[QUOTE=Agoat;38338876]It's not wrong if its a response. Duplicating as a hacker recovery isn't terrible, especially when the game isn't even officially release yet.[/QUOTE]
I disagree, this happened a lot in DayZ, just because you lost all the gear you hold dear to a hacker, doesn't mean you can go hack yourself and spawn everything back as a 'response'.
It doesn't so much matter at this stage anyway, this is what Alpha exists for, to find exploits like this etc.
[QUOTE=BigBoom;38338776]Because two wrongs make a right, right?[/QUOTE]
it's not about morality it's about trying to enjoy the fucking game
[QUOTE=BigBoom;38338776]Because two wrongs make a right, right?[/QUOTE]
Yes.
-X * -1 = X
I think the use of this duplicate bug is justified with all these hackers around.
So, I havent played since the patch that opened up the map was released, finaly got around to updating.
Spawn my char with nothing on him, walk for 5 minutes into a town and bam, some guy flies around a corner about 40 metres ahead of me aiming at my head the entire time, fires a single shot that kills me and proceeds to fly off down the street past my body.
Yup
uh oh ghost page
and it's gone. i have saved the day. carry on
The Mossberg in a shellnut:
[IMG]http://www.nerfnow.com/comic/image/748[/IMG]
So I have two spare guest keys, if anyone wants one to play with friends or something shoot us a PM.
I'll decide who gets them based on...uh...blind decision or who gives me their Redhead image folder (you know the one I mean gentlemen).
[QUOTE=hayoye111;38339241]The Mossberg in a shellnut:
[IMG]http://www.nerfnow.com/comic/image/748[/IMG][/QUOTE]
Sit at the door to the convenient store and blast them as they come in.
[editline]7th November 2012[/editline]
Not a good day of WarZ.
First, I died at the abandoned outpost when logging off. I started the log off, it got to 0 and did the stupid after 0 thing and I saw the guy come around the corner and shoot me.
Second time I was looting the airfield and I was at the top of the tower. I heard foot steps, covered the stairs and waited. The foot steps stopped and then a minute later I got shot in the back of the head. The fucker and disconnected and come up behind me.
Did they change weapon spawn rate or something? A few days ago I couldn't find shit. Now only after 30 minutes I've got 2 Mossbergs, 2 FN fiveseven, and 1 M16.
[QUOTE=Swebonny;38340203]Did they change weapon spawn rate or something? A few days ago I couldn't find shit. Now only after 30 minutes I've got 2 Mossbergs, 2 FN fiveseven, and 1 M16.[/QUOTE]
It's been quite high for a while actually. You're likely just unlucky as I've walked over a huge amount of guns in the past few weeks.
Okay I just lost everything thanks to a bandit :(
[QUOTE=Swebonny;38340228]Okay I just lost everything thanks to a bandit :([/QUOTE]
you should come play with me, reag and our gang.
Yeah I'll join you guys some day. I'm not playing that much though.
Also I noticed that bandits/people with guns get quite scared when you say "I see you", "Stop or I'll shoot". Most of the time they do stop, which gives you time to DC or shoot them :v:
What would you guys suggest as a fix for the way killing PC's should be handled?
I'm sitting here trying to figure out a game mechanic that would make player kills worth a second thought before just pulling the trigger.
The first idea I had is to have a sort of 'karma' system that would be based on a percentage. Think Diablo 3's Magic Find stat. Lets say each player starts with 20% 'karma', this percentage directly effects the chance the player has of finding gear, food, etc., as well as the chance a player has of running into zombie's.
This percentage can be increased by doing 'good deeds', such as helping other players with heals, trading food items when a player is in need, etc.
On the opposite side, the percentage would decrease when you kill unarmed PC's, shoot at a PC first, etc.
Obviously, this would have to be gone into much more detail, but I feel like if a player knew that by killing that unarmed newb, their chance of finding gear/food goes down and their chance of running into mobs increases, they might think twice about it. The "buff's" would probably be based on time/stacks... the more innocents you kill, the worse the debuff; the more food you give, heals, etc., the higher your buff.
Just a little bored at work and trying to pass the time. I've yet to play the game, but the needless killing of newbs seems to be one of the biggest complaint, and I figured it would be a fun topic to discuss.
[QUOTE=Swebonny;38340359]Yeah I'll join you guys some day. I'm not playing that much though.
Also I noticed that bandits/people with guns get quite scared when you say "I see you", "Stop or I'll shoot". Most of the time they do stop, which gives you time to DC or shoot them :v:[/QUOTE]
I did this in Campos City with those words "I see you". They shit bricks.
[QUOTE=Roninjinn;38340581]What would you guys suggest as a fix for the way killing PC's should be handled?
I'm sitting here trying to figure out a game mechanic that would make player kills worth a second thought before just pulling the trigger.
