1. Post #1921
    Gold Member
    Crisis's Avatar
    April 2005
    824 Posts
    did you kill him?
    He was AFK and none of our bullets could hit him through the box. But we quickly got out and told everyone to avoid the construction site.

    A mine would have been perfect.
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  2. Post #1922
    scratch (nl)'s Avatar
    January 2010
    9,511 Posts
    Zombies should be slowed down by like 10%, shooting them is a pain in the ass
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  3. Post #1923

    April 2012
    37 Posts
    Hi folks. I'll post this here for thoughts, as you guys seem to have grasped the concept much, much more than on the BI Forums. Myself and the whole team read every single post here, you have some great stories and also excellent feedback.

    I've been spending alot of extra time on the morality update, much more than I intended. Currently, I have it so that when your morality drops low enough, your model changes into a bandits model. When talent points are implemented - if you kill a non-bandit character, then you will be deducted talent points (used for levelling your character).

    As an interim, the only differences between a Bandit and a survivor is that a survivor has more blood and a bandit dies a little easier. There is no poor effect (but no benefit) from killing a bandit. This may change in future, as I still think killing a character should have some psychological effect on your ingame avatar (which is what the morality system models). Also, morality is persistent ACROSS characters. You die, you're still visually a bandit.

    So, in summary. Kill lots of people you visually turn into a bandit.

    Thoughts?
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  4. Post #1924
    Gold Member
    Crisis's Avatar
    April 2005
    824 Posts
    Sounds good.

    But whats to stop a player from creating a new profile so they can continue to appear as a survivor and kill unassuming people.

    Also how do you work out when someone has been murdered as opposed to killed in self-defense? I'm curious.
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  5. Post #1925
    Gold Member
    krakadict's Avatar
    June 2009
    2,892 Posts
    Hi folks. I'll post this here for thoughts, as you guys seem to have grasped the concept much, much more than on the BI Forums. Myself and the whole team read every single post here, you have some great stories and also excellent feedback.

    I've been spending alot of extra time on the morality update, much more than I intended. Currently, I have it so that when your morality drops low enough, your model changes into a bandits model. When talent points are implemented - if you kill a non-bandit character, then you will be deducted talent points (used for levelling your character).

    As an interim, the only differences between a Bandit and a survivor is that a survivor has more blood and a bandit dies a little easier. There is no poor effect (but no benefit) from killing a bandit. This may change in future, as I still think killing a character should have some psychological effect on your ingame avatar (which is what the morality system models). Also, morality is persistent ACROSS characters. You die, you're still visually a bandit.

    So, in summary. Kill lots of people you visually turn into a bandit.

    Thoughts?
    i like the bandit idea but losing "talant points" for killing other players is a bit silly. you shouldn't lose skills for killing players, the lest they should get is "negative traits" if you've ever played a total war game some generals can have -1 moral for troops on the battlefield because he's a drunkard or have lost too many battles, sometimes he might have a trait that give him and his men +1 to moral because he was in battle with his men getting kills.

    the same could be done here.
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  6. Post #1926

    April 2012
    37 Posts
    Sounds good.

    But whats to stop a player from creating a new profile so they can continue to appear as a survivor and kill unassuming people.

    Also how do you work out when someone has been murdered as opposed to killed in self-defense? I'm curious.
    New profile just changes your Player Name, not your GUID. Because we are using BE - you can't spoof this.

    You can shoot anyone without repercussions. But if you kill them, you will have a morality decrease - even if in self defense. This is supposed to reflect you becoming "dehumanized" by the killing. You don't instantly turn into a bandit, it takes several of such kills. You can incapacitate someone without morality effect.

    When talent/level system is fully online, the morality punishment for killing a player will be huge, but there will be decreased effect if they previously damaged you in some way to allow for retribution...

    And remember, bandits offer no morality (or maybe a small one) in future... so you become a bandit... you're a target for all players including other bandits.
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  7. Post #1927
    Gold Member
    ewitwins's Avatar
    December 2009
    14,066 Posts
    -snorps, question answered-
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  8. Post #1928
    Toomuchfags's Avatar
    January 2012
    1,140 Posts
    I never ever ever could join an EU server.

    Always full.

