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octopos

Heavy conscience and psychopath, pvp acts

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Even there are players who play this game like generically FPS... get a scoped rifle, take a fire position, and start to fire frenetically in any players who cross the fire line....

There are players who play it as a simulator. And in our society we don't kill anything that cross your path, because we know the consequences(majority get jailed :} ), or get a heavy conscience, we at least try to contact the other survivors, to know they intentions.

In a apocalypse world, even the starving one will think about his act, because killing someone, even if you really need the resources, isn't an easy decision. Of course if you're a psychopath, you just pull the trigger.

Right?! Or you're a psychopath, and kill every one, because you're incapable to fell guilty, or you're someone who will suffer in some way beside your conscience. Lets say that humanity is our conscience.

I had read this thread: http://dayzmod.com/forum/showthread.php?tid=10885 , and thought about some extensions of that, to a largely conscience aspect.

You respaw as a survivor, you have a chance to have psychopathic, as a neurological born dysfunction... or you're a normal human who DON'T fell good to simply shoot someone that was only walking in your way.

So:

1. Psychopath

1.1 Any respawed player have 5% to 10% (or even lower) chance to be psychopath .

1.2 As a psychopath the player DON'T have problem to kill anything, and have a hight resistance to be alone(as discussed in other thread).

1.3 Psychopath cannot be detected by others players, as they're master of deception. They didn't demonstrate ANY behavior that show they as psychopath.

1.4 Any player who respawed as a psychopath, have plus 10% to 15% of chance to respaw as psychopath, IF they're killed by environment(fall, zed, hemorrhage NOT from players, etc. )

1.5 They have a HIGHT resistance to be alone, lets say 100% better than normal players. So if a player can be 5 game hours alone, a psychopath can be 10 hours.

1.6 Must have a lower chance to be a psychopath if a player dead before 10 mins of game. Say it's 90% harder, so avoid one to frenetically respaw to be a psychopath.

2. Players

1.2 Any new player(respawed) have to hesitating to kill innocents(witness of an assassinate/(try to) will not hesitate).

1.2.1 There's a chance from 70% that the first time a player try to shoot a player, he cannot shoot, and 10% to cannot shoot in the second attempt. So any normal person will have a problem to shoot someone with no reason.

1.2.2 After first kill, the player can shoot normally, but any kill the humanity get lower and lower.

1.3 Many kills without a min delay, like 5 mins, will increase the lower factor of humanity, because the survivor is freaking out, with killing spree.

1.4 The humanity low result in psychological and behaviors problems. 1.4.1 Someone that isn't a psychopath, but live to kill people even to survive(aka getting resources), isn't a normal person.

1.4.2 There be some behavior representing these psychological problem. Like the player avoid to lower the gun with the presence of players, even with the player command. Some screen effect, like the world being more depressive(grayer and dark colors), representing the player action, and a chance to make noising when in presence of players.

1.4.2.1 Like laughing, screaming, talking with Wilson,when the humanity is reaaaaaly low.

1.5 ANY player can increase humanity when in contact with others players, when he didn't kill them(normal right?), and must important, the humanity of these players influence the humanity gain. So, many bandits cannot gain humanity to be together. And there's a limit to humanity gain from this way PER hour or day. No one can regrets from his acts fast enough.

1.5.1 The humanity slow increase when playing, and of course dont killing anyone.

1.6. Any effects from have low humanity can be mitigated by using painkillers or even antidepressant, for K minutes. Like a painkiller "cure" you from heavy conscience for 10 mins, and a antidepressant(rare) for 30 mins. Any player in effect of antidepressant can have lower humanity loss.

1.7. To many physiological problems can make you tougher, as a manic, you have the same blood lost or chance to break bones, but you have a lower chance to lost conscience, and the low blood effect take long to occur, like 50%.

1.7 The respaw must reset(or not?) all effects, because is a new survivor in this world.

This is a realistic world, where someone have conscience of his acts, he can kill anybody, but he must confront his conscience. No one, beside psychopath, can running and kill without suffer from some psychological problems. And who those to be a manic, will suffer the consequences, but can be more harder to kill, cause they have more willpower, provided by they madness.

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