sleepless nights spent contemplating the value of the human life they extinguished... the thought of a child cowering cold and alone underneath a car, slowly starving to death because daddy said "wait right here until I come back, son". Except daddy's not coming back. Because you shot him for some delicious beans....none of that matters, because it's just a game. So you have to compensate. You have to provide some other, artificial control there to influence the player behavior. Some other negative consequence to the act of murder. You'll still have plenty of people that will decide to go down that road, but at least now alternatives to murder are more viable.I'm playing multiplayer because adding a human element into a game like this creates an element of randomness that you won't find in single player.I'm not here for socialization, I'm here for the authentic feel this mod creates.I couldn't care less about killing another individual if it keeps my family and friends protected. The Conscience is nothing but societal influence, you only feel guilty of something because it is something that is socially frowned upon.This is removed in post apocalyptic times, there is no penalty for killing another individual other than the possibility of him having friends.In a post apocalyptic scenario the reason most murders wouldn't happen is because we would be able to knock out, disarm, or subdue other people and prevent them from causing harm to us.If something like this were implemented, I'm sure you would see a large drop in player killings.Knock out a player from behind and tie him up, then take his loot and leave him for dead. Player has a certain amount of time before he can free himself.There isn't any way to abuse it, since anyone who could be knocked out or tied up could have already been killed.A change like the one I descriped would be authentic, realistic, and not retarded 3 Share this post Link to post Share on other sites
RB30E 4 Posted August 6, 2012 people arguing against a change to the pvp dont under stand is that sure you want realism but arent you forgeting one thing? in real life you can move more freely ie i can move many more ways than the dayz character can and i can also pull a gun up and shoot in alot more ways aswell. my point its untill we can move more freely we need something in to let us know the intentions of a player, i cant tell what people want in real life either but you can sence when something bad is going to happen and have time to move or get out of there. make decesions really yes you can do it in dayz but you cant hide beehing something with out them running around a corner after you would anyone really do that? seriosly you would be way more cautios "oh shit maybe hes waiting there" what would be awesome is a cover mechanic plus a disarm mechanic with maybea way to knock them out for 5, 10 minutes.Really until i can move like that then yes no tags no nothing but until then we need something because it is stupid atm i just shoot everyone i see because im not sure what they realy want. 1 Share this post Link to post Share on other sites
Badjr 44 Posted August 6, 2012 people arguing against a change to the pvp dont under stand is that sure you want realism but arent you forgeting one thing? in real life you can move more freely ie i can move many more ways than the dayz character can and i can also pull a gun up and shoot in alot more ways aswell. my point its untill we can move more freely we need something in to let us know the intentions of a player, i cant tell what people want in real life either but you can sence when something bad is going to happen and have time to move or get out of there. make decesions really yes you can do it in dayz but you cant hide beehing something with out them running around a corner after you would anyone really do that? seriosly you would be way more cautios "oh shit maybe hes waiting there" what would be awesome is a cover mechanic plus a disarm mechanic with maybea way to knock them out for 5, 10 minutes.Really until i can move like that then yes no tags no nothing but until then we need something because it is stupid atm i just shoot everyone i see because im not sure what they realy want.I'm not sure about you, but I can usually tell when another player is about to try and kill me.You can see as their view swivels directly towards you and moves up your body towards your head.Its far different from the more friendly players who look around your midsection.And adding movement like that to this game would be far too clunky and ruin the feelPlease use spellcheck if you want people to actually take your posts seriously. Share this post Link to post Share on other sites
RB30E 4 Posted August 6, 2012 thats the thing they have a gun in their hands all the time, if people walked and ran around with their gun lowered more maybe thenit would be better. even if they are aiming at my body whats stoping them from unloading into me? nothing.it wont be clunky maybe on the current engine but when they move over to their own wont it be smoother because they can start from scratch? bf3 seems to do the whole grab and knife thing pretty well, and i know a few games that have good cover systems. how would they be clunky? please tell me yeah it might slow down the gameplay but isnt that what this game is all about slow movements and thought out actions? Share this post Link to post Share on other sites
Badjr 44 Posted August 6, 2012 thats the thing they have a gun in their hands all the time, if people walked and ran around with their gun lowered more maybe thenit would be better. even if they are aiming at my body whats stoping them from unloading into me? nothing.it wont be clunky maybe on the current engine but when they move over to their own wont it be smoother because they can start from scratch? bf3 seems to do the whole grab and knife thing pretty well, and i know a few games that have good cover systems. how would they be clunky? please tell me yeah it might slow down the gameplay but isnt that what this game is all about slow movements and thought out actions?No, the kind of engine that would support this kind of playstyle won't work well with the Dayz mod.The BF3 grab and knife sequence is a cinematic. Its a response programmed for when you knife a player while you're behind them.There could be a lower your gun stance, but it wouldn't be able to be implemented in the way you're asking Share this post Link to post Share on other sites
xDIx Revenge 51 Posted August 7, 2012 B + B = combat (duh... it makes sense)B + S = combat (of course...)S + B = MAYBE combat... if you've got the drop on them you might take them out, or just run away... but if they see you, at least you know what you're dealing with and have the opportunity to defend yourself.S + S = you BOTH know that you haven't done anything horrible (yet)... so you can make a reasonable guess that you're PROBABLY not dealing with a random murderer... and I think that's enough to enable people to make an educated choice on when they can afford to trust someone. THAT will make this game better.I still would not trust survivor, same as i do now. If i don't know them, i don't trust them. And that is how a real zombie outbreak would result imo. Friends band together, and trust no one else. Bandits do not deserve to be targeted for their choices, the only thing Rocket needs to add is more reasoning to not shoot that survivor for their beans, because they can help you. Right now blood bags is the only real thing worth keeping someone alive for, and meat is a fine option for you to heal, and instead loot all of their stuff with only 1 or 2 shots wasted. Share this post Link to post Share on other sites
