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Rainman (DayZ)

Anti-Bandit System, Scrap Humanity

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My suggestion for a new system would replace humanity completely. Everybody would start fresh and get a clean slate and have to rebuild their reputations from scratch.

- Murderers can be identified by there bloody clothes. They spend a lot of time digging through peoples corpses who are profusely bleeding. Blood covered hands and arms, bloody backpacks, dashes of blood on the rest of their clothes. So they can be easily identified from a distance.

- You are not classified as a murderer until you kill 2 innocent people. Everyone is allowed one mistake.

- You can work off murders by "helping society" and ridding zombies from the world. For every 5000 zombies you kill, 1 murder will be erased from your character until you reach 0 again. Murders do not wear off over time, unless that time is spent killing infected.

- Cherno Firehouse and Electro Firehouse's no longer spawn military loot.

- Inside of Cherno Firehouse and Electro Firehouse would be a pile of loot that only people who have 0 murders could access. When you access the pile of loot for the first time you are asked if you would like to help rebuild society, and it would warn you that just one murder would kick you from the group and make you an outcast.

- If you decide to join the cherno/electro citizens in taking back their town you get access to 3 unique uniforms. A policeman, a soldier, or a priest. If you commit a murder the skin will automatically be removed.

- Three new spawns at the firehouse that can only be accessed if you are wearing a specific uniform. These spawns are once per day, per player. Meaning you can come back every day and get more loot. This is to create a base of operations for survivors.

-- The policeman spawn gives a 1911, 2 clips, soda, and can of beans.

-- The soldier spawn gives a PDW, 1 clip, soda, and can of beans.

-- The priest spawn gives 2 blood bags, 1 epi-pen, soda, and sardines.

- New rare loot spawn added to airfields. Same rarity as NVG's. Laundry Detergent. If a bandit uses this near a water source it will clean the blood off his clothes. The blood immediately appears again on his next kill or death. This will allow for the occasional/rare bandit infiltration

- If you kill enough murderers you can be promoted to mayor of electro or cherno, but that's for a suggestion waaayyyyyyy down the line in dreamer lane. :)

Let me know what you guys think. Any exploits or flaws in the logic that maybe could be expanded upon?

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I don't like the idea of player skins giving infinite loot, but I REALLY FUCKING LOVE the idea of exclusive loot spawns and blood on the character's clothing.

Having bandits not able to loot certain areas is a little unrealistic, but they're getting their supplies from killing people anyway. It would be an excellent way to punish them for killing others.

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Having to kill 5,000 zombies to erase 1 kill is kinda too much.. Most people dont live past 400-600 kills... Having killed 5,000 zombies is like walking on water..

Having a special skin for Bandits, and another skin for Survivors ( 0 murders but survived more than.. lets say 20 ingame hours) And a skin for players that have 0 murders and less than 20 hours survived.

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My suggestion for a new system would replace humanity completely. Everybody would start fresh and get a clean slate and have to rebuild their reputations from scratch.

- Murderers can be identified by there bloody clothes. They spend a lot of time digging through peoples corpses who are profusely bleeding. Blood covered hands and arms' date=' bloody backpacks, dashes of blood on the rest of their clothes. So they can be easily identified from a distance.

- Cherno Firehouse and Electro Firehouse's no longer spawn military loot.

- New rare loot spawn added to airfields. Same rarity as NVG's. Laundry Detergent. If a bandit uses this near a water source it will clean the blood off his clothes. The blood immediately appears again on his next kill or death. This will allow for the occasional/rare bandit infiltration

[/quote']

i like these because they are logical, the rest not so much

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Why would the devs implement this when it's so much more obtrusive than the scrapped bandit system?

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My suggestion for a new system would replace humanity completely. Everybody would start fresh and get a clean slate and have to rebuild their reputations from scratch.

- Murderers can be identified by there bloody clothes. They spend a lot of time digging through peoples corpses who are profusely bleeding. Blood covered hands and arms' date=' bloody backpacks, dashes of blood on the rest of their clothes. So they can be easily identified from a distance.

- Cherno Firehouse and Electro Firehouse's no longer spawn military loot.

- New rare loot spawn added to airfields. Same rarity as NVG's. Laundry Detergent. If a bandit uses this near a water source it will clean the blood off his clothes. The blood immediately appears again on his next kill or death. This will allow for the occasional/rare bandit infiltration

[/quote']

i like these because they are logical, the rest not so much

This.

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Rather than labeling someone for only specific actions, how about we give certain amount of blood effects for every time someone loots a player or zombie corpse? Perhaps it could last a few minutes before it wares off.

