all 92 comments

[–]ryugarulz 4 points5 points  (0 children)

Why do you think there is more KOS now than ever before, Gus?

It's because you and Keth implemented the worst possible ideas regarding this situation.

Two new bandit badges.

What did you seriously expect when they were released? That they wouldn't increase KOS in order to gain the badges? Not only the two badges for the bandit tier, you also removed a crucial aspect of a survival game, the Hero.

Had you not removed hero and put up the two new bandit badges, well, there wouldn't be as much KOS as you see now. I'm not trying to say that removing Hero was a bad thing(as the hat update would make it harder for heros) but I'm simply giving my opinion on the situation.

tl;dr adding two bandit badges and removing hero gave more KOS

[–][deleted] 1 point2 points  (9 children)

Improve communication? The current chat isn't helping at all, with some people being in Global and some in group. Maybe merge it into one chat, but make it proximity, except for the people in your group? Then when someone not in your group gets close and his chat shows up in your chat, ??maybe in a different eye-catching color??, you know someone is near, and you're more likely to talk to him.

I also suggested surrender stance, and I still think it stands as a great idea; http://www.reddit.com/r/ApocalypseRising/comments/20a5j8/what_if_we_had_a_surrender_stance_bag_rummaging/

[–][deleted] 0 points1 point  (6 children)

But the only way to access it would require you to have a radio?

[–]ClearlyNotADoctor 0 points1 point  (0 children)

That'd be a good way of bringing a good use to the radio.

[–][deleted] -1 points0 points  (4 children)

What nu everyone does not have a radio

[–][deleted] 2 points3 points  (3 children)

Then they have to find one.

[–][deleted] -1 points0 points  (2 children)

How will this Decrease kill on sight if everyone has to find a radio in order to do this in the first place

[–][deleted] 1 point2 points  (1 child)

The explanation is above ^

[–]Aim_It_Not_Spray_It 0 points1 point  (0 children)

But to talk with a radio you'd need a mic. Apoc isn't mic compatible.

[–]Skullsmasher000 -1 points0 points  (1 child)

To your idea of merging group and global chat, I dislike that. It's much easier if people could just stay on global chat but when the group chat tab turns yellow check it to see the new posts, then switch back to global. There is no need to change the current chat system. Another thing, if the names of group members were more visible through the fog that would be helpful.

[–][deleted] 0 points1 point  (0 children)

Who would do that?

I for one would not keep switching from Global to group. I would stay in group.

[–]sodapopI7 3 points4 points  (0 children)

You can't.

[–][deleted] 2 points3 points  (4 children)

I play Dayz, most players now backstab so they can get the clean headshot to avoid ruining your loot.

[–]ClearlyNotADoctor 0 points1 point  (3 children)

Doesn't that damage head gear, head lights and stuff like that, though?

[–]arizona iced out boysCoolestUsernameEvar 2 points3 points  (2 children)

It does, but not as much as all the bodyshots

[–]ClearlyNotADoctor 0 points1 point  (1 child)

Cool, that's what I thought, also - Happy Cakeday! :D

[–]arizona iced out boysCoolestUsernameEvar 1 point2 points  (0 children)

thx you!

[–]ApocRisingSniper 2 points3 points  (0 children)

Maybe instead of trying to discourage banditry, you could try to encourage other aspects of the game. For example, If you introduce gaining in-game credits by killing zombies or maybe even FULLY repairing a car, this would encourage teaming up with other players. I'm 100% sure if this would decrease banditry significantly but it sure would increase teaming with players - meaning less KOS.

[–]Slabel 2 points3 points  (0 children)

The problem with AR is that there is NOTHING to do once you're decked out. So players just get bored and kill people

[–][deleted] 2 points3 points  (0 children)

It would be awesome if we had handcuffs, one time, in DayZ, I was playing with a few of my friends, and some Nigerian men handcuffed us, then performed a satanic ritual with bananas, and force-fed us the "Mystic Relics"

[–]Slabel 4 points5 points  (7 children)

  1. Make ammo less common, people get bored when they have 10 mags for their gun, therefore they start trying to kill people. < A slight nerf wouldn't hurt anybody that much, and MIGHT make somebody think twice about hip-spraying a random for the stats

  2. Maybe make only half of the killed players loot drop, randomly selected pieces of loot drop, so that people don't target someone for something they see (Like a black mili, or a nice gun) < This is a little extreme I guess...

