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The second one was some exile feature that sounded good in my head.
Wanted to separate the two, since the CLR idea didn't seem to need such a drastic exit system, but I might just change the release part to do what the second idea does, just to make it convenient for everyone.
While kind of interesting, one problem with this suggestion is that it turns social interactions into a game mechanic. For example, not being able to shoot someone while handcuffed doesn't make sense. They're your prisoner, and you want to make sure they follow your orders, or shoot them if they don't. The force looting thing makes it less fun. If you want to rob someone, make them give you their stuff by holding them at gunpoint.
Another major issue is that it's just too complicated. The game would need to check the handcuffer's inventory for a key, check what group each person is in, and keep track of a timer as well as proximity when the person is released, not to mention a tally of how many times someone handcuffed someone else. It seems like a whole minigame based around handcuffs.
I feel that the main problem with the suggestion as a whole is that you're more concerned with a character's life than a player's enjoyment of the game. All of these limits would help keep the person handcuffing from killing the handcuffed person, but it would actually be less fun for the latter, or maybe even both. Force looting robs the prisoner of not only their items, but something more important - control. Being able to decide yourself which items you give and which, if any, you hide, potentially risks death but also grants you the opportunity to not only save some items, but run away or fight back - and that's part of the fun! It's what keeps being handcuffed from making someone want to stop playing Unturned.
STORY TIME
So, this was the first time I tried a roleplay server; no roles, it was a simple no KOS server. I spawned in and got some loot from a nearby military convoy. Just a few minutes into my play session, a car drove by the spot where I was. I don't even think he had seen me. I was thinking, "hey, this isn't a regular PvP server, so maybe people are friendly!" So, of course, my dumb ass had to scream out, "HELLO!"
He had already passed by, but when he heard me, he stopped, got out of his car, and walked towards me. I was all giddy that someone had noticed me, but then he told me to put my hands up. Aw, crap.He then told me to drop everything, so I said, "ok, ok" into my mic, and slowly started dropping some stuff while trying to figure out a way to get out of this situation alive and with some stuff. I dropped the Sabertooth that I had found, and probably some melee weapon (since they were visible), but he didn't know that I had a Peacemaker unequipped in my inventory. When I was too slow to drop stuff, he told me to spin around 5 times. I was completely sure he was going to kill me after that last spin. So, I played dumb. "Wha... What? You want me to spin?"
"Yeah, spin around 5 times."
"Uhh.. Uh... Ok."
One...
Two...
My second or third rotation was only halfway, and then I quickly placed the Peacemaker into my hand, turned around, and unloaded as much of a mag as I had (14 bullets, to be exact). Of course, some missed, but it was enough to get him to run behind a tree for cover so he could heal. I then retreated to my own cover behind a car, so as to not die. I picked up my Sabertooth, which he hadn't even taken! Both behind cover, he said "You're gonna regret that," to which I replied, "Actually, I think you're gonna regret robbing me." I laid down a little bit of suppressing fire, and ran away into the hills, and then towards a lake. I healed myself with a dressing once I got in the water, and, if I remember correctly, ultimately went on to survive quite a bit. Gg.
STORYTIME (reimagined with handcuffs in current state)
After he tells me to put my hands up, he immediately handcuffs me. I drop some stuff, tell him that's all I have, and hopefully live to fight another day. If so, I run away, either after he releases me, or still handcuffed. In the latter case, I break out once I'm a fair distance away. Gg.
STORYTIME (this time reimagined with your suggested handcuffs)
He tells me to put my hands up, I do, he handcuffs me. Now I'm invulnerable to his attacks, so I could run away - oh wait, maybe a proximity sensor stops me since I'm getting away, and he shoots me. Or maybe he just takes things from my backpack while I stand there, helpless. Then I run away, and the handcuffs magically go away and teleport to my kidnapper. After I'm safe, I stop and check my inventory to see that all of my most valuable items are gone, and there's nothing I could've done. Bg. :(
TL;DR: The game is simpler and more fun if you let people interact amongst themselves instead of limiting social interactions to game mechanics. Handcuffs are great the way they are.
