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Slamz

Humanity is out; community is in

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"Humanity" points were a flop. Let's try to think of something better...

Think: Facebook (or Yelp). Communities. Friends of friends.

Bob and Jim hang out. Via mouse-wheel interaction, Bob and Jim add each other to a friends list before logging out.

The next day, Bob and Smith friend each other before logging out.

So the connections look like this:

Jim <--> Bob <--> Smith

The day after this, Smith sees Jim. They have never met before. Mousing over him (from a safe distance), he sees "(Mutual friends with Bob)". Smith realizes he has a connection with Jim and so he may take a chance of friending him. They've both friended Bob in the past so there's at least a little bit of a connection.

Killing someone removes that person as your friend automatically and additionally removes any mutual friends you may have had. If Smith kills Jim, he not only loses Jim as a friend, but also Bob, even though Bob isn't even online. The connection after this interaction would be this:

Jim <--> Bob

Smith is out of the loop because he killed Jim.

The net result is that communities start to form.

Survivors who tend to want to cooperate will start automatically recognizing each other through networks of friends, making it much easier to trust strangers. Bandit communities may form as well, but they probably will have few, if any, links to the survivor community.

A new player with no friends will look a lot like a bandit (no friends in common), and bandits can still infiltrate, but they'll lose connections fast if they start killing people. "Going bandit" will basically be like "going noob" in that you lose all of your community connections and have to find someone to trust you again so you can start building up a friends list.

The goal isn't to stop banditry or even punish solo play, but rather, to give a way for communities to form in a relatively natural way. People who want to group up will have an easier time identifying low-risk buddies versus high-risk unknowns.

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This is a pretty awesome idea, solves the bandit problem (at least i think so) and gives a benefit to playing in groups and a form of punishment for betraying.

+1

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bad idea.

How you will check player name - ask about his name? or be ask playerId?

In real catastrophic situation, where you get database about social connections?

try call by phone, but GSM does not worked

try use internet, but no electricity, ISP providers off.

or be say every player

- I know Bob from Boston, he play every evening at Chichago 12

- did you know him?

Strange dialog, not?

be better and easy implement - just add Label over player - All Time Murders Counter! (just joke)

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