The first idea I had is to have a sort of 'karma' system that would be based on a percentage. Think Diablo 3's Magic Find stat. Lets say each player starts with 20% 'karma', this percentage directly effects the chance the player has of finding gear, food, etc., as well as the chance a player has of running into zombie's.
This percentage can be increased by doing 'good deeds', such as helping other players with heals, trading food items when a player is in need, etc.
On the opposite side, the percentage would decrease when you kill unarmed PC's, shoot at a PC first, etc.
Obviously, this would have to be gone into much more detail, but I feel like if a player knew that by killing that unarmed newb, their chance of finding gear/food goes down and their chance of running into mobs increases, they might think twice about it. The "buff's" would probably be based on time/stacks... the more innocents you kill, the worse the debuff; the more food you give, heals, etc., the higher your buff.
Just a little bored at work and trying to pass the time. I've yet to play the game, but the needless killing of newbs seems to be one of the biggest complaint, and I figured it would be a fun topic to discuss.[/QUOTE]
NO NO NO NO uh no no no nien no
[MEDIA]http://www.youtube.com/watch?v=lgI2ZQVyrBo[/MEDIA]
[MEDIA]http://www.youtube.com/watch?v=lITBGjNEp08[/MEDIA]
[QUOTE=Roninjinn;38340581]What would you guys suggest as a fix for the way killing PC's should be handled?
I'm sitting here trying to figure out a game mechanic that would make player kills worth a second thought before just pulling the trigger.
The first idea I had is to have a sort of 'karma' system that would be based on a percentage. Think Diablo 3's Magic Find stat. Lets say each player starts with 20% 'karma', this percentage directly effects the chance the player has of finding gear, food, etc., as well as the chance a player has of running into zombie's.
This percentage can be increased by doing 'good deeds', such as helping other players with heals, trading food items when a player is in need, etc.
On the opposite side, the percentage would decrease when you kill unarmed PC's, shoot at a PC first, etc.
Obviously, this would have to be gone into much more detail, but I feel like if a player knew that by killing that unarmed newb, their chance of finding gear/food goes down and their chance of running into mobs increases, they might think twice about it. The "buff's" would probably be based on time/stacks... the more innocents you kill, the worse the debuff; the more food you give, heals, etc., the higher your buff.
Just a little bored at work and trying to pass the time. I've yet to play the game, but the needless killing of newbs seems to be one of the biggest complaint, and I figured it would be a fun topic to discuss.[/QUOTE]
So basically you want dayz's glorious hero and bandit system.
Because we all know how fucking stupid and pointless that is, you shouldn't be punished for taking a certain path in a survival game, killing other players for loot is a tactic and even the unarmed guys can be carrying shit so your point is mute basically.
[QUOTE=Roninjinn;38340581]Stuff[/QUOTE]
So if I kill a guy that is charging me with a hammer after telling him to stop, I should get fucked up the ass from the game?
All the killings is part of the game, if you have jackshit you'll have to be smart and sneak around or attempt to ambush people for their shit. If you're gonna survive, you're gonna have to get the jump on them. Search uncharted towns for weapons or plant loot and camp it.
[QUOTE=eddy-tt-;38341197]So basically you want dayz's glorious hero and bandit system.
Because we all know how fucking stupid and pointless that is, you shouldn't be punished for taking a certain path in a survival game, killing other players for loot is a tactic and even the unarmed guys can be carrying shit so your point is mute basically.[/QUOTE]
It was just a question in regards to what people think would help to curb the issue. There's pages of complaints that people can't get into the game for 5 minutes without dying.
I hadn't thought about your point though, in which the system I suggested would be a game breaker, I agree. So... any suggestions? I mean. If new players can't survive very long, I think it's safe to assume that player retention rate would be pretty small. People don't buy games to play for 5 minutes and die continuously, they want to get invested and they want to 'be in it for the long haul'. The reason I haven't spent the money to purchase Arma for DayZ or bought WarZ is because of this exact issue. Which blows, because I seriously love the gameplay idea. But, I have friends who tried both, and have the same exact complaint. Spawn new character, attempt to find gear as quickly as you can, but 90% of the time get killed before you can even collect shit.
So, how do you fix that from a game mechanics point of view? I agree, my system wouldn't work. But what would?
I'm perfectly fine losing all my loot to a bandit, that's the fun and annoyance of the game. It's going to happen in real life. It's fun to wonder whether you will gain a member to your group or lose your life in the game. So many times I've had scares of trying to hide from a bandit or the relief when I find someone like me who want's to team up and then use voice chat.
If you're going to get rid of a feature like this because people say it's annoying and somehow "game ruining", you're removing a core aspect of the game. Now, I understand if it's a HACKER doing this, then yes, the frustration I can see in that situation.
There should be. Absolutly no fucking punishment at all
I do get mad when people kill me when i have nothing but people have had guns and try to kill me with a hammer when i act like i have nothing when i pull a shotgun out of my ass and shoot them so i dont blame them for killing. if anything there should be a spawn protection for ~1 minute or if you have anything in your inventory when you spawn or pick it up before the one minute is over. There are flaws with this but much better then your idea which was a giant pile of shit.
