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Bir çeviri sorunu bildirin
1- This is the main reason why people KOS, zombies aren't a threat at all, at best my threat list is in this order People/Hunger/Zombies
2- True, but with the current despawn bug, this isn't exactly the case
3- Exactly, you don't get known as a Bandit either, in the mod this was diffrent
4- Well, is there anything else to do right now?
5- Can be linked to the first and the 6th point, there is no way of knowing if the person is or isn't a bandit, or will or will not KOS you, even if they say they are friendly they might still shoot you
6- A better alternative to KOSing, a means to know who are bandits, even means to hunt bandits down(considering they like action this would be good as a bandit, the hunter being hunted)
There are many good solutions for this, they just need to be implemented
I personally believe its down to how you play KOS only occurs when you discover another player, in which case you have a choice, interact with that player or stay well clear.
If they see you first there must be a problem in the manner you are 'sneaking' about.
It is a simulation of survival, I play as a scavenger, I dont provoke zombies or players alike I crawl majority of the time on the deck, tree to tree, I do not care for weapons only food and drink. In a sense it makes it exciting for me because if I were to come across another player it is me who is disadvantaged, but my point is I havent, and thats scavenging between Elektro and Cherno.
I have noticed though that a lot of new players do not play with headsets either so KOS is the only option because they cant communicate with you.
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1) after some minits from combat player can stop and cry "Why???" or something. And this cry should be very laud.
2) then he want drink much more and often some time( sweat)
Something like this. Then people should think, should they kill or just pass another player.
I took the plunge and purchased Dayz Standalone because I know it's a game I'll buy when it's finally released. I spent several hours getting up to the airfield today and within a half second of encoutering a fully-armed player, I was dead - I had no loaded guns and a holstered axe. I'll be interested in seeing how the Devs attempt to handle this. A small group of players can easily ruin the fun for the rest of us.
If I'm at the NW airfield, I'm going to KoS any player except my team, because it's too high a risk to let him live. Personally, I believe that to be pre-emptive self defense. But I've only killed 3 people in 35+ hours game time. I think that's fair.
I'm guessing about 85% of all the people who bought this have no idea what it is that they payed for, and they will wash out fast once it starts getting real.
I suggest an increase in glitch noises as opposed to a physical change of their character - I'd want to piss people off for being a bandit, not just be able to identify them easily.
There can be an unseen meter, "sanity" which you can keep healthy by bloodbagging, saline bags, bandaging, feeding, perhaps shooting bandits etc or diminish by killing other players, breaking their legs, force-feeding poison, burlap sack kidnap etc.
What do you reckon? It's unseen to other players, so KOS bandits can't complain about being targets and would coincide with logic - kill more people, become insane.
Alternatively, you could have the same number of glitch noises, just have them complete (instead of half the noise, the full noise) and have them directional which the current noises aren't. Maybe also add footsteps to the arsenal, which currently isn't included.
For those that were unaware - you get noises of soda cans, ammo splitting, reloading, eating, zombie aggro - all sorts, which increase as the server is more full. They are usually half-noises so you can differentiate if you're concentrating though.