• Idea to cut back on the Naked Man Massacre
    75 replies, posted
I check out houses I want to raid naked. So I kill all nakeds near my house since they are most likely doing the same thing. Nakeds are always up to something maybe the player model could age more based on how ling the persons been on the server. That way I know if its a fresh spawn or a guy up to no good.
[QUOTE=hippowombat;44563278]Question: If you had a backpack on you already, and you killed another person who had a backpack, would you only be able to search their pack, or would you have the option of swapping your pack for theirs and moving on? I think it'd be neat to have both those options available if backpacks were implemented. Say you just get outside and a group is gunning for you. you kill one of the dudes, but the others are now coming for you. You search the dead dudes' bag and he's got a lot of goodies, and your bag is mostly empty. why not drop your bag, grab his and book it? Or even just drop your stuff from your bag into his (if he has any available space) then grab his pack and run? Even without the bag swap options, I still agree that equippable backpacks would be a plus, for the same reasons OP stated. Will it curb all bambikills? No, but it'd probably curb some of them, same with the weapon models being shown on players if they have weapons on their belt.[/QUOTE] exactly. Honestly, I dont even care if it saved any bambi's at all. I just think it'd be a neat feature to add
It would save a few new spawns no matter what people say about others always KOSing. Yes, KOSing happens, but there are also a lot of people who KOS a naked because they think he is hiding inventory. With no backpack, some people just won't waste their time. It won't stop the naked killing, nothing will. However, it will stop some. Plus it's just a better idea.
[QUOTE=Speakeasy195;43280987]Backpacks. If backpacks were implemented, and you were not given one at spawn, people would then mostly kill people with backpacks, as naked people should only have the slots on your item bar(6 slots) so people would be less likely to waste their now hard earned ammo on a completely naked person because they'd be able to tell at a glance that that person has little to nothing. It will also add another element of customization. Cloth backpacks having fewer slots than leather, leather having fewer than kevlar or some other material, so on and so forth. Also, you could implement different sizes, and maybe limit the sizes to material type. small for cloth, small/medium for leather, small/medium/large for kevlar. maybe even make the stack sizes vary by backpack type. Naked ~30, cloth ~75, leather ~150, other material ~250+. If you disagree, please state your reasoning. Any input is appreciated.[/QUOTE] I kill bambis to protect my lands, not so much for their resources. I had a group of guys we pretty much started out, we were building stuff gearing. We had Revolvers and Pipe Shotguns. We let two people resource our land they were naked. Few hours into the server those two people came back at night. We were all on, and then they started to murder us, of course they scouted the area before attacking. They pinned our weak spots and focused purely on that. Then we had lost everything because we allowed bambi's to run around our area. You cannot trust anyone.
I don't think this helps. I don't care being killed as a fresh spawn, I have nothing to lose and its possible the tide can be turned with my rock especially if others join in. It's all reward no risk. With such limited storage I would lose my ability to farm rad towns and thus I would be stuck farming fields with no way to defend myself.
I like the concept presented by the OP. Even regardless of the effect it may have on kills, I think it would be a good idea to implement simply for the realism it adds to the game. If you've been keeping up with the devblogs, you've probably noticed they are looking to add things like gun holsters so you can tell just by looking at someone whether they have a gun on them or not. I think this is just as crucial as the backpack concept because it allows you to better assess how much of a threat a potential target may be to you. If realism was what we were going for here, it would work something like this: Players would have an [B]"equipment" GUI[/B] that includes not only armor, but slots for things like a backpack, belt, holsters, tools, etc. Then, instead of serving as inventory slots as they currently do, [B]spaces in the hotbar would instead "link" to items the player currently has equipped[/B], kind of like a shortcut. Think of how hotbars work on MMORPGs like AO or WOW. In order to expand their inventory spaces beyond those in their equipment GUI, players would need to either start with or obtain a backpack, which they would have to "equip" in a backpack "slot" in order to carry. They could access its inventory with the same hotkey used to pull up the equipment GUI, then swap items as desired. I like the idea of a hierarchy of backpacks with space and benefits relative to their crafting cost. Maybe it could even provide some protection akin to armor. Small items and raw materials would be able to fit in a backpack, but large weapons and tools like pickaxes, bows, shotguns, M4, MP5, and rifles would not, and they would appear on loops, straps, or holsters outside the backpack if