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Although that's very likely, it's not 'definite'.
I myself tend to end up with such gear, and still play the 'friendly' role.
I think good system to detect and help determining if the other player is hostile or atleast has killed before you, would be that if you would wave your hand, then it would show your name above you, that way you could easier to detect if the other player has killed you before. And if they dont wave back, you could consider them as a hostile and shoot, or retreat.
That way, immersion would be still there.
Then with letters and pen, you could leave warning messages to other players too.
Bad guys shoot you
Good guys dont
Have a nice day
and in fact maybe not swon the name whil waving, but showing a icon like a axe foe a zombies killer or if he past by player in like ~900m(cause of mosin) without killing them/him and a gun for a players killer, or something like that, like a better/smaller hero/bandit system, just sayng
AND i totaly agree with "dies fourth" :))
Good guys die, bad guys live, or die to other bad guys = everyone becomes a bad guy.
You know, being able to identify people in game as you do in real life would be ideal. I'm not sure they will be able to incorporate such individual expression of charcters in the game, but I agree, it would be great.
But think about it .. people can disguise themselves in real life, so . . . would it really be of any great beneift if we could the same in real life?
As far as a morality system, Dean has been pretty adamant there won't be anything that punishes bandits. So there will not be anything like you are asking for. Anything that is used will be very subtle:
10 min in:
"So I thnk the solution we are thinking of are more subtle features."
"More subtle things"
"I think punishing banditry is just totally not within the scope of what we want to do. If we do that, then we'll destroy everything. What we have to do is keep trying with the experiment until we find the right answer. If we compromise on that then I think the project just loses its core..."
https://www.youtube.com/watch?v=iwNSqgloBt8
he discusses Infected - around 14 min
The real antagonists are body and environment.
Q: Is there going to be a bandit/hero system, and if so how would you imagine it working?
I think that indicating some of the player's choices through visual changes in some subtle way is not too bad. So we originally thought maybe by changing the facial characteristics of the player could be interesting....I -I - you know Obviously people can see the bandit or hero system doesn't work because we don't want to have artificially what can only be assumed ... so blood on the hands when you've recently looted a another player, that kind of stuff. So we're looking at it those . . . .
http://forums.dayzgame.com/index.php?/topic/175718-detailed-information-summary-from-rockets-eurogamer-live-stream/
Thanks for the advice :)
Not as crap as your post! :)
A little simplistic but cool I guess.
Interesting. Thanks for the reply.
Yeah, this is what I am not too fond of. I think the game should be a little more complicated than this. Thanks for the reply.