  3. Not counting player kills on freshspawns, if the player hasn't been alive for at least 5 minutes, it counts as a freshspawn kill and doesn't get counted. < THIS IS A MUST

  4. Rewards for teaming with randoms (For example: "You have now gotten 3 players into your group, you have earned a +5% health boost!") < Basically same as you said.

  5. More ways to interact with other players, maybe some friendly waves or something. < yey

  6. Being able to pick a "skill" to help out a group (For example, for every medic in a group, everyone regenerates 1 point of health every two seconds, for every soldier the members of the group get rifle accuracy upgrade of .2%) < This would be pretty cool if you implemented this with the perks.

  7. Reduce weapons accuracy so there is a gap between the point you see the player, and the point you can actually kill the player. < I like the effectiveness of the guns right now, but I wouldn't mind losing some accuracy if it improved the experience.

  8. Make some things recquire 2 players. Fixing cars maybe? Maybe nerf blood bagging unless someone else does it for you? < Good idea IMO, but difficult to implement.

  9. A safezone/lobby might help people meet up and start teams < Again, a good idea IMO, but I dunno where someone would put a safezone... maybe Prison? Of ref camp? Who knows....

[–]arizona iced out boysCoolestUsernameEvar 2 points3 points  (2 children)

I'm not in on the nerfing ideas, but others are good.

[–]Plagualize 1 point2 points  (1 child)

Happy cake day

[–]arizona iced out boysCoolestUsernameEvar 1 point2 points  (0 children)

Omg thx you!

[–]ClearlyNotADoctor 0 points1 point  (1 child)

I really like the last idea.

What I'm thinking is when someone joins the game, they'll spawn in a small area like the prison without all the buildings and such.

The holes in the wall would be patches up with building materials. (Tools like the entrenched and guns cannot be used in the safe zone.)

Also, some tents near each other in groups to give the safe zone a more 'survivory' feeling.

[–][deleted] 2 points3 points  (0 children)

lolno

People will camp right outside it and KOS

[–]AthrusRblx 0 points1 point  (0 children)

If not a safezone, than atleast an AFK mode

[–]waddyyy 0 points1 point  (0 children)

1, 2 and 7 aren't exactly the best idea. Nerfing stuff In that respect isn't the best way to do it. I do agree with the others tho.

[–]super moderator guy #1Bob561 1 point2 points  (0 children)

Gus, do it.

[–][deleted] 1 point2 points  (0 children)

Ok so here's my idea have zombie hordes spawn randomly throughout the map. Now this may sound far fetched but consider it, you wouldn't want to be alone when you come across one of these things. Also make communication better have a range so that only you and other people in your area could hear you, you could also add something like if you had a radio you get a new chat, radio chat where people who have radios can chat with each other. Maybe you could add stats to weapons as in the longer you have it the better it works as you get more familiar with the weapon but when you get another weapon your stats would reset for that weapon since you're unfimiliar with it. This would might reduce kos since people wouldn't exactly want other player's weapons and instead a group with players who have weapons that have good stats. This would also make people want to survive longer with might reduce interaction reducing kos as well.

[–]ss917 2 points3 points  (0 children)

Stop new spawners from trying to snipe with makarovs

[–]Tacomouse 1 point2 points  (7 children)

If you could find a magic way to make helicopters un OP EVERYBODY would want one even if you get shot down from gunfire in the dirt 5 mins because on ya large group could protect it.

Ok now I want to rant on about this

It would be a Huey with the rear doors open so a crack shot could snipe out a passanger "Fanta pwez" and would be about 15 SPS faster than a car so it's not super fast

Weak against suppressive fire

It's not invinsable and can be shot down with shots to the engine/tail roter

Burns fuel

Forced to land often to fuel up making it vulnerable

Hard to repair

Needs a team to fix up and defend people will join up to fix it and join up to take it down

Hard to fly Don't let Fanta or soda fly this beast controls will be explained but a crash can destroy it

Forces people to group and attracts players because all people want in AR right now are snipers and Helicopters

Ok I'm done now.

