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Daxon

Humanity change for killing pseudo-bandits

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Proposed Change:

If I'm correct, the humanity penalty for killing a non-bandit is the higher of 2500 or their humanity level. I feel this penalty should be changed to the higher of 0 or their humanity level.

Reason:

Because killing players is the only way to lose humanity, this change would penalize players less for killing those who have killed before and are likely to be transitioning to bandit status.

Example:

-Wanabe Bandit with 2 murders and a bit of playtime to bring him back up above official "bandit" status sees survivor with 0 murders.

-Survivor hails for news.

-Bandit fires on sight.

-Survivor kills bandit in self defense.

-Survivor is currently penalized -2500 humanity. (I recommend 0 in this situation)

-If this happens twice, then the survivor becomes a bandit himself.

Conclusion:

This doesn't solve all return fire issues, but it eases the need to debate bandit humanity cutoffs.

What do you think?

-Dax

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It's a good idea for now. Removing the skins was a very bad idea so early in Day Z's life. Of course it's not the optimal solution, I do not like the idea of "skins as humanity" metaphor, but it's the best solution for now. KOS was killing Day Z's individuality.

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Specifically, I meant the way the humanity variable is adjusted and how it effects your classification as a bandit for killing purposes rather than discussing the skin change.

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Since the stat is persistent, I think its fine as is. If you had to accomplish getting rid of the negative humanity or positive humanity to reach your goal in one life I think Id agree with your post. But as is your humanity level is a history of your play style, not the way you felt like playing that day.

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