not "in hand" as they would be carried in special slots in the equipment GUI. For small weapons and tools like hatchets and pistols, they could be carried in the backpack, but would need to be moved into the equipment GUI in order to be used, as [B]items stored in a backpack would not be allowed to "link" to the hotbar[/B]. If a player wanted to "link" small tools and weapons to the hotbar for easy access, these items would have to be equipped in holster "slots," made available only by equipping a belt. For example, imagine an equipment GUI with the following slots: [U]Head, Chest, Legs, Feet[/U] - Used for helmets, vests, pants, boots, as is currently in place [U]Backpack[/U] - A slot exclusively for a backpack. [U]Belt[/U] - A slot exclusively for a belt, which could "activate" slots in the equipment GUI for small tools and weapons requiring holsters. Higher quality belts would open up more of these slots. [U]Holster 1, Holster 2, ... etc.[/U] (I'm thinking a max of 4-6) - slots available for small tools and weapons like hatchets and pistols. Only when equipped in a holster can these items be linked to the hotbar for quick access. [U]Shoulder 1, Shoulder 2, ... etc.[/U] (I'm thinking a max of 3-4) - slots available to hold large weapons and tools when not in use. Such weapons and armor would be visible on the player's back. This operates on the assumption that such weapons and tools are always accompanied by a means to strap them to one's body. Even a naked man can tote an MP5 on a shoulder strap if he so chooses. Alternatively, the number of these slots available could be dependent on the backpack a player is using. Further realism may even include "Pocket" slots (I'm thinking a max of 6-10), which are made available by way of pants or belt to carry food and other consumables for easy access. If Garry has his way with how reloading guns will work, you could make it extra hardcore by requiring ammo clips to be stored in these slots in order to be reload the weapon "on the fly." If something like this is implemented, I would hope things like belts and backpacks, especially for the lowest tier, would be either part of a newly spawned player's starting items or be incredibly easy to obtain, as they would be essential to getting so much as a stone hatchet. [editline]16th April 2014[/editline] [QUOTE=jaberus;44564502]I kill bambis to protect my lands, not so much for their resources. I had a group of guys we pretty much started out, we were building stuff gearing. We had Revolvers and Pipe Shotguns. We let two people resource our land they were naked. Few hours into the server those two people came back at night. We were all on, and then they started to murder us, of course they scouted the area before attacking. They pinned our weak spots and focused purely on that. Then we had lost everything because we allowed bambi's to run around our area. You cannot trust anyone.[/QUOTE] I understand what you're talking about. The best solution I can think of is to develop some sort of server mod whereby it would disallow newly spawned players from dealing or receiving damage to/from other players, at least temporarily. This "PVP Timer" could be manually deactivated by the player and/or automatically deactivated after a specified time period and/or once they craft something. Alternatively, an event that would normally cause them to take damage (i.e. getting blasted with shotgun) could put them on a significantly shortened timer that would at least give them a chance to run away. I don't think most players would want to go through the work of killing a naked if it meant having to chase them several hundred meters. I think neither of us would prefer to see this implemented in base game, but it would be a straightforward mod for servers wanting to show more mercy to recently spawned players.
[QUOTE=Boseknows;44565995]I like the concept presented by the OP. Even regardless of the effect it may have on kills, I think it would be a good idea to implement simply for the realism it adds to the game. If you've been keeping up with the devblogs, you've probably noticed they are looking to add things like gun holsters so you can tell just by looking at someone whether they have a gun on them or not. I think this is just as crucial as the backpack concept because it allows you to better assess how much of a threat a potential target may be to you. If realism was what we were going for here, it would work something like this: Players would have an [B]"equipment" GUI[/B] that includes not only armor, but slots for things like a backpack, belt, holsters, tools, etc. Then, instead of serving as inventory slots as they currently do, [B]spaces in the hotbar would instead "link" to items the player currently has equipped[/B], kind of like a shortcut. Think of how hotbars work on MMORPGs like AO or WOW. In order to expand their inventory spaces beyond those in their equipment GUI, players would need to either start with or obtain a backpack, which they would have to "equip" in a backpack "slot" in order to carry. They could access its inventory with the same hotkey used to pull up the equipment GUI, then swap items as desired. I like the idea of a hierarchy of backpacks with space and benefits relative to their crafting cost. Maybe it could even provide some protection akin to armor. Small items and raw materials would be able to fit