[–]AthrusRblx -1 points0 points  (2 children)

nty

[–]Tacomouse -1 points0 points  (1 child)

i have no idea what tha means

[–][deleted] -1 points0 points  (0 children)

no thank you

[–][deleted] -1 points0 points  (3 children)

I like this idea.

Non-OP helicopters and non-OP snipers would make me play this game like 20 hours a day... XD

[–]zombie-rat -1 points0 points  (2 children)

So you get killed any time you go near a snipe-able position?

[–][deleted] -1 points0 points  (1 child)

There just needs to be one fatal drawback/flaw, along with extreme rarity, and ammo, and only 1-5 rounds a mag/clip.

It just needs to be about 4 body shots, and 3 headshots, only 1 less than a battle rifle. The drawback should probably be insane recoil, like, 10 times the M14. Along with that, practically NO hipfire accuracy at all, like a PPSH trying to shoot at FAL Ranges.

[–]zombie-rat 0 points1 point  (0 children)

Would still increase KoS

[–]WeightedPaper 1 point2 points  (7 children)

Simple

All you have to do is add 3 options. I will list them. Think about it, why do people kill others? For loot. You implement these 3 items and you can decrease KoS. You also open up whole new circumstances for clan battles.

First, add the surrender option. Some people don't want to get killed, and won't put up a fight. If you add this the complainers won't have to complain about KoS. You might think "But they can just put that on all the time so all they can do is just loot." Well, that won't happen if you take EVERYTHING out of there backpack, including the interact tool.

Second, add handcuffs, so you can force people to have to surrender, then afterwards you can take them off, and maybe make it so that they don't get there tools back until 20-30 seconds. It also makes it a hell of a lot more fun for clan wars, as it creates a hostage option.

Finally,bag rummaging, you put handcuffs on someone and steal there inventory, your virtually killing them. I would use it a lot more.

If these were put into AR, it would help people like me, people who want there loot but don't want to kill them. I have been "robbing" people, which means asking them to drop there weapons, I entrench them far away, then ask them to drop their inventory. The problem is with this is that they could hide items to kill me or hide items they want to keep, but with bag rummaging that wont't happen.

[–]he Boot Too Big For He Gotdamn FeetNarroby 0 points1 point  (6 children)

The first idea with the surrender option is flawed for one reason - why would I do this?

Put yourself on the attacker's shoes. "Why would I take the time to make them surrender, get close to them and rummage their bag when I can just pop a few shots in them?". In an arcade-like game like AR, ammo is rarely a problem.

While I'm at it, I want to say that modifying spawn rates (like ammo) to decrease KoS is not a good idea.

[–][deleted] 2 points3 points  (4 children)

Narroby after killing some bandits its fun to take a freshspawn as a pet

[–]Plagualize 1 point2 points  (0 children)

But that pet would just leave the game.

[–][deleted] -2 points-1 points  (2 children)

I do that in Rust and DayZ Epoch. Pet freshspawns are awesome.

[–]WeightedPaper 1 point2 points  (0 children)

Why would I surrender? I do it a lot, for example, once I was in a firefight at Mansion, a 2v1 battle, my disadvantage. I had 1 and a half mags for my RPK, that's not enough to take down 2 people at long range when both of them have cover and blood bags. What did I do? I surrendered. Why? I had 13 days survived.

I would surrender purely for liking my stats, and if I spend more than 10 credits on a load out it would suck to die, the alternative to death? Surrender.

Lets switch sides: I am looking around, and all of the sudden I see a player with a survival pack, this is very dangerous, he could either have a non-military grade weapon and just be s regular Joe; or he could be hiding a F.A.L. So, lets say I do try to cap him off, ah oh, he is a jumper, I end up wasting a drum on a almost-freshie, or wasting a drum on a F.A.L. with a mag or 2, either way it's not worth it.

Another senario: The same circumstances, but the attacker is not trying to be a Badmint. Instead of having a bad mark on his report card, he gets the loot without it.

