This does not justify KoS always being better than any of the alternatives
Because surely this 100% translates to the game. Hate to be that guy but no, it does not. Iranians shooting down an obvious passenger jet with a Thor just because they either received little to no training and/or were on edge for example. How does any of that affect me not wanting KoS the be-all-end-all?
We can agree on that. The better option in terms of risk management would be to just sidestep the conflict in it’s entirety, saving you resources but missing out on the potential loot. No matter how good you are, if you are in enough firefights Murphy’s law dictates that you will get shot.
They were basically results of the first and second world war.
I haven’t read majority of the posts here, but i will put my opinion in anyways.
I really don’t think directly punishing players for KOS’ing is a way of dealing with it. It is risky, and there really isn’t a perfect way of dealing with it anyways. There are a lot of different types of players, and a game where you are forced to be at least neutral wouldn’t be appealing to some people. Instead, PvE should be encouraged and players should be rewarded for not KOS’ing, and KOS will go down together with it.
Another way to get reduce KOS, would be to space out loot spawns and have secret or dozens of unmarked locations this way players are spread out and there is a less chance that an encounter would happen. Next implement a Karma system similar to other games where good actions give you good Karma and Bad Actions give you bad Karma, both should have pros and cons, if you have good Karma you shouldn’t be able to access a bandit base or HQ freely but you can get inside a good guy base. Another aspect to add would be faction reputation this can be implemented similar to Fallout New Vegas.
Since this thread is still open:
I really don’t get all the hate on KOS. Nobody wants vanilla Unturned to be a default roleplay game.
It’s survival, most of the time it all comes down to “kill or be killed”.
Sure, you can avoid players and let them pass, but what’s in it for you ?
Normally, i don’t encourage KOS and don’t quite take part in it, but it’s a fact that KOS is always going to be there and no matter what feature people come up with to limit KOS, it’s only going to introduce more confusing mechanics and a bunch of other things, that wouldn’t really work either way. Unless the system made for KOS is some godly power that strikes you down if you KOS 3 people, it just wouldn’t really work. And we all know that if you die just because you killed people, that’s now unfair and ruins the game.
So yeah, if KOS is such a problem for people, those people can go play roleplay or something, where the server treats KOS as they see fit.
Either that, or the community “grows up” and people collectively just reduce KOS, by just not doing KOS which is, again, really unlikely. This seems to be an issue in Unturned only. Rust, DayZ and other survival games don’t have 30 threads a month about some fancy way of getting rid of KOS, because that’s how survival games work most of the time.
Ah, being banned for an unreasonable amount of time for no clear or apparent reason hurts my back. But then seeing posts like these, only crack my back wide open like cracking open an expired Sunny D, if that makes sense.
Anyway,
Pretty sure someone came up with a good idea to encourage less KOS and more cooperation, by making cooperation easier to do or achieve. Instead of creating punitive systems, like hell hounds, to go out and hunt the “bad” players (which is in itself a dilemma because determining who is “bad” is extremely subjective) why not reward, or make better systems for cooperation amongst survivors?
How can you expect two completely random people to work together without, for say, voice or text chat? There is no humanity, or even, ability, to work together or navigate around each other.
If the Zombie Apocalypse were real, how would you go about making alliances? Or do you really think you could manage yourself by killing everything you see?
We both know why, but please do continue to play the victim.
This much we can agree on, a reward based system would work better than a punitive one. As for “good” and “bad”, that is quite easily and objectively quantifiable in this scenario.
If you shoot a player that is no threat to you you are “bad”. No, wanting his loot is not an excuse.
It is going to be quite hard to forge proper relationships when you life is on the line y’know.