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Gravelsack

A man's name is only as good as his word

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First, here's a TL;DR:

Players should be allowed one character name per CD key. This would reduce the level of anonymity in the game and allow players to develop reputations (good or bad) based on their actions.

And here's my rambling explanation:

So this whole security debacle that happened recently got me thinking. The guy that (allegedly) did this had multiple aliases listed in his steam account, and he used his ability to change his name to disguise his true intentions from the clan he infiltrated. This is a 'man' who does not stand by his name. He is happy to adopt a name, ruin it, and then switch names as often as is necessary. On the other hand, I use the same name in every game I play and in most forums as well, and so I am forced to stand behind my actions. This affects the way I act in game.

Currently in DayZ we have almost complete anonymity. I can change my name each time I log in by creating a new Arma profile if I so choose. I believe that if players only had one name (and therefore one reputation) they might be more careful with it.

Of course, there are people who do not care about reputation, and they will shoot you in the face for no reason every time. Just because someone does not care about their reputation does not mean that they do not have one however. These players would still be building a reputation as PKers, and would have to deal with the consequences of their behavior, especially once word started to get around.

A perfect example of this comes from a game that is not too different from DayZ. That game is Darkfall. Anyone who played that game will remember Goblin Shaman. Goblin Shaman was a griefer, trade ganker, and a harasser of noobs. He was a 'bandit'. He had a clan of like minded individuals, and they worked together to take advantage of noobs.

Of course, it didn't take long before his reputation started to precede him, and many new players were warned to avoid him. It was particularly amusing, toward the end of my time playing Darkfall, that Goblin Shaman and Co grew tired of their reputation and tried to legitimize their names and the name of their clan, but people were none too eager to forgive. I'm not sure if he ever did improve his reputation, but I do know that there were several players who's reputations were ruined simply because of their association with him, and they found it difficult to join other clans because of it. (If you recognize me from Darkfall, then you probably remember my reputation for being really bad at the game...I'm comfortable with that.) Oh, and Darkfall also allowed only one character name per account, for the record.

"But Gravel, you are a retard!" You say, "That isn't realistic! Why should I be able to know the names of other players? I wouldn't know someone's name IRL unless they told it to me!"

That's a good point. Here's my counterpoint: In real life people have faces that you can recognize at a glance. You don't have to know someone's name in order to recognize them. In DayZ, all characters look roughly the same, so currently the only way to distinguish one player from another is by name.

In conclusion: One permanent name per CD key, and tags should always be on, so that we can identify each other. I believe if we remove anonymity from the game, we will have to weigh the decision "to shoot, or not to shoot" much more carefully.

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They seem to get around that in every other game that makes you select a name. Someone already has your name? Choose a different one.

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Each play has a unique ID in which you can be banned by.

Using that ID could pin a record to it "possibly". Hence your good or bad game play follows you.

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Yes, but how do players in game recognize you? I don't think I'd want my unique ID number displayed.

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I have a better idea.

What if when you created your profile, it has a character birth certificate type thing.

basically you come up with a first name, middle name(optional of course) and last name. but when you actually play the game, you can have a nickname.

think of S.T.A.L.K.E.R, some people used their names while others had nicknames(strelok,ghost,fang,etc) when you play, you can change your nickname, but not your character's real name. Also when you kill someone, you can learn their real name, thus adding another layer of potential drama

with this system, you have both anonymous name that can easily change, but you still have your personal name that cant change

a good example would be trigun's vash the humanoid typhon, through out the series many people claim to be him, but only few actually know who it really is.

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I like the idea of a discoverable "true idenity" as well. It would add a certain level of whodunnit to the game.

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The problem is on hardcore servers you don't know who killed you or who you killed.

You can check who is on the server with you but you will never know who actually did the deed.

Don't get me wrong I like the concept.

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+1 if workable this would be a great addition to the game, coupled with unique physical appearances. Even on vet servers, over time people would come to match names to players' avatars.

To increase the meta gaming dimension, your forum name here should be your in-game name also.

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To increase the meta gaming dimension, your forum name here should be your in-game name also.

I totally agree with this ^^

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Of course it would be wonderfull.

But, this is a game :)

And in this game lot of people Die and change their style play. Once a loner, once a bandit, Once survivor to test different aspect of the game.

For now I just tested the Survivor aspect, but a day I will maybe get bored of it and try another face of the game. Switching from survivor is not a problem, but from bandit to survivor... that would be hard.

So what, I buy a second occurence of arma? :/

I am deeply with you on the need to give importance to our character, more depth, more interrest, more all you want, but I don't think this is do-able in a game.