in a backpack, but large weapons and tools like pickaxes, bows, shotguns, M4, MP5, and rifles would not, and they would appear on loops, straps, or holsters outside the backpack if not "in hand" as they would be carried in special slots in the equipment GUI. For small weapons and tools like hatchets and pistols, they could be carried in the backpack, but would need to be moved into the equipment GUI in order to be used, as [B]items stored in a backpack would not be allowed to "link" to the hotbar[/B]. If a player wanted to "link" small tools and weapons to the hotbar for easy access, these items would have to be equipped in holster "slots," made available only by equipping a belt. For example, imagine an equipment GUI with the following slots: [U]Head, Chest, Legs, Feet[/U] - Used for helmets, vests, pants, boots, as is currently in place [U]Backpack[/U] - A slot exclusively for a backpack. [U]Belt[/U] - A slot exclusively for a belt, which could "activate" slots in the equipment GUI for small tools and weapons requiring holsters. Higher quality belts would open up more of these slots. [U]Holster 1, Holster 2, ... etc.[/U] (I'm thinking a max of 4-6) - slots available for small tools and weapons like hatchets and pistols. Only when equipped in a holster can these items be linked to the hotbar for quick access. [U]Shoulder 1, Shoulder 2, ... etc.[/U] (I'm thinking a max of 3-4) - slots available to hold large weapons and tools when not in use. Such weapons and armor would be visible on the player's back. This operates on the assumption that such weapons and tools are always accompanied by a means to strap them to one's body. Even a naked man can tote an MP5 on a shoulder strap if he so chooses. Alternatively, the number of these slots available could be dependent on the backpack a player is using. Further realism may even include "Pocket" slots (I'm thinking a max of 6-10), which are made available by way of pants or belt to carry food and other consumables for easy access. If Garry has his way with how reloading guns will work, you could make it extra hardcore by requiring ammo clips to be stored in these slots in order to be reload the weapon "on the fly." If something like this is implemented, I would hope things like belts and backpacks, especially for the lowest tier, would be either part of a newly spawned player's starting items or be incredibly easy to obtain, as they would be essential to getting so much as a stone hatchet. [editline]16th April 2014[/editline] I understand what you're talking about. The best solution I can think of is to develop some sort of server mod whereby it would disallow newly spawned players from dealing or receiving damage to/from other players, at least temporarily. This "PVP Timer" could be manually deactivated by the player and/or automatically deactivated after a specified time period and/or once they craft something. Alternatively, an event that would normally cause them to take damage (i.e. getting blasted with shotgun) could put them on a significantly shortened timer that would at least give them a chance to run away. I don't think most players would want to go through the work of killing a naked if it meant having to chase them several hundred meters. I think neither of us would prefer to see this implemented in base game, but it would be a straightforward mod for servers wanting to show more mercy to recently spawned players.[/QUOTE] Some servers do have a mod that makes you immune to pvp damage for a certain amount of time. It's deactivated once you shoot your weapon, i believe. No matter what the target is.. and that first shot does no damage. I also agree with your ideas for a more complex inventory interface. One more like DayZ's would be amazing.
This sounds like it would just make things much harder for people starting out, only having the active item bar when you begin means you couldn't grab any of the stuff you might find in item spawns since you would need to make sure you have enough room for wood, meat, stone, metal, sulfur, fat, cloth, tool, etc basically all the things you need before you can get a secure house. Imagine you walk into hangar and find a nice mp5, but you can't pick it up otherwise you'll need to drop one of your supplies. And besides, nakeds are killed for good reasons. Most people will lightly arm nakeds and surprise enemies with shotguns and mp5s. Nakeds are usually desperate with little or nothing to lose, they can grab a pipe shotgun or even a rock, or be scouts. The best way to solve the naked KOS would be to have player's weapons displayed on the character.
We should see gun... shotgun, M4, and Bolt does not fit in a back pack, we should see them strap on shoulder or back. Hand gun could be hide in back pack but could no be throw out until placing them in there hip gun holster first. This way I will kill a lot less naked if I know there is no direct threat... Before I was a friendly guy trying to help other in Rust, but there is so much asshole that now I do not thrust anybody. Just for an example about two week ago I saw a nake running with is rock chasing by a wolf, I make a good action about killing the wolf, I tell him he can keep the wolf for food and tissus... He tanks me, I turn around to continue my path then bang... he kill me with a pipe shotgun :-/... This is just one example... now no more mr. nice guy's for me.
