Currently players die way too fast to risk working with another player, so most encounters end with one player ending the threat to their life.
Would it be workable to make zombie damage and bullet damage seperate to increase the incentive to team, and make it harder and riskier to backstab?
Currently any player you leave alive can kill you near instantly, and taking the risk of teaming with another player has very little reward.
Decreasing the threat of death to another player in cities, and making zombies more of a gradual threat so you eventually get infected to death rather than getting your hp punched away seems like it could work.
Killing another player in cities could be slower, and much more risky.
But players shouldn’t be safe around bases or in the wild. Zombie areas can be relatively safe to enter with mostly zombie gear, but the wild and especially areas around bases should be seen as very dangerous to stay in.
I’m hoping this could make more people work together and get loot from zombies, and fewer people getting it by easy raids.
Stacking the deck in favor of the person being attacked is difficult to accomplish, but having guns that are good at killing players attract large hordes of zombies seems like it could be a deterrent.
If one player meets two, he probably won’t attack because of the retaliation. How could this be used to reduce killing on sight without giving the two players incentive to kill him anyway?
Irl stacking the deck against the attacker works very well, they know not to attack where people are armed, or they will be stopped by 10 armed people in the crowd.
The problem is, how do you use this effect in a game with no repurcussions without the 10 random people killing that guy anyway?
How can large Zerg groups be balanced without making small and on the spot teams useless?