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aopfin87

Remove or significantly decrease humanity score rising over time

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I suggest this for couple a reasons:

1. Make people think about killing others twice, idling in a bush is not going redeem their bad deeds anymore.

2. I wan't to keep my bandit skin without having to kill a noob every 2 hours. It has it's perks like better camo and since switching between skins is problematic this would also reduce that issue.

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LOL at you. You WANT to be a bandit, but are upset that killing one player every 2 hours is too much for you? Is there a bandit training camp you can go to for some practise?

I started on -55000 last night. I played for about 5 hours, only killing 1 bandit and I finished with about -47000. So I don't think it decreases too fast. I mean if you only kill 1 player every 2-3 hours you're hardly deserving of being a bandit.

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Sorry but lurking around spawns to grief others isn't for me. I'm still very much bandit to those I meet on my adventures deeper in Chernarus. :D

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Yes, but you WANT to be a bandit, because it offers you advantages, and a preferred look.

So work for it! The bandit model was introduced to identify players who were going around and murdering each other (frequently). Someone who only does it every 5 or so hours is not a bandit. If they did that, people would argue they killed a survivor in self-defence, and now have to wait 5 hours to return to normal. Your argument seems the weakest though, you want to be a bandit, without being a bandit.

Bandit model is most useful along the coastal areas. If you're around there, and a bandit, you are shoot on sight.

If you're deeper in Chernarus, bandit or not you are not necessarily shoot-on-sight. You're a slightly more experienced player to have gone north, and many of them are bandits by accident, or just self-defence.

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I thought point of being a bandit was acquiring gear by taking it from others, not killing every player you see.

Are you a bandit when you kill every noob you see without any intention to loot them? Sounds more like regular griefer.

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I for one am one of those bandits who like the skin, it gives slight advantage in the bush thanks to the camo, but do not like the idea of having to kill every now and then just to keep the humanity low enough. Kill for the loot that you need, not just for laughs.

Would be nice, if it did not decrease over time. But it seems the whole bandit skin is going to be taken off (assuming by this http://dayzmod.com/forum/showthread.php?tid=720 thread) because it's too much work to get it working properly. But still, if Rocket get's it to work, remove the decrease and make some other way to gain you humanity back faster, for those who seek redemption.

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I find that regenerating humanity over time is just plain ridiculous, I don't see any logic behind that.

Make bandits do some extra work if they want to redeem themselves.

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I agree completely, reduce the increase in humanity. You don't need something to work for as a bandit, you need to survive as a primary target in the eyes of others. Not sit around the coastline killing new players.

@Freeborne It is not about who has the lowest humanity or who is more deserving of being a bandit. He might have a different play-style than you.

@aop +1 for being a real bandit. ;D

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I find that regenerating humanity over time is just plain ridiculous' date=' I don't see any logic behind that.

Make bandits do some extra work if they want to redeem themselves.

[/quote']

And yet you find the idea of someone magically changing into bandit clothes upon reaching some arbitrary level of humanity normal...?

The whole humanity system is pointless. Bandit skins mean nothing other than that player has killed someone relatively recently (at least in terms of played time).

The bandit models seem to be causing no end of grief, whether it be from simply existing on a player, to the swapping between models. Combine this with their aforementioned pointlessness and there is a strong position for removing them and the humanity system in its entirety.

Players who kill other players will either do so up close, at which point a bandit skin is irrelevant because any player could be a killer and if you're less on guard around someone without a bandit skin, you deserve to be shot, or they kill you from somewhere where you can't see them and the bandit skin is irrelevant once again.

Worse, the bandit skins encourage spontaneous acts of violence. There is a huge stigma against anyone with a bandit skin, regardless of how it may have been obtained, with a shoot first, steal beans and never ask questions mentality coming about because of it.

I honestly see no reason to differentiate a player who has killed recently from players who haven't killed recently. It serves no purpose, incites spontaneous, and aggressive gameplay and seems to be causing more problems code wise than any benefit it's providing in game.

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Agreed, but at the same time you should lose less humanity for a murder.

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I find that regenerating humanity over time is just plain ridiculous' date=' I don't see any logic behind that.

Make bandits do some extra work if they want to redeem themselves.

[/quote']

And yet you find the idea of someone magically changing into bandit clothes upon reaching some arbitrary level of humanity normal...?

The whole humanity system is pointless. Bandit skins mean nothing other than that player has killed someone relatively recently (at least in terms of played time).

The bandit models seem to be causing no end of grief, whether it be from simply existing on a player, to the swapping between models. Combine this with their aforementioned pointlessness and there is a strong position for removing them and the humanity system in its entirety.

Players who kill other players will either do so up close, at which point a bandit skin is irrelevant because any player could be a killer and if you're less on guard around someone without a bandit skin, you deserve to be shot, or they kill you from somewhere where you can't see them and the bandit skin is irrelevant once again.

Worse, the bandit skins encourage spontaneous acts of violence. There is a huge stigma against anyone with a bandit skin, regardless of how it may have been obtained, with a shoot first, steal beans and never ask questions mentality coming about because of it.

I honestly see no reason to differentiate a player who has killed recently from players who haven't killed recently. It serves no purpose, incites spontaneous, and aggressive gameplay and seems to be causing more problems code wise than any benefit it's providing in game.

As far as Im concerned bandit skin may be taken away. THey can add some other markins or something so we can tell the difference between good and bad guy. Being low on humanity means you killed a target that wasnt free, that's all, I don't care about your reasons. You killed someone, that means I have to be cautious around you.

Your low humanity should stick with you as long as you play, if you want to redeem commit a suicide or go help someone.

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