Rather than labeling players for their actions, this would give players additional information about the type of player the person is and would let people make decisions on their own.

I really think ambiguity in how evil or good players are adds a lot to this game. We shouldn't put definite labels on "bandits" or "survivors" and turn it into a two-sided war. That's not how it'd work in real life.

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If you kill for self defense or you just happen to come across a dead player, you're going to be branded a murderer because there's blood all over you?


I don't like the idea of player skins giving infinite loot' date=' but I REALLY FUCKING LOVE the idea of exclusive loot spawns and blood on the character's clothing.

Having bandits not able to loot certain areas is a little unrealistic, but they're getting their supplies from killing people anyway. It would be an excellent way to punish them for killing others.

[/quote']

YOU should punish the bandits not the game doing it for you. Moral: If you want justice in this world then you're going to fight hard for it because it's not going to happen by itself.

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If you kill for self defense or you just happen to come across a dead player' date=' you're going to be branded a murderer because there's blood all over you?

[hr']

Why would you be killing an innocent player for self defense? If they don't have blood on them then there is no reason for you to shoot them. If they shoot you first then he should be flagged as the aggressor in that situation and you can defend yourself, or just die. Then he will be flagged as a murderer and anyone he comes across in the future for the rest of his dayz career will see blood on his arms.

You only get blood on you for murdering innocent people. I don't know where you are getting this backpack looting thing from. That's not part of my proposed system.

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I really think ambiguity in how evil or good players are adds a lot to this game. We shouldn't put definite labels on "bandits" or "survivors" and turn it into a two-sided war. That's not how it'd work in real life.

It's not how it works in real life. You know how it would work in real life? A psycho would meet up with a group of survivors and they could tell that he was untrustworthy based on the following:

- Body Language' date=' which can't be done in this game.

- Speech patterns, which can't be done in this game. People aren't going to be talking like they've been surviving an apocalypse. They are going to be talking like they are playing a video game.

- Sadistic or Perverted attitude, which can't be done in this game unless somebody intentionally roleplays that over voice chat. Since his voice will give his direction away, somebody will just kill him and he will start shooting first and roleplaying second like everyone else has learned.

Sometimes you can't have things ultra realistic, because the engine doesn't support it. This is the best trade off. These are all things that have to be represented graphically because they don't exist in this game. If you do not allow people to identify themselves as part of a good or bad group this game will never get past its current deathmatch mode.

I don't care for my ideas with giving guns daily all that much either, but it wouldn't unbalance the game at all. You can hold down the firehouse with a couple friends and spawn 10 AKM/M4/AKS machine guns in a session. All I'm saying is give the "good aligned" players some kind of incentive or reward for picking the "harder" lifestyle. If you give them better guns to start with then you give them a slight advantage over bandits starting guns. That was the whole purpose of why I added those weapon spawns in. Also, if you saw a priest you knew he could heal you and it would be a safe way for strangers to call upon help in times of need.

Try to think of a system that would allow you to trust a stranger in the game without using a graphic based system and I am all for it. Audio Cues wouldn't work because it would give away your position and you have to get in a close range to where you are already in danger before you hear what they sound like.

[hr']


Why should bandits be punished?

What??? This is ridiculous. I am a cold blooded PKer and have been since Ultima Online. I made this thread because I realize that the game is horribly unbalanced in favor of bandits right now. That there is no group on any server I have played on that is positively aligned.

I also noticed that this game doesn't have what every single other open world' date=' open PK game has. That's an ability for people to choose sides.

I went to electro last week and got an enfield. Then proceeded to kill 23 people in one session. If I was playing Ultima Online and went to a populated area and started picking off people, they would form up together and attempt to take me out as a group. Why didn't the group in electro team up and try to flank me and kill me? The reason is because there is no system in place that allows them to do this safely.

I am for any idea that promotes this style of gameplay. It doesn't have to be my idea in particular.

No matter where this game goes I am going to be the guy instantly killing anybody I see, but I am trying to give suggestions that make the game positive for the entire community. I don't want to be greedy and just serve my own selfish interests. You think this punishes bandits, but it helps them more than you could ever realize. It creates a purpose for them to exist.

[hr']

Having to kill 5' date='000 zombies to erase 1 kill is kinda too much.. Most people dont live past 400-600 kills... Having killed 5,000 zombies is like walking on water..

[/quote']

This entire system is not per life. This is per account. Choosing to be a murderer will kind of be like choosing to be a male or female. Once you become one, you are always one. That is until you accumulate 5000 zombie kills for each murder.