There is no way to lessen the killing without punishing normal players.
[QUOTE=BigBoom;38339008]I disagree, this happened a lot in DayZ, just because you lost all the gear you hold dear to a hacker, doesn't mean you can go hack yourself and spawn everything back as a 'response'.
It doesn't so much matter at this stage anyway, this is what Alpha exists for, to find exploits like this etc.[/QUOTE]
Duplicating isn't hacking. It's a glitch. And if you're going to dismiss the entire thing because the game is in alpha, why even bring it up?
[QUOTE=Roninjinn;38341365]It was just a question in regards to what people think would help to curb the issue. There's pages of complaints that people can't get into the game for 5 minutes without dying.
I hadn't thought about your point though, in which the system I suggested would be a game breaker, I agree. So... any suggestions? I mean. If new players can't survive very long, I think it's safe to assume that player retention rate would be pretty small. People don't buy games to play for 5 minutes and die continuously, they want to get invested and they want to 'be in it for the long haul'. The reason I haven't spent the money to purchase Arma for DayZ or bought WarZ is because of this exact issue. Which blows, because I seriously love the gameplay idea. But, I have friends who tried both, and have the same exact complaint. Spawn new character, attempt to find gear as quickly as you can, but 90% of the time get killed before you can even collect shit.
So, how do you fix that from a game mechanics point of view? I agree, my system wouldn't work. But what would?[/QUOTE]
Playing a game like DayZ or War Z is much like playing games like Dungeons of Dredmor or The Binding or Isaac or really any other game with perma-death.
There are only two constants to games like these: You will die. You will lose any progress you've made.
It's actually what makes games with perma-death fun. You die, you start fresh. Sure you lost your cool stuff, but you get a chance to get new cool stuff, stuff you may have never seen before. And everyone playing the game is just like you, the guy that killed you has just as much a chance at suffering the same fate that you have, but he was just a little bit more fortunate, just a couple steps ahead of you in loot, and he killed you, but it's only a matter of time before he dies and he loses his shit, and then the guy that killed him could die and lose his shit, and you could come walking along and find that guys stuff.
It's the cycle of life and death, it can apply to games that don't even have perma-death, but in a game like this, it's much more of a challenge -and a whole lot more satisfying- to reach the end of that cycle: the point where you're indiscriminately murdering everyone, and death is constantly looming over you, one false move and you could lose all you've striven for, and when you do mess up -and you will- you will be in the exact same boat as the people you just killed. And so you must try again.
If that's something that turns anyone off from the game, then it'd be best to play something else, or to learn to accept it. I find it best to simply not give a fuck in a game like this. You have to have fun with the life you are given, make the most out of it, and if you die at least you get the chance to try again unlike in the real world. Now, there might be a way to make it so fresh spawns have a little bit more of a chance to reach the end of the cycle as opposed to getting blasted before they even get to do anything, but it's a situation that'd be difficult to change without making some things worse.
Sorry for all the words, I don't even have War Z, I just thought I'd voice my opinion on the situation. :v:
So I bought the game. Been playing for 30 minutes, 3 characters dead... 2 from players and 1 from a zombie. Is the melee weapons bugger or something? I was hitting a zombie with a bat for ages, and he just refused to die...
[editline]6th November 2012[/editline]
Havent even entered a building yet... -.-
[QUOTE=Hairybastard;38342340]So I bought the game. Been playing for 30 minutes, 3 characters dead... 2 from players and 1 from a zombie. Is the melee weapons bugger or something? I was hitting a zombie with a bat for ages, and he just refused to die...
[editline]6th November 2012[/editline]
Havent even entered a building yet... -.-[/QUOTE]
You have to aim for the head (yes its possible with melee weapons)
I usually can kill zombies with 4-5 hits on the head with ahammer
Cool. Running through an empty field all by myself when all of the sudden, some asshole shoots me in the back of the head with a shotgun.
Either a hacker teleported behind me or I've fallen victim to player movements making absolutely no noise for the third time.
I'm in the Mumble at the moment if anyone fancies playing.
I also got killed in the back at the airport, he comes up and takes my loot and write "lol" and suddenly flies out of my screen. He didn't run, he just stood still while his entire body flew away insanely fast.
Running around Smallville looking for shit with 2 randoms who I bumped in to, a fourth guy starts talking in proximity and claims he's friendly. We start looking for him and suddenly I pull out my binoculars and look at the store right as he puts a bullet between my eyes.
:(
[editline]6th November 2012[/editline]
I also, earlier today, was walking toward Smallville from Camp Splinter, and when I stopped next to the road that turns in to Smalleville to say something in Global, I suddenly get shot in the back of the head with a shotgun by some guy I didn't know was even there.
[editline]6th November 2012[/editline]
Smallville is cursed.
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