It looks like this will be the system employed in Bungie's forthcoming massively multiplayer space opera Destiny. Although there will be assigned player v player combat zones, if two sets of participants bump into each other during campaign missions, they'll only be able to work together to complete the task. Battlefield developer DICE has added whole layers of co-operative intricacy into its team modes, introducing squads and commanders to initiate group tactics. But once again, we're only really talking about co-operation on a mechanistic level.
There can of course, be genuine humanity in that. Quite often in Dota, if someone dies early on it gives the opposing team an advantage, then people start blaming each other and arguing, teamwork falls apart and you start falling even further behind When this happens it's quite beautiful. Meanwhile, in most online games, especially MMORPGs, all the really meaty social interaction is effectively outsourced to the players themselves through the guild system.
Friends have to get together in meat space, agree to form a team, use microphones and often third-party chat software to communicate, and then enter the game world as a unit.
In this way, all the emotional drama is effectively happening between the members of the social group — the game just happens to be where it's taking place. In many ways, online role-playing games are venues of collaborative play not instigators. Certainly, players will meet in the world and form friendships, but the impetus and the heft of the social interaction happens on the periphery of the game experience. Is there a way for game designers to encourage and reward more advanced social relationships between strangers?
Is there a way to balance out the allure of deadly violence? So if you want to encourage some kind of cooperative activity, make numbers go up when people do it. When you trade items they get bigger, when you craft items they get a bonus for the number of people involved. Basically, positive-sum interactions rather than zero- or negative-sum. Atkinson-Jones agrees: "It's strange to think about having to reward being friendly but it's certainly possible. You could provide an achievement for being around a fellow player for a certain period of time without killing them.
That could actually lead to hilarious situations where you get a group of players all hugging together, trying to get that achievement — although once one of them has gotten it, they would probably start opening fire - almost a 'who blinks first' situation from a Tarantino film.
The key then would be in incentivising positive group behaviours rather than allowing violence to be at the tip of every interaction tree. A group could receive a health or XP boost by taking on newcomers. Perhaps designers could introduce certain resources that can only be shared rather than looted from dead bodies. More violently, there could be a sort of self-destruct item, which destroys a player's inventory when they're killed by another human participant.
Of course, this is a very mechanical way of thinking about things — but perhaps that's necessary. We need to be realistic: altruism is rare in nature — animals that appear to be behaving selflessly toward each other are merely indulging in mutually beneficial, highly reciprocal relationships. Lions form prides, not because they totally love each other, but because unless your prey is old and weak, you need more than one hunter to bring down a wildebeest.
So you can fool with that factor too Now that's how you take a mission to a whole new level I wish there were more missions available for standard 1. For instance, I went from 11, - roughly in x3 Kills I used Dayz 1. Fixed all bugs, worked perfectly, twice as fast as Epoch.
So by the time we get to 1. Dayz 1. If you are a Hero and die, you spawn as a survivor and cannot have the Hero skin again unless you bandage someone, give them painkillers or change into different skin and then back to civilian clothing.
You dont automatically spawn with the hero skin on as I assume you should, Ill keep an eye out. Well the second link I posted there is THAT bug and it says it has the fix although it was a 'possible' fix, but they did explain what is causing the bug. Can you tell me what is the 'possible fix' that I should try from here, I get swallowed by so much code and snippets I like the idea of Epoch but just cant better the standard mod.
You might want to change the delay sleep 1; to sleep 2; just to make sure.. Thank you so much, I can't believe this is sorted so soon I changed: Code:. Not sure if it will matter.. You must log in or register to reply here. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register. We need you to help us keep our pages and images up to date!
Want to get started? Follow the link or Join the Update Project on Discord! Humanity is an in-game statistic that determines whether a player is a survivor , a bandit , or a hero , as well as being a general indicator of how well a player interacts with others. A player starts off with a humanity of A humanity of at least will give a player the hero skin. Conversely, a humanity of 0 or below will give a player the bandit skin.
Based on the deeds you do, for example kill zombies or kill other players you will be rewarded or deducted humanity points. The more negative points you gain the more likely you are to become a bandit. Once you become a bandit the more negative points you gain the more levels you will gain in the bandit faction. The more positive points you gain the more likely you are to become a hero.
Once you become a hero the more positive points you gain the higher your hero level will become. Once you become either a hero or bandit you will be able to do things such as base building. The types of buildings you can build will be based on if you are a bandit or hero.
Click there to learn about base building. Survivors, bandits and heroes also have different player skins which change based on the amount of humanity points they have. Click here to see a full list of skins available in the game.
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