    Always.
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  9. Post #1929
    Gold Member
    simkas's Avatar
    May 2005
    15,576 Posts
    i like the bandit idea but losing "talant points" for killing other players is a bit silly. you shouldn't lose skills for killing players, the lest they should get is "negative traits" if you've ever played a total war game some generals can have -1 moral for troops on the battlefield because he's a drunkard or have lost too many battles, sometimes he might have a trait that give him and his men +1 to moral because he was in battle with his men getting kills.

    the same could be done here.
    No you should lose stuff for killing other players, because then it provides players with a proper conflict - should he get better stuff and lose points for it or not lose any points but not get something he wants.
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  10. Post #1930
    Gold Member
    Crisis's Avatar
    April 2005
    824 Posts
    Whats the bandit model going to be as well? I'm guessing something from the Arma 2 guerrillas / independents ?

    Also what about changing model again if the player gets high morality? I have no idea what that'd model be though.
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  11. Post #1931
    Gold Member
    ewitwins's Avatar
    December 2009
    14,066 Posts
    No you should lose stuff for killing other players, because then it provides players with a proper conflict - should he get better stuff and lose points for it or not lose any points but not get something he wants.
    Exactly. If you're good at PVP there's currently no negative aspect of killing other players besides winding up on people's shit-list.
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  12. Post #1932
    Gold Member
    Falchion's Avatar
    May 2009
    8,013 Posts
    How about a group system where players can squad up together. Also some very hars punishment for killing your squad members such as instant death or items being reset.

    This would make it impossible to backstab people, increase non PVP competent players life expectancy when they're in a posse and make gameplay more eventful with different factions fighting.
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  13. Post #1933
    Gold Member
    ewitwins's Avatar
    December 2009
    14,066 Posts
    How about a group system where players can squad up together. Also some very hars punishment for killing your squad members such as instant death or items being reset.

    This would make it impossible to backstab people, increase non PVP competent players life expectancy when they're in a posse and make gameplay more eventful with different factions fighting.
    ... or you could just disengage friendly fire in groups
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  14. Post #1934
    Marbalo's Avatar
    June 2011
    2,310 Posts
    How about a group system where players can squad up together. Also some very hars punishment for killing your squad members such as instant death or items being reset.

    This would make it impossible to backstab people, increase non PVP competent players life expectancy when they're in a posse and make gameplay more eventful with different factions fighting.
    Im completely against this, this is far too harsh.

    Insta-death upon killing your squad member is completely stupid and is a direct deterrent for PvP, direct deterrents are bad because then - PvP would be completely impossible, especially backstabs. And where's the fun in that? Might as well completely take PvP off the table.

    Items being reset is also pretty dumb. It takes all the fun out of it.

    I would propose double, or even triple the amount of morality punishment for squad-member killing. It's far more reasonable than just insta death or item reset instantly.
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  15. Post #1935
    Gold Member
    Fables's Avatar
    August 2007
    4,239 Posts
    [url]

    I shall play this with glee now.
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  16. Post #1936
    Gold Member
    DarkendSky's Avatar
    July 2009
    3,051 Posts
    New profile just changes your Player Name, not your GUID. Because we are using BE - you can't spoof this.

    You can shoot anyone without repercussions. But if you kill them, you will have a morality decrease - even if in self defense. This is supposed to reflect you becoming "dehumanized" by the killing. You don't instantly turn into a bandit, it takes several of such kills. You can incapacitate someone without morality effect.

    When talent/level system is fully online, the morality punishment for killing a player will be huge, but there will be decreased effect if they previously damaged you in some way to allow for retribution...

    And remember, bandits offer no morality (or maybe a small one) in future... so you become a bandit... you're a target for all players including other bandits.
    I think the morality hit for killing a player who damaged you is a little too much. Since there's no real upside to avoiding conflict at the moment, even people who only defend themselves will eventually end up a bandit. Additionally, there apparently is no planned way to raise your morality, which, again, makes the whole hit for self-defense amazingly terrible. It feels less like a punishment for rampant PVP and more like a punishment for playing at all.
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  17. Post #1937
    Rude member.
    koekje4life V2's Avatar
    August 2010
    4,783 Posts
    9 zombie kills, 2 human kills.