xDIx Revenge 51 Posted August 7, 2012 No, the kind of engine that would support this kind of playstyle won't work well with the Dayz mod.The BF3 grab and knife sequence is a cinematic. Its a response programmed for when you knife a player while you're behind them.There could be a lower your gun stance, but it wouldn't be able to be implemented in the way you're askingI agree with your side. However im not sure if any of you are aware that there infact IS a gun lower keybind. It lowers your rifle like the old Halo button combo does, pointing it towards the ground. For the player to engage, they must wait a second for the gun to raise back up, in a very obvious fashion.Making this more usable would be nice, maybe while typing you lower your gun, as to not look threatening. IDK how this would work with direct voice, as you need to do that while on the move and shooting. Share this post Link to post Share on other sites
Dalegor Dobrutro 22 Posted August 7, 2012 (edited) Every idea to stop KoS is good. Just because in game people feel anonymous and they encorage to jerk around without conseqences of character actions. Nobody who complain about KoS dont say about prohibition to PvP. But let this be not the only way in game, now being pure PvP player who shoot first always survive longer. So what sense of playing good guy? Edited August 7, 2012 by Dalegor Dobrutro Share this post Link to post Share on other sites
RB30E 4 Posted August 7, 2012 I agree with your side. However im not sure if any of you are aware that there infact IS a gun lower keybind. It lowers your rifle like the old Halo button combo does, pointing it towards the ground. For the player to engage, they must wait a second for the gun to raise back up, in a very obvious fashion.Making this more usable would be nice, maybe while typing you lower your gun, as to not look threatening. IDK how this would work with direct voice, as you need to do that while on the move and shooting.No, the kind of engine that would support this kind of playstyle won't work well with the Dayz mod.The BF3 grab and knife sequence is a cinematic. Its a response programmed for when you knife a player while you're behind them.There could be a lower your gun stance, but it wouldn't be able to be implemented in the way you're askingi am aware you can lower your weapon but you lower your weapon at the moment and people will just shoot you anyway, playing with people can be fun but there isn't really a reward except if you get shot they can protect your body until you return to retrieve your goods. I want something to either reward playing with people or fix the pvp so i can go at it lonewolf and have fun with other randoms that also know im friendly and have no intention of killng them unless they are bandits. a bit of my point before but something really has to be done to make it a more even playing field. Share this post Link to post Share on other sites
xximrtwoixx 104 Posted August 7, 2012 People need a reason to want to live, if Bandits could Rob people I think a higher percentage of them would, but survivors never stand for being robbed. This is because your player characters only value is in the stuff they accumulated, if they had more value to the player in themselves rather than just the gear player actions would be modified.If people fear death enough they will do what they can to preserve their life, and the best way to do this is a skill system, one that resets or goes negative after death.People will now beg for their life, sure some people will still shoot you, but if you can find berries/animals for the guy who spent all of his points in gun usage then he may keep you around long enough to escape. Or not, its still up to the players.There should be no balancing done to the game, here's the box you figure out the best strategy. If you want to have morals, be a white knight, or lone wolf great you can, but it doesn't need to balance out it cheapens the work being moral in an amorl world represents. 2 Share this post Link to post Share on other sites
Dalegor Dobrutro 22 Posted August 7, 2012 Its game not reality, you cant form game simulation of post apocaliptic world without game balance and mechanics. Because in few minutes you can easy get good weapon, and just camp on beach rookies. And what fun and simulation is this if bandit dont afraid that he is bad. He just login not to gather suplies from dead body, only to shoot down others who are defencless and he have in ass what they have in backpack. Trying to kill as much he can before someone kill him, than he just repeat procedure. And even one day character in game can use google to find dayz map with marked easy to rob good weapon point. And in need just relog on few servers and have all gear he need to simple jerking around. Where is this "brutal" world? Share this post Link to post Share on other sites
RB30E 4 Posted August 7, 2012 People need a reason to want to live, if Bandits could Rob people I think a higher percentage of them would, but survivors never stand for being robbed. This is because your player characters only value is in the stuff they accumulated, if they had more value to the player in themselves rather than just the gear player actions would be modified.If people fear death enough they will do what they can to preserve their life, and the best way to do this is a skill system, one that resets or goes negative after death.People will now beg for their life, sure some people will still shoot you, but if you can find berries/animals for the guy who spent all of his points in gun usage then he may keep you around long enough to escape. Or not, its still up to the players.There should be no balancing done to the game, here's the box you figure out the best strategy. If you want to have morals, be a white knight, or lone wolf great you can, but it doesn't need to balance out it cheapens the work being moral in an amorl world represents.like the skill tree or skill system idea people will value life far more, great idea 1 Share this post Link to post Share on other sites
bazbake 456 Posted August 7, 2012 Want to make sure people value life more? Get rid of storage.The skill tree system has too many opportunities for abuse (favoring playing longer instead of playing smarter...also, it makes grinding a game option, and grinding is the soulless end to gaming).If you get rid of storage, then you get rid of hoarding. You get rid of mindless killing. You make older players and metagamers wary of danger. Share this post Link to post Share on other sites
Dalegor Dobrutro 22 Posted August 7, 2012 like the skill tree or skill system idea people will value life far more, great ideaNaah, only another reason to grow e-penis of campers. Share this post Link to post Share on other sites
RB30E 4 Posted August 7, 2012 Naah, only another reason to grow e-penis of campers.wow if you dont have anything constructive to say stfu and go away please Share this post Link to post Share on other sites