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How to discourage griefers

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I am not an expert but I have put some thought into the matter, therefore I will share it.

TOPIC OF POST: Discourage griefers by turning them into bandits (desert camo) for a limited period of gameplay time. (certain number of hours)

REASONING: Someone who plays the game just to kill other players will try to be around people the whole time, whereas if a normal player kills in self defense, they would have no problem looking like a bandit for a limited time.

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I want to point out that normal people, given anonymity and an audience, can become "total douches".

Note that I don't mind having pvp killing going on; it's the ones that do it to ruin other people's game experience that bothers me. I believe that dayz is a simulation, and the most unrealistic thing is the reason why griefers kill.

The goal is to reduce the anonymity of griefers while keeping gameplay realistic.

Some of my other ideas included:

1) There could be player stats, not just character stats, that persist the whole time that player owns the game. This could be patrolled somehow, or bonuses/penalties could be given to players with a certain number of pvp kills.

2) Players are alerted when they are in the sights of another player's weapon. This would prevent snipers waiting for other players to stand still, as the potential victims would be alerted and be reminded to not stay still.

Thanks and sorry if someone already had those ideas! You may use my ideas for yourself, I do not care.

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We had the bandit skin a long time ago, thanks for suggesting something Rocket has tried.

LOOOOOOOOOOOOOOOOL

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You know bandit skins are coming back In the next patch right?

Edited by smasht_AU
  • Like 1

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Would this happen in authentic real-life scenario? I think thats why rocket took away bandit skins in the first place. Yes there will be greifers because pepople are anonymous etc. What happens if people know there is no law at all, do you think that there would be no -one who kills for the sake of killing? Maybe not on the same scale but it would happen.

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I would argue that what you call "normal people" and "bandits" are one and the same. People who don't shoot on sight are the odd men out.

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In real life, Bandits would either have to wear masks (self-imposed bandit skins) or people would recognize their faces and tell other people about them. Maybe post up wanted posters.

The game gives players COMPLETE anonymity which allows bandits to do whatever they want without other players being able to respond, keep track of it, or even recognize them. Remember, bandits can change their default faces and names in the options menu. There is absolutely no in-game way to keep track of the activities of the players in any way, shape, or form no matter how much you try.

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Right there : wanted posters ?

Could there be perhaps a oh.... nope didn't think that one through, all our faces are the same . . . dammit.

I would like "something" to either identify for a short time or at least show that there are bandits around.

When joining the server you can see the OpFor team and the other one, how about when you player kill you get moved to the "other" team, without killing you of course, and this would allow players to get a feel for the "tone" of the server they are on, while not actually identifying anyone particular.

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#2 is totally unrealistic it would make it to easy to not get shot, and if it were real there would be plenty of bandits going around killing people for there beans.... so think of a more realistic way to do this, like if you loot someones dead body maybe you would get blood on your clothing, the reasin why i think thats a good idea is because its not just forced to the bandits

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This really wouldn't stop people from shooting other players. In almost every scenario, you have nothing to lose by killing another player and plenty to gain. This wouldn't discourage people from killing at all. All it would accomplish is punishing players who don't normally shoot on sight.

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you cant be punished for banditry, dean said so himself in a rezzed session.

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