(Taken out of context, this could sound really bad and not G rated lol)
The Unturned community in general just doesn’t have the patience to stop and work with handcuffs in such a well thought out way. Many of them are just out right inexperienced with RP, with no real guidance as to what is proper RP, and often make horrific actions that just gives the other person a really bad gaming experience; to the point where they just press the suicide button. Why press the suicide button? Because they are already well past the point of having lost most of their control, where they want to have fun, but can’t, since someone else wants to torture them even more. At least my CLR system puts an end to most people’s captivity in a way that keeps the captive person from losing everything on them and some XP while the person capturing someone else gets a few items out of it and bragging rights.
You have some pretty selective reality here when it comes to how much control is lost between the system we have now and the general idea I’m proposing.
You actually need a little bit of a limiting factor in the system to help untrain people from the typical FPS style of gameplay, as well as help push them in a direction that could be more fun. A mini game with capturing people would actually be fun and could reduce KoS behavior, and not require that much coding. The way you put it, you make it sound like it would be an utter chore, when in fact the distance calculations, the timers, and optional tally count are very basic and rudimentary features of coding. If done on paper, yeah, it would be annoying, but it isn’t, and can easily be put into a very simple computer function.
I care about player enjoyment, and keeping players alive and situations interesting helps with that enjoyment. If they die, they lose all their gear and a fraction of their total XP. So of course keeping captured players alive after such a humbling ordeal is important, why keep torturing them?
If you want an RP Unturned, you can still play around the CLR system. Just unlock them before shooting them in the head, or use modded handcuffs.
Speaking of which, again, I can’t see Nelson just adding this in right off the bat. I’d expect someone to make a mod of this and have people test it out themselves before being considered to be implemented in the game.
The idea is to make the tough sale of convincing players to putting their hands up and surrender, or else none of the other ideas people are proposing will ever work, since no one else would want to be a part of it.
You have to ask yourself if you find it acceptable to surrender to someone else. If the answer is 'no', the idea will not work, since most everyone else will likely answer in the same way.
If I was surrounded, and didn't have any incentive to give up, like how it is currently, I'd go out guns a blazing and do as much damage as possible, since there is no incentive, logically or emotionally, to giving up.
If there was an incentive towards giving up, like with some system that limits damages and temptation towards abuse, I would; and would likely do the same in kind in capturing and releasing others as well.
My system is far from perfect, but it is an idea, with several variables that can be changed. The arbitrary 5 item limit is a suggestion, and would hope people don't focus too much on how wrong it is, and focus more on what would be the correct number to use.
You are focusing on exactly what I told you not to focus on, an not thinking about what you told me to keep in mind. ... unless I'm reading things totally wrong.
While it surely won't cut down KoS, it's a viable and more morally pleasing alternative, especially for RPing...
Although the 5 item limit is a bit small, makbe have it on a 'per slot unit basis (20 slot units to take total)' or possibly even a timer (15 seconds beginning on capture start), it can work...
For the grace period, make it so the captured and the capturer can't equip weapons within a time or distance of eachother (get 350m away from him, or wait 15 seconds within 200m, 25 seconds within 100m)
It's a rough concept, but there's a reason the saying is "diamonds in the rough"
+1
I used 5 items as an example, since it didn't seem as if it was so much to punitively hurt a player, but getting a hand full of your best times taken still stings quite a bit. But hey, you are still a live, with no XP lost, and will likely respect the other person's wishes, since he could have killed them and looted them entirely.
I could have picked 4 or even 8 or 15 as the item limit, but the idea was to keep it limited so to not take up too much time looting and to prevent bitter feeling of still being totally robbed. I don't care what number it is, just as long it isn't like some ridiculous amount.
...
But one thing has me wondering... looting worn gear. Talking an Alice Pack, and forcing items to drop, would be quite the exploit. I guess a quick swap would have to be done, since that kind of exploit wouldn't go well.
The grace period puts the captive in the same state as a friendly group member, meaning no 'friendly fire' can be done. Kind of unrealistic, but there needs to be something to keep people from doing immature 'prisoner shooting'.
Honestly, instead of the complex grace period, where no one can hurt eachother, and the captive could void it early by trying to attack back, and all that crap, I think the GAD (Grab and Dump) idea should be tacked onto the CLR (Capture, Loot, Release). You capture, you get loot, and they are safely dumped, somewhere... easy-peasy no time wasted, people are back in the action, no drama, no trolling.