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Sveglia

First step should be in this direction...

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As I stated in another thread, here's what I think it could be the easiest and fun way to go and stop all this "bandits are bad", "no enough zeds", "why should I be a survivor then?" problems. Copy/paste yeah..

-One thing you can actually do is, every time you killed another human being (survivor or bandit) you gain X ammount of aggro, more killings = more aggro, more zeds on you, making the game harder because of your decision to take a life.

Go "hurr durr serial killer on bean coast" and your aggro goes up to the roof... and then I want to see you trying getting to a city to grab some food or whatever, you better team up boy. And by doing so (cooperating, helping another guy, etc) you decrease, let's say, half that aggro you initially get.

So truly survivors won't have problems reducing fast that aggro they gain for killing a bandit, and in the other hand you put bandits in a nice spot, if they kill, they better be a good player... "If you're gonna be dumb, you better be tough".

This will only work if they put more zeds around (and by doing that they fix the "not enough zeds" "zeds are easy now" problem), put them not only in towns, you need to be watching over your shoulder all the time, and even more if you're a murderer.

Altought there are certains things to check and fix before going this way, group of bandits helping each other continuously and exploiting the "decrease aggro" system, lone wolves (survivors or bandits) also need a chance to reduce their aggro on their own (but helping other indirectly at least) and hundreds of others things, but I really believe this is the way to go, not intrusive, not unfair, certainly real and the decision (as the consequences) is in YOUR hands all the time, so think twice before kill that guy.

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Dont try to develop. Ever.

Your so fucking retarded it amazes me and i cba to tell you why.

/thread

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Dont try to develop. Ever.

Your so fucking retarded it amazes me and i cba to tell you why.

/thread

no need to be that harsh dude... what's your problem?

I still would like to hear some well manered feedback, maybe I'm wrong, but you can point things in a better way and maybe we can found a nice solution togheter, but let's discuss things over, (almost) everyone around here are trying to improve this mod/game, some others, well, don't.

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I don't get why zeds would aggro more on bandits than on survivors. Human flesh is human flesh.

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As I stated in another thread' date=' here's what I think it could be the easiest and fun way to go and stop all this "bandits are bad", "no enough zeds", "why should I be a survivor then?" problems. Copy/paste yeah..

-One thing you can actually do is, every time you killed another human being (survivor or bandit) you gain X ammount of aggro, more killings = more aggro, more zeds on you, making the game harder because of your decision to take a life.

Go "hurr durr serial killer on bean coast" and your aggro goes up to the roof... and then I want to see you trying getting to a city to grab some food or whatever, you better team up boy. And by doing so (cooperating, helping another guy, etc) you decrease, let's say, half that aggro you initially get.

So truly survivors won't have problems reducing fast that aggro they gain for killing a bandit, and in the other hand you put bandits in a nice spot, if they kill, they better be a good player... "If you're gonna be dumb, you better be tough".

This will only work if they put more zeds around (and by doing that they fix the "not enough zeds" "zeds are easy now" problem), put them not only in towns, you need to be watching over your shoulder all the time, and even more if you're a murderer.

Altought there are certains things to check and fix before going this way, group of bandits helping each other continuously and exploiting the "decrease aggro" system, lone wolves (survivors or bandits) also need a chance to reduce their aggro on their own (but helping other indirectly at least) and hundreds of others things, but I really believe this is the way to go, not intrusive, not unfair, certainly real and the decision (as the consequences) is in YOUR hands all the time, so think twice before kill that guy.

[/quote']

I actually agree with post number 2.

You're so bias against Bandits it's retarded.

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This idea has been suggested before. "Bandits" don't exist anymore. Murders are not as common as some people would make them. No play style should be punished with the intent to promote another. PVP is intended, a lot of people seem to think otherwise. I can't even begin to understand how this would be "fun" game mechanics and I am NOT a "bandit". I award you NO points and may god have mercy on your soul.

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In any way I say "bandits" aggroes more than "survivors", it seems like bandits take a defensive stand in vain, and I quote myself:

every time you killed another human being (survivor or bandit)

it goes to both type of players, survivor killers, bandit killers, just for the fun killers, you kill you make the game a little harder for you, and certainly you have the chance to reduce that aggro... I just wanted to make the zombies do something more than just stand there, I don't condemn PvP, I just want to balance things up a little and encourage another type of gameplay other than the "kill everyone on sight".

Welp... -1 reputation and the reason is "Carebear"... some people don't have text comprehension.

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In any way I say "bandits" aggroes more than "survivors"' date=' it seems like bandits take a defensive stand in vain, and I quote myself:

every time you killed another human being (survivor or bandit)

it goes to both type of players, survivor killers, bandit killers, just for the fun killers, you kill you make the game a little harder for you, and certainly you have the chance to reduce that aggro... I just wanted to make the zombies did something more than just stand there, I don't condemn PvP, I just want to balance things up a little and encourage another type of gameplay other than the "kill everyone on sight".

Welp... -1 reputation and the reason is "Carebear"... some people don't have text comprehension.

You are beating a dead horse. Read carefully:

rocket Offline

DayZ Staff

DayZ Dev Team Posts: 660

Joined: Apr 2012

Reputation: 342

RE: WTF is happening to the server community.

"The definition of insanity is doing the same thing again and again and expecting different results".

1. Get a fucking plan.

2. Stop assuming everyone wants to survive.

3. Stop assuming everyone wants to cooperate.

4. Find the people (offline if needed) that want to do these things.

5. Trust those people and nobody else.

6. Don't be part of the fucking problem (avoid, rather than kill).

This IS stupid. So do something about it. Posting "aw everyone kills everyone" on the forums is what people have been doing for ages. Has it worked? NO. So try something else. I see a few groups are doing different stuff, and they're keeping quiet about it. It's obvious from the database those people who are adjusting to the "anti-game" environment and those who aren't.

I don't have the resources or the inclination to balance the game, or develop some kind of punishment system. So that just ain't going to happen, even if it was within the scope of the project (and its not).

So the DayZ world has gone to shit? Good. We're on track then. Because its a fucking Zombie Apocalypse.

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-2 now, because you refuse to acknowledge any of the points raised against you (ie: THIS IS A PVP GAME: STOP CRYING)

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Don't know wich part of "I don't condemn PvP" you didn't understand, and there is again the "carebear" word, yeah, that's got to be a good point.

Last time I checked this was a zombie mod, ok, turn this into a hollow deathmatch like any other game can offer (and maybe in better ways), have fun CoD kids.

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your suggestion is to punish people for engagingin PvP

that is an anti-PvP suggestion

whether you think it is for carebear reasons or not it has carebear effects by discouraging the PvP

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Simply by shooting a gun you risk aggro. It's already in the game. Just need about 2000 more zombies on each server to bring it back to a zombie apocalypse.

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Simply by shooting a gun you risk aggro. It's already in the game. Just need about 2000 more zombies on each server to bring it back to a zombie apocalypse.

And have some of them spawn outside of cities.

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Why should someone that chooses to kill another player be punished for doing so? The other player has to let the player get close or simply be unaware of their surroundings for long enough to be killed.

Your logic is flawed at best my friend, many people have posted threads about the need for bandits, I'll recap a few points, bandits make people be more careful when they travel, without bandits/player-killing this game revolves around avoiding walkers, which for the most part is not a very hard thing to do with some common sense, and use of appropriate movement controls.

Punishing a bandit for making the game a better place is counter-productive and would make people not want to be a bandit. Besides the current ratio is like 9 survivors to 1 bandit anyway.

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