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Will anyone not KOS every player they meet? Suggestions on how to balance pvp?

longhairdlonghaird Member Posts: 10
Playing a "hero" position as opposed to a "bandit" in these types of games has always been a very uphill battle since there is no downside to killing players, only an upside of getting their loot. I have played infestation that way on 2 toons, and bandit on one, but rarely play that toon. It does end up biting me in the ♥♥♥ about 99% of the time.

I have no interest in PVE servers either, but would like to see more of a balancing mechanic, like in game karma for killing innocents or eating human remains. Even something as simple as NPCs will tell you where on the map the players with the negative karma are, by conversation. For instance, u talk to an npc, it does a server check for the bandits with the most player kills and they say "BTW, I heard there is a bandit skulking around Romeros Grocery, don't go that way unless prepared to fight." giving away their current position. Or "don't go to xxyy campground. There are cannibals reported in the area" It is a minor tweak, that puts a small amount of extra pressure on those players that want to hunt other players, will not being a mechanic that takes away from being a player killers.

Comments

  • Electro057Electro057 Member UncommonPosts: 683
    Zombies good, people bad, must kill all humans.

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  • DullahanDullahan Member EpicPosts: 4,536
    Thats an easy one.  Make progressing through content in the game hard.  If people want to be successful in a game, they will need other people.  If there is more benefit from making a friend than there is an enemy, most players will choose the friend.


  • GrinnzGrinnz Member UncommonPosts: 312

    That is interesting, but in that game no npc's just stand around i'm sure.....since it's a survival game. Maybe a periodic radio reports of human on human killings or something of that nature, and then the player has a red name if he's the one you heard about on the radio.

    Of course this would be for only players killing other players in the open or something, if  a player can kill you inside of a building wouldn't get flagged as easily.

  • Dreamo84Dreamo84 Member UncommonPosts: 3,713
    Does the game even have NPCs? And no one is innocent in a lawless world.

    That said, I'll just ply on a PvE server and kill zombies :-(

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  • bcbullybcbully Member EpicPosts: 11,843

    I was just watching a couple streams. The streamer could have shot a guy. He told him "back away". The guy was like "wanna team dude". Streamer was like you go that way. A few minutes later the streamer was being chased by some wolves, and ran into a house. Wouldn't you know that dude showed up shinning a flash like through the window, like "sorry man I was being chased by wolves lmao. Thought the streamer was gonna kill him then, but he didn't.

     

    Survival games just don't have that pull for me, but I do have to admit if I was I would probably be playing. Things look alright.

  • XiaokiXiaoki Member EpicPosts: 4,050


    Originally posted by Dullahan
    Thats an easy one.  Make progressing through content in the game hard.  If people want to be successful in a game, they will need other people.  If there is more benefit from making a friend than there is an enemy, most players will choose the friend.
    Oh, how cute, you think "friendship" will work.

    And naive.


    Thats where guilds come in. All the asshole players will just band together and roam the countryside ganking everyone.

  • randomtrandomt Member UncommonPosts: 1,220

    Sounds like you need yourself some friends.. like in the real world, security in numbers yo? If you are lonewolfing it you are vulnerable, but if you have people to watch your back.. so much better ya?

  • azzamasinazzamasin Member UncommonPosts: 3,105
    Do like me and play on a PvE server.

    Sandbox means open world, non-linear gaming PERIOD!

    Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!

    Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!

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  • AlleinAllein Member RarePosts: 2,139

    A system that tells where/what someone did kind of goes against the point of these games. I wouldn't mind some sort of karma system and accountability, but not a sign pointing the way. That's not really putting pressure on those doing killing, but punishing them for playing as intended. No "innocent" players in a PVP game. Hence PVE servers. Either have back up or accept death randomly.

    With that said, if they simply fill up the server and it's 200:1 zombies/bears/wolves to players, not making friends and trusting others will be a mistake.

    Look at most zombie movies or shows (Walking Dead). You don't see too many individuals or small groups wandering around doing just fine. It's counter productive. Band together, make a fort, gather resources, and survive.

    Games like DayZ and so far H1Z1, are more FPS that make it harder to find guns and others to kill. Oh and there are zombies once in a while that just happen to be there. No real incentive to not KOS anything that moves. Hopefully once the zombie population is cranked up and all the tech is working (heat, sounds, smell, whatever), players won't be so set on being lone wolves or kill happy.

    I think the DayZ mentality of spawn, gear up, wander around, kill or be killed, repeat will take some time to get past. H1Z1 is supposed to be more of a mmo, not a single player that happens to have others in it. I think we'll have to see some incentives to work together (base building and what not) before anything changes though. Hopefully it turns out well, I'm holding out on buying EA to see where it goes. Then again, at some point, it is just a giant KOS arena as playing house can get boring and trying to take over the world is human nature.

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