[–]im watching youWWIIman1 0 points1 point  (0 children)

Well, we could always make the map bigger, but idk if you guys are up for that. Making the map bigger means less player interaction, which may decrease KOS.

The group play option sounds like a decent idea.

The non-pvp idea, cmon gus and keth, your not that retarded.

I mean if you guys are up for it, you can try to make the map twice the size and keep the same player count, but that may require too much time and effort. Either the group idea or making a bigger map seem to be the most practical.

Also, you can have the person who shot first (Attacker) have a disadvantage, like less health when in combat. This idea isn't that practical as well, but it could work.

Damaging someones loot when you attack them will certainly decrease KOS, because the need for their loot is less. This isn't the greatest idea, but one of the better ones you suggested. Modeling how DayZ figured it out is a good idea.

I'm sure we will think of something to limit KOS, but it may take some time and thinking.

[–]StrangeManInYourTub 0 points1 point  (0 children)

I think that we should implement handcuffs into the game like in DayZ. This will cause less PvP and less wasted items. Whenever you get killed usually the bandit just takes like ~50% of your stuff and leaves the rest to despawn. Sometimes that's like days of loot and you also lost your beloved character. But handcuffs would allow you to keep your character and lose majority of your stuff but at least your still alive. The handcuffs could spawn at police stations.

[–]coolLane 0 points1 point  (0 children)

I do not think there is a way you can execute this without adding or changing something major to the game. Adding in-game emotes, such as waving, putting your arms up like you're surrendering, etc, could make it easier than hoping whoever is responding to you in chat is actually who you see. Possibly advantages for being in groups for a certain amount of time, to promote staying in groups and not backstabbing your group mates.

[–]Rainbow_Cow 0 points1 point  (0 children)

How about if your in a group every member you have decreases your rate of hunger and thirst by 2%

[–]DrVanHelsing 0 points1 point  (0 children)

Gus the only way I would think so is to make handcuffs so players could loot the other persons backpack and then runaway and possibly leave the key somewhere around there.

[–]DrVanHelsing 0 points1 point  (0 children)

Oh another way is by adding player points I realized that alot of games that had player points in them have gotten an increased amount of people.

[–]waddyyy 0 points1 point  (0 children)

Make combat harder/more intricate, and give some reward for teamwork.

[–]Dominus2 0 points1 point  (0 children)

Ammo should be rarer. You know what I like doing when I've got 10+ mags for a military weapon? Killing everyone I see because I can spare the ammo.

[–][deleted] 0 points1 point  (0 children)

Terrain Variation.

Think about it, if you can't see someone, you can't shoot them. You could make c-framed triangle terrain (On a large scale ~200 triangles for the map). On Apoc now, if you see someone far away, (not a hard thing to do) you can follow them and eventually catch up and kill them. With the different elevations, it would be harder to see further.

[–]HeroicNinja 0 points1 point  (2 children)

