DadisAjax 1 Posted June 11, 2012 First, I 100% agree with the loss of the Bandit skin. There should be no easy way to tell a Bandit from a player and not having it makes all player interactions tense, as they should be. But... currently there is NO consequence to shooting Survivors for pure fun, that needs to change. Before the Bandit skin disappeared I was a Survivor, because I was worried about becoming a Bandit, which gave me an incentive to enter those tense player confrontation situations instead of just raining fire at everything that moves. So I suggest the following...Currently I think the number of zombies spawned in a given area are based on the number of players in the vicinity. If so... have the number of Zombies that spawn around an area be based on the player's Humanity score, with more zombies if players have a low score. That way, the game will adopt to the way a Bandit is playing with realistic in-game consequences without "penalizing" them outright.If players band together and work as a team to survive against the zombies, they will eventually either die or reduce the number of zombies in an area and things will be safer for them (unless Bandits enter the area), thus less zombies.If Bandits shoot players, then they will eventually reduce the number of humans in the area and zombies will be more numerous as a result. (Also, the human race as a whole will have less chance to survive, but that is a more long term consequence).By doing this, players in groups with others that they are not familiar with will be doubly paranoid because every zombie spawn in the area will lead them to accuse each other of being a Bandit.Also, ammo for high grade military guns should be more rare and/or not allowed to transfer from server to server (beyond perhaps 1 mag). That would make Bandits think twice about whether they think they can loot something useful off of a player they shoot, instead of just shooting everything that moves because they can. Last week I looted an M16 and almost 600 rounds of ammo (18 30-round clips) off of a Bandit that was shooting at my group. NO PLAYER should have access to that amount of ammo. It encourages them to go on pointless player killing sprees simply because they can. If that ammo was rare they would think twice about killing a player with it without the intention of looting something useful off of them as a result. Share this post Link to post Share on other sites
shadowvfx 3 Posted June 11, 2012 I'm also surprised with the lack of incentive to work together. After playing this game for a week, I can't think of a single reason NOT to shoot another survivor on-site, unless you need them to administer a blood pack to you.Seriously, can anyone give me 1 realistic (in-game) reason NOT to shoot someone? Because for a week now I have had the upper hand in every scenario in which I died. Every time I die it's because I don't shoot the survivor I got the drop on and I try to communicate with them instead. Of course, they then just pop me in the head. It's incredibly frustrating, because other than my IRL morals, I have absolutely NO REASON not to shoot the next survivor I see instantly.I kind of agree with the OP. Perhaps we need to use the Karma (humanity) thing so that the more people you kill, the more zombies spawn in the area adjacent to you, or they take more damage (if and when) they do take a bite/shot. ANYTHING to make this game less of a PK spree and more of a real-life survival situation (where numbers = strength and security) would be an improvement.Also, I made a suggestion on how quick and effective communications can be made to another player, without putting yourself at an incredible disadvantage. I think it could really help to diffuse some of those unnecessarily tense encounters.http://dayzmod.com/forum/showthread.php?tid=10036 Share this post Link to post Share on other sites
Gaidoon 19 Posted June 11, 2012 Perhaps If if took more people to accomplish a task like set a tent.BTW can you guy's go post on my thread this issue needs some attention http://dayzmod.com/forum/showthread.php?tid=10080 Share this post Link to post Share on other sites
duddbudda 33 Posted June 11, 2012 @OP how is it realistic that murderers attract more zeds? (remember, these are not revenant dead but the living infected)also, if it's harder for bad men to loot somewhere they'll be encouraged to camp those high-quality loot spots and kill paragons of virtue for their shiny new guns@Shadow, see sig(PS you are retarded)@Gaidoon, wut? did you just spam a forum with advershite for your own thread? Share this post Link to post Share on other sites
KZAQ666 1 Posted June 11, 2012 Make zeds more deadly and weapons more scarce. Make guns much louder. Make more zeds (lol @ zombie sex). In effect, make survival harder. This way PvP will be reduced, because a fewer players will risk their lives for some effin beans. Make the comms system work. That should be a good start.I say the karma system should be applied only if nothing else helps to reduce banditry. I do agree, being a bandit is currently the only way to survive, and that is a tad bit boring.... Share this post Link to post Share on other sites
DadisAjax 1 Posted June 12, 2012 @OP how is it realistic that murderers attract more zeds? (remember' date=' these are not revenant dead but the living infected)[/quote']I didn't say "attract" more, I said "spawn" more. Spawning right now is unrealistic, it's just a way to remove NPCs from the game when they aren't "in play" to reduce server load. IRL they are there all of the time.So if a player is killing other players, either those they have shot are being turned into zombies/infected (we don't know how this infection works currently), or the fact that they are killing the zombie's only in-game predator means that there will be more zombies in the game as a result. So... PKers reap what they sow. Kill the zombie's predator, and there will be more zombies around as a result. Simple food chain cause-effect. Share this post Link to post Share on other sites
Mangles 1 Posted June 12, 2012 I agree with KZAQ666 here. A bandit play style, though deplorable, doesn't need to be punished. It would take out the paranoia if they did. If PvE was harder though, then maybe people would work together just to survive for as long as possible. You would still be shot in the back, but at the last minute when a half hour of bonding with your friend finally led you to a brief respite. Share this post Link to post Share on other sites
Deuzerre 64 Posted June 12, 2012 It would be a bonus/malus for gameplay, and I'mm no fan of that. Reduced availability of ammo and/or a discreet visual clue, but not as black and white as the bandit skin, something more subtle like some different colour decorations you'd have to approach to see, that would give a clue but not tell what alliegance you are. had an ongoing thread about coloured armbands but not in the mood to redo it after that douchebag hacked the servers. Share this post Link to post Share on other sites
ZedsDeadBaby 2287 Posted June 12, 2012 I'm also surprised with the lack of incentive to work together. After playing this game for a week' date=' I can't think of a single reason NOT to shoot another survivor on-site, unless you need them to administer a blood pack to you.[/quote']That's all you can come up with, huh?Incentives to Cooperative Play Share this post Link to post Share on other sites
The Killing Joke 43 Posted June 12, 2012 I didn't say "attract" more' date=' I said "spawn" more. Spawning right now is unrealistic, it's just a way to remove NPCs from the game when they aren't "in play" to reduce server load. IRL they are there all of the time.[/quote']Wouldn't a large group attract more zeds? Share this post Link to post Share on other sites
DadisAjax 1 Posted June 20, 2012 Wouldn't a large group attract more zeds?They already do. But you're still missing the point. I didn't say that PKers would "attract" more Zs, it's simply that in their "world" with less players around killing zombies there would be more Zs wandering around. In a cooperative player's world where they are working together killing Zs, there would be less Zs out and about. This allows both style of game player's world to coexist on the same server at the same time."Spawning" is NOT the same as "attracting". "Spawning" is a necessary game mechanic that is required because NPCs that are not near a player don't need to be left in the world adding load to the server. "Attracting" is caused by whether or not a Z notices you due to how you are moving and which way they are facing.So an average player who cooperates with others approaches a town and he might expect there to be say 50 Zs scattered about. When another player who has been killing players left and right approaches the same town that he frequents, he might expect there to be 75 or 100 Zs in that town mostly because he has been killing the people who would have been thinning out the Z population when he wasn't around. It's not "punishing" PKers, it's simply making the world evolve to be the way they are actively making it."The enemy of my enemy is my friend."Take out other players and the Zs will become stronger and more numerous as a result. It's that simple. Share this post Link to post Share on other sites