If you kill 500 zombies a day then you should erase 1 murder per 10 days. That seems fair for committing cold blooded murder against an innocent person. This will stop people from see-sawing between alignments. If you make it time based people will just sit AFK in the forest with a key held down to stop from being booted. In Ultima Online the punishment was 40 hours to work off a murder. So people would leave there account running for 2 days and have 1 free murder. Nobody wants to farm zombies for 10 days just to get a one lousy free kill and then have to do it all over again.

There is absolutely no punishment for being a bandit in this system, and absolutely no punishment for being a survivor. That's how these games should work. Instead of creating artificial punishments, you create artificial incentives.

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Idea for blood on clothing would be good...But I'd also add that because they have blood on them, the Z's are more likely to smell you! (simply making visual and audio indicators increase so it becomes harder to sneek)...not exactly punishing bandits but making it harder for them to remain bandits.

Or better yet, just lower the rate of ammo spawns, That'll make some bandit's think twice about using all their ammo mowing down other players.

At the moment the game is skewed to bandit's. The downside for teaming up is that you end up having to share what you find in towns, and there currently is no real downside for being a bandit, just more loot.

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I don't think that any system that gives either side a advantage should be added, I don't mind too much about a way to see what the player has been doing.

Adding a disadvantage to bandits and a advantage to survivors due to just a choice of actions, will force the game to have less choice overall. You will basically be limiting the choices that players have by actual force than just what they desire or feel like. It would be the same as basically telling them to play like a friendly survivor if you don't want to be ass raped regardless by the game mechanics.

There is a reason why certain classes in rpgs are mostly used, over others in games which is because of the advantages that they have over other classes. This would cause the same thing with there being hardly any bandits due to being forced not to, in turn causing the game to be limited and affecting how different each experience can be each day.

Bandits are a part of DayZ with allowing the players to experience many different things each day, you might get days where you are killed often by bandits. On the other hand if there was no bandits at all but friendly survivors, the majority of the players would end up with the best gear quickly or by friendly trades. There would be far less deaths since only the zombies be the threat which is hard to die if you got the best gear and enough ammo, also adding in those now forced friendly survivors to help you.

Many of the players will quite quickly in a week or two be at the point, where they got no reason to go looting, exploring or etc. The only thing left is roleplaying with other survivors in made up stories, that won't go well because many people wants to be the lead actor or want it to go their way.

Without bandits there would be less tension and fear in the air, since all you have to do is listen out for zombies and don't have to worry about players. You would just be strolling along instead of crawling or keeping a eye out every time for nearby players.

With allowing freedom of choice with no disadvantages or penalties, some players can or might become bandits but they might not be the hardcore bandits or the dick bandits. They could become wise bandits that only kill those that are a clear threat or have what they want, otherwise they might just help someone on a limb or protect those who would help them later on.

With bandits, there are more deaths therefor you get to experience the game more by having to go looting and gearing up again, cool firefights or events could happen due to a bandit finding you that would otherwise be unable to with lifeless zombies. Eventually there might be bandit groups that actually do hired hits on clans or people for supplies. A group of bandits that hunt other bandits to protect the weak or bandits that try to contain and control the whole of cherno from all outsiders.

By enforcing any kind of advantages or disadvantages upon a type of player, could and most likely would limit or get rid of many of these possible events or situations from the game.

There will always be dicks in video games, no matter how heavily you enforce the game rules, they will find a way to piss people off. Trying to control bandits, won't get rid of these dicks.

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I was thinking and doing research as well as some rough notes on this issue with player killing and how to curb some of it but you don't want to say Being a Bandit is Bad,..when it's not. Many time players kill each other due to threat, risks, supplies, territory...and this is all fine.

What a lot of people are afraid of and I think Bandits can agree with this is simple Killing players as a way to grief players. How can I mess with them and get a laugh.

Unlike Bandit behavior which is geared around survival with a finger on the trigger at all times,...the ones who kill for no reason but to get a body count or to mess with noobs are not Bandits.

I always look at 3 behavior categories

Survivor

Bandit

Psychotic killer

We need a way to create fear for shooting like a wild person. Bandits know when to shoot and when not to they calculate. A Psychotic killer is like the Joker from Dark knight- he/she wants to watch the world burn.

I will post later my idea, but we should be looking for ways to bring fear like when you creep through a town with Zeds. Its not the Zed chasing you but the fear that every inch i move could get me closer to being spotted and killed by a Zed.

In the mind there is built up tension/fear like going up the incline of a roller coaster. The falling and running through the turns and loops of the The roller coaster is the release or when the Zed is chasing you. The Adrenaline rush.

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