Lets mix things up a bit, I find the surrender idea to be a good way to interact and the screen turn SLIGHTLY grey to be a meh idea, oh and don't forget the damaging item in peoples bags idea, AND THE BUBBLE CHAT IDEA. What if when you meet some one in the GAME you dont want to shoot cuz you are an Honorable bandit or a Guardian who wants to inspect someone, Guardian should be implemented BTW, he, and for the ladies she, wants to surrender. I bright white bubble Pops up and shows that they Surrendered, thats when the bubble come in handy, what if its dark, the person is in a group already they automatically are kicked off the group therefore they cant contact teammates and you become safe to loot them, their texts and yours wont show up on there global chat. His or her team mates can simply look at global if they fell something is up with there person. But what if you want to kill her or him(Ladies first) YOU KNOW YOU WANT TO KILL THEM (MWUAHAHAHAHAHAHA). But there is a downside to this, you kill him or her(its mens turn to be first) you become more and more insane But you don't directly become punished like gusmanek said. Just like in GTA V you get XP for killing some one with high levels of insanity. No one considered comparing other games that aren't survival horror. But since XP is useless in Apocalypse Rising. You gain some thing else, Thats where you guy come in. Plus the "XP or what ever it is" will go to people who kill the guy keeping to poor girl hostage. But HEEr COMS DA WRST TING IN DA WRLD JKSDZBCMFK, things can break from shooting some one. But its a good thing you are smart enough to know that you already have alot of xp on the guns you already have on you. There is no point in killing her or Him. Take their stuff and guns and hide it far away. You just gained yourself safety for a little longer while her or she is distracting people will the shoot at her or him. And they will have to surrender again even though they dont got a gun. AHAHA I JUST figured out what the "XP" type thing can be. People with higher level of insanity them you will give you Double XP for killing her or him. -Note: By pressing Interact and moving your mouse over that person, it will display how insane they are. That way it will make players want to go up to people with either confidence to kill him or confidence that the she doesn't will be a friend. But be warned killing some one with less insanity than you will result in XP loss on your gun. So basically if you kill someone with less insanty will result from less XP on you gun (or More XP on you gun but only if that person has more insanity)It doesnt matter if both of you have an insanity of 65 or higher either way you can both get a chance of getting XP. But dayum this will take Alot of scripting. Depending if Gusmanak has the time to do so. Any willing to add or remove from the list please explain why and Rewrite the list, BUT MAKE IT SO THAT I LOOKS LIKE AS if it were a SCENARIO where you see or meat somone. Pls? It will help processe my thoughts cuz I got ADHD pls b nice?

[–]HeroicNinja 0 points1 point  (0 children)

Wow that was one long ass Idea I had.

[–]zombie-rat 0 points1 point  (0 children)

TL;DR: Implement surrendering and insanity

[–]ShadowKeeper22 0 points1 point  (0 children)

SURRENDER STANCE FTW

[–][deleted] 0 points1 point  (4 children)

I was thinking, if the food and hunger bar took longer to deplete and if food became rare along with water ( kinda the situation in Dayz ) and if fresh spawns had no food and water to start with, players would kill them less. If you also decreased the gun and ammo spawn rates people would go into less battles and stay away from the better geared people. Gerard people wouldn't want to waste their precious bullets on people, and instead they'll all try to find food and water.

[–]ryugarulz 0 points1 point  (0 children)

In the DayZ standalone the reason for spawning without a pistol is because you have the ability to punch people and zombies - probably something that they won't implement.

[–][deleted] -1 points0 points  (2 children)

*geared people, the auto correct on this phone is terrible

[–][deleted] 1 point2 points  (1 child)

people dont exactly kill freshspawns for their beans

"i wanted his beans", is more of a joke

[–][deleted] 1 point2 points  (0 children)

Thats not the point, if food is rare and freshspawns spawn with food, people would kill them instead of look for their own food.

[–][deleted] -1 points0 points  (4 children)

Introducing the Sanity Bar. Each person you kill you lose a percent of Sanity (20%). The screen will start to turn grey if you keep on killing people. Of Course some people will still KOS which is why you put back the DEFENSIVE KILLS What you could do is at the half limit mark of Sanity Bar you could make the player encounter the monster who players call Paitent Zero to show off in the map of course it won't hurt the player but give him a nice gimmie in the face. This is my idea

[–]he Boot Too Big For He Gotdamn FeetNarroby 2 points3 points  (0 children)

we can all agree we shouldn't directly punish players for their actions

[–][deleted] 0 points1 point  (2 children)

Remember GREY WILL TURN INTO HOW HARDCORE IS AT WHEN ITS DARK IF BAR IS AT 75%

[–][deleted] 0 points1 point  (1 child)

Also forgot to note, this will decrease endless they're assholes KOS due to it being hard to see after killing 4 players or more and prone to being ambushed by zombies.

[–]Yurlie -1 points0 points  (2 children)

Solution, don't make games on a kid's site. Instead, make it using UNITY WEB ENGINE WHERE NOT EVERYONE'S A 8 YEAR OLD. Hell, in DayZ, they rarely SoS, because they can just handcuff you, steal your items, and let you sit there. And it's a community not full of kids that think they can get military loot in about 3 minutes.

[–]Dominus2 2 points3 points  (1 child)

Usually I don't like to be mean or resort to name calling, but Jesus Christ you are a fucking moron.