    You are a terrible human being.
    That I am, but it was self defence. It's Chernogorsk you see.
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  18. Post #1938

    April 2012
    37 Posts
    Morality is raised by performing healing actions with another player, and by completely side missions in a humane way (when a side mission is offered, you can just go in an waste the AI, steal there stuff, or you can help them).
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  19. Post #1939
    Gold Member
    krakadict's Avatar
    June 2009
    2,892 Posts
    No you should lose stuff for killing other players, because then it provides players with a proper conflict - should he get better stuff and lose points for it or not lose any points but not get something he wants.
    thats where negative traits come in like for instance a trait called "slighty insane" with the discription "after nights alone in the wilderness and harming the people you have seen, you've gone slighty insane from all this chaos"
    this will play zombie sounds (that only he will hear) and if he keeps killing people it'll get worse untill he hit stage 3 of the trait called "Mad" and this is where shit get Mad, you'll start hearing gun shots and vehicles and maybe see animals that isn't really there like dogs or "bloodhounds" that attack but don't hurt you.

    and positive traits like "friendy survivor" with the discription "being friendly and selfless acts has made you quicker on your feet" it'll make you do actions faster like vaulting over a fence or reloading your gun/changing weapons

    while minor traits which can be easy to get like "well fed" and "hydrated" can regen blood and regen blood faster if you have both

    while rocket said that pvp'ers will look like bandits i think that good players that help others should look like police/military
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  20. Post #1940
    larosc's Avatar
    May 2010
    98 Posts
    Was playing on the FR server, when suddenly everybody got thrown out of a plane and died. Not only a gamebreaker, but also a moodkiller. And ofcourse such a thing gets saved

    Also map being on fire.
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  21. Post #1941
    I love Scandinavians and Ducks
    Thechuz1337's Avatar
    August 2007
    4,145 Posts
    If I dont play DayZ for a few days, will my character just die?
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  22. Post #1942
    GAY FURRY PORN CONNOISSEUR

    August 2010
    2,203 Posts
    yes you will enter the game dying of blood loss resulting from hunger/thirst
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  23. Post #1943
    Gold Member
    krakadict's Avatar
    June 2009
    2,892 Posts
    If I dont play DayZ for a few days, will my character just die?
    the worst is that you'll need to eat and drink ASAP or you'll bleed out (lol)
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  24. Post #1944
    Gold Member
    Matrix374's Avatar
    May 2010
    9,335 Posts
    If I dont play DayZ for a few days, will my character just die?
    He would slowly die.I left my character for 3 or so days and he had about 6000 blood left from 9000+ i think?
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  25. Post #1945
    ☂☂☂☂ ☂☂☂ ☂☂ _☂_
    Cuel's Avatar
    January 2005
    22,295 Posts
    Logged in this morning and had red thirst. I had a water bottle and pepsi can in my inventory, I thought they were supposed to be used when you're logged off and thirst reaches red?
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  26. Post #1946

    April 2012
    37 Posts
    Logged in this morning and had red thirst. I had a water bottle and pepsi can in my inventory, I thought they were supposed to be used when you're logged off and thirst reaches red?
    The server will only use food/water when it HAS too. I.e. when it drops right down to zero, so that it does not waste your food/water.
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  27. Post #1947
    Gold Member
    ewitwins's Avatar
    December 2009
    14,066 Posts
    Was playing on the FR server, when suddenly everybody got thrown out of a plane and died. Not only a gamebreaker, but also a moodkiller. And ofcourse such a thing gets saved

    Also map being on fire.
    Wait, plane? Everybody?

    Did you guys find a small plane or a cargo plane?
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  28. Post #1948
    Niklas's Avatar
    July 2010
    3,627 Posts
    Sounds like FPS project zomboid, before i play this mod, do zombies allways walk through walls?
    I think that should be changed if possible.
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  29. Post #1949
    Gold Member
    krakadict's Avatar
    June 2009
    2,892 Posts
    Sounds like FPS project zomboid, before i play this mod, do zombies allways walk through walls?
    I think that should be changed if possible.
    nope they dont walk through walls but there's a bug where thet can attack through walls
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  30. Post #1950

    April 2012
    37 Posts
    Wait, plane? Everybody?