I disagree, not because the feature wouldn't add to the game, but because it wouldn't achieve the effect you're suggesting it would. People unload bullets on freshspawns because they're ridiculously cheap. People pick up so much from radtowns, crafting, and killing red animals, that someone who kills on sight will get a huge abundance of ammunition just from looting bodies and raiding houses. When they see a naked, all they see is a decent chance to get a good amount of resources and maybe something rare, for less than 10 bullets that they probably picked up after leaving the house. Reducing inventory space will not make it less profitable because they'll still be carrying the most valuable things they find. How you'd make people actually take notice of these backpacks is also a problem with your idea. I think a much simpler solution to stopping "bambi killing", is making military weapons less accurate and more unreliable to give them a chance to escape. While raising the cost, and lowering the spawn rate of their ammunition so people are more likely to save it up for a raid. This also makes people more likely to carry on using weapons that take homemade ammunition.
[QUOTE=CrazyRonny;44571274]We should see gun... shotgun, M4, and Bolt does not fit in a back pack, we should see them strap on shoulder or back. Hand gun could be hide in back pack but could no be throw out until placing them in there hip gun holster first. This way I will kill a lot less naked if I know there is no direct threat... Before I was a friendly guy trying to help other in Rust, but there is so much asshole that now I do not thrust anybody. Just for an example about two week ago I saw a nake running with is rock chasing by a wolf, I make a good action about killing the wolf, I tell him he can keep the wolf for food and tissus... He tanks me, I turn around to continue my path then bang... he kill me with a pipe shotgun :-/... This is just one example... now no more mr. nice guy's for me.[/QUOTE] I'm glad you understand what I'm talking about. Please see the new thread I posted on this idea. [URL="http://www.facepunch.com/showthread.php?t=1386390"]http://www.facepunch.com/showthread.php?t=1386390[/URL]
But I do not think that single player that KOS ruin the game right now... For me the best and most exiting parts of the games right now is surviving when I spawn in a new server, hiding and avoiding everyone because I know I could and certainly will be killed... gathering resource and setting up my place until I am more equip to face other player. When I am totally set up and become the predator the game became less fun for me. What ruin the game right now is large group that KOS everybody and totally dominate a server with there power trip until the server went to zero population... it happen all the time.
well you start with 3 items, u have 5 more space on hotbar right ? you have to gather 380 wood for a 1x1 house 3 slots left, metal, stone, and sulfur ores and you're done, no animal fat, no cloth, no chicken breast no loots on rads, no bow etc... this is a terrible idea
[QUOTE=JiggyJinjo;44571843]well you start with 3 items, u have 5 more space on hotbar right ? you have to gather 380 wood for a 1x1 house 3 slots left, metal, stone, and sulfur ores and you're done, no animal fat, no cloth, no chicken breast no loots on rads, no bow etc... this is a terrible idea[/QUOTE] You're ignorant. Obviously a couple minor changes would have to be made. maybe bump it up to 8-10 slots. or have something like a 6 slot hot bar and a 4-6 slot inventory. [editline]17th April 2014[/editline] [QUOTE=Onlyashadow;44570856]This sounds like it would just make things much harder for people starting out, only having the active item bar when you begin means you couldn't grab any of the stuff you might find in item spawns since you would need to make sure you have enough room for wood, meat, stone, metal, sulfur, fat, cloth, tool, etc basically all the things you need before you can get a secure house. Imagine you walk into hangar and find a nice mp5, but you can't pick it up otherwise you'll need to drop one of your supplies. And besides, nakeds are killed for good reasons. Most people will lightly arm nakeds and surprise enemies with shotguns and mp5s. Nakeds are usually desperate with little or nothing to lose, they can grab a pipe shotgun or even a rock, or be scouts. The best way to solve the naked KOS would be to have player's weapons displayed on the character.[/QUOTE] thats pretty much exactly what this game is supposed to be like. You're not supposed to go from naked man with a rock to m4 in no time at all. thats bypassing the entire progression.
I like this idea. It might help make kos a bit (not much but a bit) rarer and adds some depth to the game. It would help get rid of all that extra cloth as well. As others have said, this could work really well if we ever get the ability to see what weapons people have on them.
[QUOTE=Suzakasa;44584131]I like this idea. It might help make kos a bit (not much but a bit) rarer and adds some depth to the game. It would help get rid of all that extra cloth as well. As others have said, this could work really well if we ever get the ability to see what weapons people have on them.[/QUOTE] yuup
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