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Store loot more often, bank your money. That's really the best solution. Luckily the currency for changing rolls isn't lost on death, that would be a deal breaker for me.
More nuanced criminal jobs would be cool though. Dealer kind of skirts the line between civilian and criminal but it's not quite there yet imo. Still, I often see dealers working with the rebels to try to get them things they need or acting as a mediator for a prole wanting to buy a gun.
I was hoping to roleplay an industrious prole, so it definitely is frustrating how limiting it is when people can just kill you with minimal consequences, and you can't really do anything to defend yourself either since time to kill is so fast.
I haven't tried rebels yet, but from what I've seen they can technically sell contraband through vents to earn some cash, but I haven't seen a single rebel with any money whenever I tried to sell medicine to them.
Another thing is I wish corpsmen could control the medicine supply and sell it directly. I wanted to scalp the market by buying in bulk and upselling, but that isn't possible since there is no limit on roles and anyone can just make medicine quickly. It's the one part of the games economy that isn't player driven.
my suggestion for OP, and all those who feel this way, is to be a better judge of character and trust less the words and more into the actions of others. keep in mind other player's numerals,remember their actions during the day and consider where this may lead you.
Part of the game is to identify patterns, avoid the pitfalls and traps laying in wait by other players and find and develop bonds with those you find trustworthy or trustable enough for the things you want to do so you can accomplish them.
As for RDM-prone Proles, there is a system in place which punishes them for their misdeeds. look up the Volos District and become at ease to know that those who RDM en-masse are then bound to slavery into a Sisyphean task to earn the right to play on the server again
I notice that some players get a lot of leeway with it and are very murder happy for no discernible reason. And you die fast in this game, a couple quick stabs or a shotgun to the back of the head and you are gone, you can't really avoid it.
I'm not sure that you can read and discern the actions, pattern and character of others to avoid danger consistently. You can only see people's numerals if you are talking to them, which rules out most of the behaviour.
Like, if someone was leading people into a roleplay trap, that would be great, but the people who do this don't go through that effort.
Scum being motivated to kill everyone indiscriminately makes any sort of dynamic rebel, espionage, or illegal trade storytelling incredibly unlikely.
I saw a streamer today who was doing that, he just hopped servers and started RDMing everybody he ran into; but he ended up getting limited within moments and slaved pretty much every single time. His stream lasted about an hour until he got bored and swapped games.
Yes, people are griefing like crazy, but the game tends to naturally filter those people out of society one way or another.
when I was digging in the code, it looked as if new players always start with 1000 karma points. Not sure what exact point losses for bad deeds but it doesnt seem to help. If i try a new server i can always get a new pipe. i dont kill often so i wont be able to test theory naturally. i can only test this theory if i go out of character.