heliman (DayZ) 26 Posted September 9, 2012 (edited) The humanity system is a piece of crap and can be easily exploited to gain the skin you want. Clans can easily exploit these skins to their liking and it would be hard to distinguish b/w a bandit or a survivor. Instead have a notoriety meter that tracks the following and permanently adds to your notoriety:1. Clan member kills survivor but his spotter doesn't lose any humanity. Notoriety in this case works by tracking movement patterns/coordination between members and chances are if you associate yourself with a bandit you gain notoriety.2. Weapons also net you notoriety. A sniper rifle has a much higher notoriety rating than an assault rifle or an smg. However silenced weapons don't net you any notoriety.3. Tents with huge weapons cache/vehicle hoarding also earns a high level of notoriety.4. Time spent in an area also nets you notoriety. The more you camp in areas close to hot zones the more notoriety you earn.So how does notoriety add to the game. Well in this case instead of skins/clothing your character becomes permanently associated with its notoriety during its life. Notoriety affects character abilities such a way they would periodically need to induce different psychotropic drugs depending on how long they are on it. The longer you survive the higher doses you will need to consume to a point you won't reach a high, thus requiring a different home brewed drug. Withdrawal effects vary depending on the drug consumed and how long you have been consuming which could be in the form of bleeding, shaking, screams, blurring, unconsciousness and ultimately leading to death.What you guys think of this idea. Edited September 9, 2012 by heliman Share this post Link to post Share on other sites
aksuduud 64 Posted September 9, 2012 "tracking movement patterns"Way too complex, besides this clearly punishes a certain playstyle. Share this post Link to post Share on other sites
Aidan The Enforcer 1 Posted September 9, 2012 Where do i down vote for this. Share this post Link to post Share on other sites
harley001 315 Posted September 9, 2012 (edited) To complex and completly pointless. Who gives a f*ck if they expliot. It just gets them a skin. Skins do not make them harder to kill.Oh its heliman. The guy who wanted artilly in the game. Edited September 9, 2012 by harley001 Share this post Link to post Share on other sites
heliman (DayZ) 26 Posted September 9, 2012 To complex and completly pointless. Who gives a f*ck if they expliot. It just gets them a skin. Skins do not make them harder to kill.Oh its heliman. The guy who wanted artilly in the game.Because the skins are meant to mean something. They have been put there for a reason to identify between friendly or foe and not to be exploited. Regarding the artillery idea, thanks for supporting my idea it is one of the core game play mechanics that should reduce all sort of camping behavior in dayz."tracking movement patterns"Way too complex, besides this clearly punishes a certain playstyle.I don't see how this punishes a certain playstyle. I see it as there are consequences for the choices you make in the game and these are reflected back on the character eventually. Share this post Link to post Share on other sites
heliman (DayZ) 26 Posted September 10, 2012 Need more discussion on this idea brothers and sisters. Share this post Link to post Share on other sites
starwarsfan@gmx.de 450 Posted September 10, 2012 I'd prefer what I posted in the thread 'Humanity and Groups':http://dayzmod.com/forum/index.php?/topic/80532-humanity-and-groups/#entry764318 Share this post Link to post Share on other sites
heliman (DayZ) 26 Posted September 10, 2012 I'd prefer what I posted in the thread 'Humanity and Groups':http://dayzmod.com/f...ps/#entry764318Interesting, quite similar ideas we share but with different approaches. Share this post Link to post Share on other sites