The problem with that system is how do you differentiate between those that deserve the skin and those that don't? The answer is you can't, at least not easily.
Exactly.
Before someone says it, you could try to keep track of ulterior factors, who attacked first, who is defending, did the person avenge a friend, etc. The problem lies in server performance, that is all extra load for the servers that can't handle it currently.
Irrelevant discussion, Rocket has hated that particular mechanic from the beginning.
I agree, the system was far from perfect.. but it at least was a consequence. There needs to be a consequence for that play style.. and there is none. The only consequence is essentially making EVERYONE kill on site, and become survival/deathmatch instead of a game of survival.
I don't want PvE only, but there needs to be a real risk/reward for going bandit.. right now.. it's basically all reward.. the risk? Respawn, server hop to find spanws.. or log out before dying?
It pretty much rewards trolling griefers for playing that way. Why do people play that way.. no consequence worth a shit.
I'm not a bandit, and I'm not a "kill on sight" player, but let's think about this a little logically: If you were in a zombie apocalypse like DayZ, why wouldn't you shoot first/ask questions later on anyone that you know isn't a friendly?
I can understand the frustration (and that's why I try to find low population servers for the lesser chance of these people) but I can see why they would do it outside of trolling purposes. They have no clue you're a friendly and you may say you are but in reality you aren't and may possibly kill them.
You're not going to convince me that we'd all turn into murderous fuckwads during a zombie apocalypse. If it
did happen I think you'd see things much closer to how the Walking Dead comics portray things. Bandits work as teams, build societies.. etc. If we want to talk realism, when you die.. that's it. No respawn. You'd actually fear death. The whole "in real life" thing disappears when you can instant re-spawn.
Again, it's not all trolls.. but then if someone just wants to RP, and after getting KoS multiple times.. they say fuck it.. and they in turn KoS.. thus the vicious circle we saw happen with the mod.
I haven't bought SA.. but I played the mod quite a bit since it a bit after launch. The best times I had were when you found low pop servers and you worked together.. and people role-played bandits, and it wasn't just deathmatch.
It's a tough nut to crack though, how do you force people not to KoS. It's a problem that Rust, 7Days, (sorry) WarZ, Nether and DayZ have all seem to have. Offering compelling reasons to team up is one big fix.. and in the mod if you wanted to get vehicles running and enough gas teaming up was just about the only way to make that happen in a reasonable time. Yet, it still wasn't enough to cut out the KoS problem.
I think you have to sacrifice some so called realism, for gameplay.
Reputation systems, abilities to faction or team up and turn off TK.
You need to make the enemies compelling enough of an enemy to not necessitate PK'ing as the only way for people to have fun... btw.. that doesn't not mean super fast zombies that train after you like in the mod.
They need hordes. Also Zombies shouldn't be super fast, they should be dumb, but they need to be blood thirsty. They need to react better to sounds, and shooting a gun should start attracting hordes ala Walking Dead.
Then again, the problem with these games is always the public. I always go back to Ultima Online. When we had our own private server, with just friends and people invited.. it was great. We even had bandits, but they were known. Everyone knew or got to know each other. We worked together, we built towns with our houses. It became something you grew with.
DayZ and the like can't decide if they want to be a long-term survival game.. or just really an action game with zombies and some survival elements. It's obvious it's the 2nd though... because if it was long term you wouldn't be thirsty and hungry all the fucking time.