
Originally Posted by
vfig
The same incentives to cooperate remain: someone to watch your back, better able to collect loot, repair vehicles, and so on. But at the moment there is no incentive to cooperate with strangers, not when you have a group. I see no cooperation arising within the game, but only imported from out of the game, e.g. from people in the RPS mumble.
When you have a group imported into the game, it distorts the relationship you have with other players not in the group. Every stranger we meet is assumed to be an immediate threat (regardless of whether they actually are), and greeted with a bullet. We have no incentive to do otherwise, so there is no chance to build trust with other players—interpersonal relationships are just stillborn.
The disconnect between characters and servers is a further disincentive to form relationships within the game at present. Even if you team up with a stranger, you might well not see them again at another time not because they are dead, but because they (or you) have hopped to a different server.
As you say, the risks of interacting with strangers would be much increased. But contrary to your assertion, this would reduce the incentive to deathmatch, not increase it. The risks of death would be higher for both players in an encounter. The incentive to shoot on sight is lower—because of the associated risk of not killing the other player immediately, but alerting them (and possibly their friens) to your presence and location, and possibly being killed yourself. And your incentive to stay alive is much higher.
The greatest incentive on any encounter will no be to avoid conflict—to stay out of sight and move away (this is actually very much the case right now if you are alone and trying to survive, especially if you are uncertain if the person you see is also alone). Cooperation will require risks, and trust. The incentive to cooperate arises from the other game elements I mentioned. So if you want the greater rewards that cooperation can bring, you will need to take a greater risk.
Are you listening to yourself? I mean, in total? You're describing a game in which no one will ever work together. You'll either hide and run, or shoot.
No thanks.
But here, I'll go through your arguments.
Paragraph 1: Same incentive, with increased DISincentive, discourages the behavior you seek. And if you're not seeing people work together, except playing on RPS Mumble, it's because you're only playing with RPS on Mumble. Most people aren't doing that. I play with the RPS people because they're great (and I'm not so dismissive of interpersonal relationships brought in from outside), but I also play with other people. People I've met, and continue to meet, in game.
Paragraph 2: If a group is just shooting outsiders, and one dislikes that, why not change it? Group dynamics, it's the ultimate democracy. I don't see, though, how making it so you never, or very rarely, play with others is superior to playing within a group. Or even why playing in a group of ten is inferior to that ad hoc group of two.
Paragraph the third: So you want to change "might not" to "definitely not"? I team up with someone if we can communiate. If we can communicate, we can communicate to each other in the future, and meet up again. Your enforced server hop kills that dead.
4: I don't know about you, but the vast majority of times I've been killed, or killed another, only one side ever saw the other. In your scenario, if you see someone clearly, you will shoot them, or, if you don't think you can shoot them (and you over-sell the idea that there's this huge fear of firing, especially in your new loners-only world), you run and hide. Because, as you say, "your incentive to stay alive is much higher."
And 5 just makes my point for me. There's already a huge risk involved in cooperating, but somehow you think making the risk greater, with no commensurate increase in the reward, tipping the scales even further away from the urge to work together, would be an improvement. I'm just not seeing it anywhere in what you've said so far.
There, I've said my piece. Hope to see you in-game! :)