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r3volution (DayZ)

More Clothing and a way to differentiate Bandits

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It's not just about opinion - I'm sure you mean well -, because like I'd said last page that it is actively going to reduce the complexity of whether or not to trust people. Labeling people turns into colour-coordinated whack-a-mole.

I'm sure it's not your intention, but these sorts of ideas are never justified and their posters never seem to be able to realise how much is could potentially damage the unsuspecting nature of the game. Simplification, most can agree, is not a great ideal.

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It's not just about opinion - I'm sure you mean well -' date=' because like I'd said last page that it is actively going to reduce the complexity of whether or not to trust people. Labeling people turns into colour-coordinated whack-a-mole. [/quote']

Right now it's non-color-coordinated whack-a-mole, and the complexity of whether or not to trust people is already zero because the answer is always 'don't trust them, shoot them on sight'.

Other people have said that visual identification of bandits will reduce the complexity of trust, but that is literally impossible because there is no trust and no complexity. The best course of action is always to kill and loot the body. Unless something is added to give a reason to think a guy off in the distance isn't the one who will shoot you in the head for your beans, the complete nonexistence of trust as a game mechanic won't change.

I think we all can agree that simplification is not a great ideal, but I think any change that would give reason to trust anyone at all would be increasing the complexity and moving a step away from the pure deathmatch we currently have.

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I think there should be some more costumes though along the line of that camouflage gear you can get in towns.

Id like to see something like a poncho for weather or maybe riot gear for gung-ho fools.

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It's not just about opinion - I'm sure you mean well -' date=' because like I'd said last page that it is actively going to reduce the complexity of whether or not to trust people. Labeling people turns into colour-coordinated whack-a-mole. [/quote']

Right now it's non-color-coordinated whack-a-mole, and the complexity of whether or not to trust people is already zero because the answer is always 'don't trust them, shoot them on sight'.

Other people have said that visual identification of bandits will reduce the complexity of trust, but that is literally impossible because there is no trust and no complexity. The best course of action is always to kill and loot the body. Unless something is added to give a reason to think a guy off in the distance isn't the one who will shoot you in the head for your beans, the complete nonexistence of trust as a game mechanic won't change.

I think we all can agree that simplification is not a great ideal, but I think any change that would give reason to trust anyone at all would be increasing the complexity and moving a step away from the pure deathmatch we currently have.

The choice to shoot on sight is definitely better, but it's not the main goal of players. The reasons they shoot on sight are still more complex than "HE'S A BANDIT!", it's because they are uncertain of trust rather than being spoonfed whether or not to trust people.

The only limiting factor of player interaction at the moment is how people play. You will die more often, but you CAN achieve player interaction. Hostile player interaction that doesn't lead to deaths is also very easy if you're in a group and you bother to try it. Hold people up on roads, most aren't stupid enough to take on a really well equipped group.

I'm just missing the point, because I experience enough player interaction. When you approach others properly in a non-threatening way and you don't take them by surprise they rarely shoot you unless you're walking around with a DMR. Death matchers are much rarer than most think.

I'm all for making interacting with people more rewarding and interesting, but not by simplifying the mod, it's just too drastic and too hasty for an alpha suggestion. We have time to come up with something actually good. This suggestion is probably raised in two threads a day. If we just thought of a better alternative... that time would be better spent.

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i liked that bandit stuff... it was some way to define player ... and i was looking for a metting with them.. i had a thrill when i saw one.. i liked it.

i woild like to be bandit ass well.... maybe not after reborn.... but once for life and than start with clear acount.... anyone can try a bandit and see that is not the way it should bee play... i really hope taht the proffesions will be evoluting ... i thought that was the idea. with out it i dont have to play... in reall life i meet common people.. here should be an adventure... bandits was giveing that to common players... ( i dont get it... no evolution of player because it punnish someone...?) there was so may people wich get in Day Z and killed anyone just for funn and than they had begged to not kill him.. caus he did'nt do anythink wrong... ( sad and unresponsible ) when you make your way to play... you should have some oportunities for evolution of person... not only into a bandit... what is the goal of Day Z... walking and gatherring stuff, and shooting each other? ... where is the adventure than? ...in getting cold? (I think that if there are bandits.. there should be a BOUNTY HUNTERS that look different cause of hunting on bandits!!... and we have two clear sides . common players are not punnished and not gloryfied for nothing...

without makeing differences this game goes nowhere... . and i would like to have more options to create diferent personality... the, seeker, medic, hunter, fighter, zombiekiller and many more... common player look is borring , every new abilities will be exposed in new sets of uniforms wich would be avilable only for specyfic proffesions. WHY NOT USE THAT OPORTUNITY?

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