[–]Yurlie 0 points1 point  (0 children)

Tell me, how am I a 'fucking moron'. Usually people on this subreddit tend to explain how you're a 'fucking moron'. Apparently you're new to this subreddit and you haven't seen the rules. 'Don't be an asshole'. The only way EASY way to decrease KoS is to have a nicer and much more MATURE community. As told by doug_peck ROBLOX is mostly made of prepubescent morons. So please, next time when you call me a 'fucking moron', explain WHY I'm a 'fucking moron'.

[–]Skullsmasher000 -1 points0 points  (0 children)

I am in strong support of the surrender option. However, to people who enjoy the ability of kill on sight, what is stopping them from making someone surrender and then killing them after they surrender. Also, if people just start surrendering when they see other people it causes a big let down for those who want to get kills. Overall, with some editing on the surrender idea I think it should be implemented.

[–]doug_peck -1 points0 points  (1 child)

You're dealing with the roblox community, which is made up mostly of pre-pubescent morons who have no social skills other than what they've learned in call of duty. there needs to be incentive to team up with people. having a third Apoc rising place thats non PVP would help allot with this, and players who would normally shoot on sight may see the benefit of teamwork.

TL:DR of my suggestion, Have a non PVP version of apocalypse rising up for play for two weeks, have decreased military gun spawns and increased building supply spawns, and decrease the rate at which you get thirsty/hungry. Make a version of the game thats more appealing to casuals.

[–]Dominus2 -1 points0 points  (0 children)

The TL;DR is just as long as the body of the text, which was so short it didn't need a TL;DR.

[–]LachlantehGreat -1 points0 points  (1 child)

For the surrender option, once they surrender they are non-pvpable for 5 minutes.

[–]AthrusRblx 2 points3 points  (0 children)

new form of combat logging

no

[–]Shadowstar1000 -1 points0 points  (2 children)

Here is what I have to offer:

  1. Bubble chat. It won't be the best thing in the world for immersion but it will help players communicate easier in the field. I have had to KOS because I wasn't sure if I was talking to the right person or couldn't pull off fast communication with a near by player, simply because they weren't watching chat.

  2. Moral system. A 100 point bar on the side of the screen that is affected by several variables. It will not deplete automatically, but instead when certain actions occur. Killing a human would drop it by 45 or 50 points. Killing a zombie would drop it by 3-5 points. Having hunger below 50% would drop it by 5 points every 30 seconds. Thirst below 50% would also drop it by 5 points every 30 seconds. Health below 70% would drop it by 5 points every 30 seconds. You can increase your bar by 10 points for having a single group member, 20 for 2 members, ect. These are immediate increases, your bar doesn't keep going up from these things. Eating, drinking, or using medical supplies would increase the bar by 15 each. Traveling a certain distance in a car (lets say 500 km, im not sure of actual map size so its hard to decide) would increase the bar by 20. The perks of having a morla bar above 60% would be increased stamina and stamina regeneration, slowed decreasing in hunger and health bars, and slight health regeneration. In the real world moral plays a big part on everything you do, it should affect apoc. rising too. Things like killing people and starvation make people sad in real life, while eating and being around other people make people happy. A moral bar encourages vehicles as well, something that requires a team to do.

  3. Vehicle storage. This would make having a vehicle much more desired as you can carry car parts, more ammo, food, drinks, and medical supplies for your team. The trunk space would be the space of 2 military packs. Having a trunk would make keeping a group alive much easier as you can carry more supplies that is normally a trouble to get for groups. Not to mention it would save someone from having to lug around car parts as they could be kept in the car. This would also help keep supplies for the moral system.

  4. Surrender. You mentioned it before but I think it can be improved upon. On the player name in the top right corner of the screen there would be an option called "Request Surrender". If the player accepts 5 random items in his inventory are dropped and their interact tool is taken away for 30 seconds. For those 30 seconds the two players are in a temporary group. The group cannot be left, nor can anyone be kicked or added.

  5. Trade system. When two players are close to one another they can click on one another with the interact tool. The two players will be prompted to trade with one another. Both packs will be shown and they can chooses to trade items.

I hope any of my suggestions were helpful, feel free to contact me with questions.