A mine would have been perfect.
Zombies should be slowed down by like 10%, shooting them is a pain in the ass
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.
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.
the same could be done here.
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.
-snorps, question answered-
I never ever ever could join an EU server.
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.
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.
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.
I shall play this with glee now.
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).
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
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.
If I dont play DayZ for a few days, will my character just die?
yes you will enter the game dying of blood loss resulting from hunger/thirst
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?
Sounds like FPS project zomboid, before i play this mod, do zombies allways walk through walls?
I think that should be changed if possible.
Do i need to only buy arma 2 when i allready have arma2 arrowhead to play this?
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?
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.
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.
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.
Is there a reason as to the prevalence of Western weaponry? Was it left behind by U.S forces in Chernarus?