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Of course it's do-able in a game. Everyone gets one name. Done. If you would seriously buy a new copy of ArmaII just to escape a bad reputation then hopefully you'd at least weigh your decisions more carefully the second time through.

Oh and for clarification: I don't mean to imply that there would be some 'reputation' stat or score based on your kills. I'm talking about real reputations earned through actions and decisions that you actually make while playing.

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I dunno.

Pros:

-People could develop a reputation

Cons:

-Players could just jump to a new server and play with new people so the reputation doesn't matter.

-Players who roleplay would be shoehorned into one character type instead of being able to make a survivor character and a bandit character

-Households with multiple players on one account would kinda break the system.

Possible pro or con: (depending on player opinion)

-Removes the option for espionage combat between clans.

I'm a fan of the EvE style of "Let your players do what they want" when it comes to hardcore games. I think the idea of having a bandit mole that infiltrates survivor groups in order to sell them out is neat, and vice versa.

Also, if you want tags to always be on, you have the option to only play on "tags on" servers. I personally prefer no crosshair and tags off servers, because I don't like people accurately aiming guns without looking down the sights, and I don't want to see giant hovering names whenever I look at someone. Don't trod on my immersion, just so you can crucify bandits.

In the end, it sounds like more back end development work for a questionable amount of benefit. *shrug*

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1. Anonymity is realistic.

2. As far as I know you have one character, you just edit the profile name?

3. This game has a legitimate PvP element that is intended to be there, and griefing is not a crime. Therefore, to ostracise people by giving them 'bad reputations' is entirely against the spirit of the game. Especially since Rocket has a thread that says he encourages metagaming such as infiltrating teamspeak channels, which can only be to kill other players.

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There needs to be some sort of reputation / faction / humanity indicator and this could certainly be a part of it.

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There needs to be some sort of reputation / faction / humanity indicator and this could certainly be a part of it.

They already have the heartbeat mechanism that deafens you if you look at someone who has killed.

It also counts to ALL kills. I had 4, died, died again, and then had a friend look at me and get the throbbing heartbeat sound.

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The problem i see is that there isn't such a thing as "true" identity in the absense of a society. We could consider that my "true" identity is the one i use the most.

Lets say if i called myself Tallahassee and stuck to this name, most people i would meet or that would hear about me, would know me as Tallahassee.

But if one day i decide to change name to Columbus and hide my face, i could pretend i'm someone else, until Tallahassee fall off the face of the earth.

Hell i could even spread the rumor that Tallahassee is dead.

The thing with pseudonyms is that they only remain pseudonyms if you change it often. After a while using the same one it becomes your name.

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I have a better idea.

What if when you created your profile' date=' it has a character birth certificate type thing.

basically you come up with a first name, middle name(optional of course) and last name. but when you actually play the game, you can have a nickname.

think of S.T.A.L.K.E.R, some people used their names while others had nicknames(strelok,ghost,fang,etc) when you play, you can change your nickname, but not your character's real name. Also when you kill someone, you can learn their real name, thus adding another layer of potential drama

with this system, you have both anonymous name that can easily change, but you still have your personal name that cant change

a good example would be trigun's vash the humanoid typhon, through out the series many people claim to be him, but only few actually know who it really is.

[/quote']

I LIKE THIS ONE

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-Players could just jump to a new server and play with new people so the reputation doesn't matter.

True' date=' but everyone jumps servers all the time. As long as your name stays consistent across servers, your reputation would still follow you. Of course, with 300,000 players, it can take a long time for reputations to develop. I suspect that it is already happening, especially with the leaderboards being up now.

-Players who roleplay would be shoehorned into one character type instead of being able to make a survivor character and a bandit character

-Households with multiple players on one account would kinda break the system.

True. The issue of multiple accounts is complicated. I could see making a concession and allowing 2 character names per CD key.

Possible pro or con: (depending on player opinion)

-Removes the option for espionage combat between clans.

It doesn't remove the option for espionage...especially if you combine it with the 'fake ID' concept detailed above.

Also, if you want tags to always be on, you have the option to only play on "tags on" servers. I personally prefer no crosshair and tags off servers, because I don't like people accurately aiming guns without looking down the sights, and I don't want to see giant hovering names whenever I look at someone.

That's a good point. I wonder if it's possible to turn crosshairs off, but leave tags on...

Don't trod on my immersion, just so you can crucify bandits.

I'm getting misunderstood here. There is no crucifying of bandits. People just remember you by your name. That's it. If you were a dick to them they remember you with their real life brains, not through an in game mechanic.

In the end, it sounds like more back end development work for a questionable amount of benefit. *shrug*

I'm not a programmer, but it doesn't sound like a whole lot of back end work just to make your name permanent.

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