    Did you guys find a small plane or a cargo plane?
    That aircraft was detected as a hack. I laugh at the people complaining about getting kicked from aircraft, its the server destroying the vehicle as it detects one it didn't create.
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  31. Post #1951
    Niklas's Avatar
    July 2010
    3,627 Posts
    Do i need to only buy arma 2 when i allready have arma2 arrowhead to play this?
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  32. Post #1952
    Gold Member
    ewitwins's Avatar
    December 2009
    14,066 Posts
    That aircraft was detected as a hack. I laugh at the people complaining about getting kicked from aircraft, its the server destroying the vehicle as it detects one it didn't create.
    Is there any chance of planes becoming a legitimate part of the mod?

    I mean, think about it: there was some sort of mass militarization before this thing wiped humanity out, right? One could only suspect that equipment would be left behind in some sort of a pullout, and if there wasn't even time for a pullout, there could be heavy military equipment scattered all over the place because everyone that was using it is dead now.

    It would definitely give people a better reason to secure and hold certain locations, right?
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  33. Post #1953
    Gold Member
    Xybjj's Avatar
    March 2009
    1,201 Posts
    He would slowly die.I left my character for 3 or so days and he had about 6000 blood left from 9000+ i think?
    Matrix you son of a gun

    It's Fong.
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  34. Post #1954
    Is there any chance of planes becoming a legitimate part of the mod?

    I mean, think about it: there was some sort of mass militarization before this thing wiped humanity out, right? One could only suspect that equipment would be left behind in some sort of a pullout, and if there wasn't even time for a pullout, there could be heavy military equipment scattered all over the place because everyone that was using it is dead now.

    It would definitely give people a better reason to secure and hold certain locations, right?
    If anything the only plane that could possibly be included would be the AN-2, as it's the only plane in the game that is small enough to take off from almost anywhere, and isn't too ridiculously big for the mod.
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  35. Post #1955
    Gold Member
    lockdown6's Avatar
    August 2008
    5,664 Posts
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  36. Post #1956
    Gold Member
    ewitwins's Avatar
    December 2009
    14,066 Posts
    If anything the only plane that could possibly be included would be the AN-2, as it's the only plane in the game that is small enough to take off from almost anywhere, and isn't too ridiculously big for the mod.
    Hell, I might go so far as to say that people should be able to find the occasional left-behind APC or tank. It might not have any shells or ammunition (which would be even harder to find), but I mean, Christ!

    In "The Walking Dead", there was discarded armor all over the place. I'm not suggesting that you make that shit abundant, but at least make it available occasionally. Zombies might rip apart a person, but last I checked no-one, alive or dead, can claw their way through steel or ceramic plating.

    Edited:

    If you make them absolutely fuel-hungry it would limit the use of tanks and APC's by the player to the most urgent of matters. That would prevent abuse at the hands of power-hungry players and prevent them from just using it as a mobile base of fire.
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  37. Post #1957

    April 2012
    37 Posts
    The only reason there are not more vehicles, is because of the associated issues with vehicles. Once those issues are fixed, there will be more but they'll be harder to repair.
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  38. Post #1958
    Hell, I might go so far as to say that people should be able to find the occasional left-behind APC or tank. It might not have any shells or ammunition (which would be even harder to find), but I mean, Christ!

    In "The Walking Dead", there was discarded armor all over the place. I'm not suggesting that you make that shit abundant, but at least make it available occasionally. Zombies might rip apart a person, but last I checked no-one, alive or dead, can claw their way through steel or ceramic plating.

    Edited:

    If you make them absolutely fuel-hungry it would limit the use of tanks and APC's by the player to the most urgent of matters. That would prevent abuse at the hands of power-hungry players and prevent them from just using it as a mobile base of fire.
    M113's would not be a bad idea for personal transport through dangerous areas for example(Chernogorsk).
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  39. Post #1959
    Gold Member
    Matrix374's Avatar
    May 2010
    9,335 Posts
    Matrix you son of a gun

    It's Fong.
    Hey Fong didn't know you were a facepunch member.
    Gold Member too.
    I wish Garry didn't remove gold membership :(
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  40. Post #1960
    Gold Member
    Fables's Avatar
    August 2007
    4,239 Posts
    Is there a reason as to the prevalence of Western weaponry? Was it left behind by U.S forces in Chernarus?
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