Jump to content
Applay

Humanity, but in a different way

Recommended Posts

Well, I don't know if it was already suggested, but...

I was just chilling here, reading the news about the future stand alone version, and I thought about a way to help the friendly interaction in the game without punishing banditism.

So, I was thinking. Why not put the humanity bar again but working in a different way? Like, your bar slowly decreasing with time, and the way to fill it up again is starting "parties" with other players?

How would it work?

- You start with a X amount of humanity, and it goes down VERY slowly, some effects could be added depending on the amount of humanity you have, like you get paranoid and start to hear footsteps and shadows around places. This idea I got from a glitch on this MOD. Sometimes a zombie would simply pop out in front of me, and I thought "lol, I must be going crazy".

After you guys start to taunt me and say this idea sucks, let's see how this idea would work for the 3 kind of players in this game.

Game style #1 - The friendly lone wolf.

You find a player in Cherno, and you use your microphone to see what's his intentions... Both of you are friendly and want to fill your humanity bar. Then you start a party with this characters. It would both slowly increase your humanity and draw an icon on your heads, so you guys don't kill each other as it happens most of the time in this game.

" OMG! A guy in front of the supermarket! Killed him ;D"

" That was me, you asshole ):"

Game style #1 - The bandit lone wolf.

You are a bandit, so you are interested on beans and blood. So either you find another player that says he's a bandit or just a friendly player to fill your humanity bar.

Let's face it. If you are a lone wolf bandit, you are just screwed as the friendly guy. You'll probably get killed while chilling on a hill and waiting for your prey to come.

Game style #1 - I already have friends.

You already have your friends and don't really want to meet other players, so this idea wouldn't really affect those players. They could simply start a party, get that icon on to of their heads, fill their humanity and be happy as they used to be playing DayZ mod on Arma 2.

----

Party Rules!

#1 - If you kills someone in your party (friendly fire would not be disabled in parties), all the humanity you got would be lost.

#2 - Killing people that's not part of your party wouldn't decrease humanity (as mentioned before)

#3 - More people in a party would increase your humanity faster.

Possible problems!

#1 - Player X and Y. Player X gets out of the party, then kills player Y, so he doesn't lose his humanity.

Solution 1: You don't want to play with that guy later, so you guys can both go different ways and close the party after a safe distance.

Solution 2: If you leave the party, you and the other players have to wait 1 minute to kill each other without losing humanity

Conclusion:

In my opinion, it could probably solve the lack of interaction between players without punishing banditism in this game. I never played the bandit in this game, but I don't it should be removed. It's part of the role play. I saw a video on youtube where two guys robbed a player and I found it amazing, but it's now ruined by the "omg, I'm scared *ALT+F4*" people.

So, if you play as a bandit in the game I think somehting I suggested may be bad for your game style, let me know. So we can discuss and improve this idea.

Ah, and also sorry for any grammar mistake. I typed that really fast and didn't read it because I'm lazy.

Edited by Applay
  • Like 1

Share this post


Link to post
Share on other sites

It seems to be a nice idea, but it still won't prevent KoS behaviour.

Share this post


Link to post
Share on other sites

It seems to be a nice idea, but it still won't prevent KoS behaviour.

Sorry for my ignorance, but what is KoS? lol

-

Hmm, I think this topic will get into the limbo, I hope at least Rocket reads this.

Edited by Applay

Share this post


Link to post
Share on other sites

KoS is Kill on Sight.

Ah, I see. Thanks.

But, hmm.. Yeah, the intention isn't to remove the kill on sight behavior, but to reduce it, to give people a reason to interact with other players. This idea can also be improved to work a little bit more about it. :P

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×