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Heathcz

Do not allow the loot map to be published in SA

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In my opinion its just all wrong when the player is informated when he might find a helicopter, or where he might find heli crashes or barracks loaded up with weapons and so...I would just let all players find it out themselves. what do you think?

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People will always post loot maps for dayz in the intent to help people, eventually everyone will know where everything is even if it isn't through maps, people do talk you know.

But I understand where you are coming from but I can't think of a way on stopping people from publishing them.

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Considering how loot spawning has changed, loot maps may not even be possible. We really have to wait and see though, if x loot always spawns in y building then there is no way to stop loot maps from being created, whether they are allowed or not.

Edited by smasht_AU
  • Like 4

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ArmA 2's accessibility to user made content might have made it really easy to reverse engineer the DayZ mod mission, where you with fairly easy could accurately designate all the loot areas in the mission editor and then publicize the info only for meta-gaming. If the standalone launches without an editor and the game files aren't easily ported to ArmA 2, it might slow down the data-farming a bit.

Meta-gaming was allowed in the mod and it's pretty much impossible to prevent people from sharing advice and helping each other in forums and in game, but while it allows you to get more efficient, it unfortunately also demystify the game too fast.

Rocket might mention something about it in this interview, but after a quick re-read I couldn't find the quote I was looking for:

http://www.pcpowerpl...nded-interview/

Edited by Dallas

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Aha... ha... ha.... hahahahahahahaha.

I love this post. It starts with a decent idea towards gameplay and ends with a completely incoherent misunderstanding of the basic principles of how the internet works.

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To counter that they would have to spawn different loot classes on the map so those maps would turn worthless. Also they should really randomize the crash sites, they are always on the same spot no matter what.

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have no loot respawn

Wouldn't eliminate loot maps whatsoever, unless there is not loot to begin with

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server start random locations, no loot respawn! - only players have fixed loot (guns etc) or random event system brings more consumable loot into the map (ammo and canned pop etc)

Edited by psstloaf

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server start random locations, no loot respawn! - only players have fixed loot (guns etc) or random event system brings more consumable loot into the map (ammo and canned pop etc)

I like the way they are planning to do this but hey, only time will tell

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If you want great experience simply don'tlook for loot maps (they will exist tho)

i love to do this but it does put you at a disadvantage its not like you could just get everyones word!

Edited by psstloaf

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If you want great experience simply don'tlook for loot maps (they will exist tho)

You should get a pretty good idea of what can spawn where considerung you know what kind of area you are in ( residential or industrial f.e. ) without a loot map.

For starters it's quite a good help but not really necessary for survival. It's like telling someone in front of the cinema how the movie ended he just wanted to watch.

If they want to use it let them...they will end up disappointed most of the time anyway...

Edited by Enforcer
  • Like 1

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I thought they were making the loot more database-centric, meaning that there is the possibility that everything can spawn everywhere (within reason).

not right in front of your face i hope!

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The trick is to (try) resist looking at these loot maps.

I think the trick was also, that you could open up DayZmod mission in your editor and with a few triggers or event handlers, you could ask the mission to mark all buildings classified as military spawns to with a blue dot and voilá, very quickly you could data-mine all of Chernarus and post your map with every class of spawn marked in different colors.

If the standalone is more sealed off against data-mining, it slow down meta-gaming.

Edited by Dallas

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There's really nothing they can do to stop people from posting loot maps. If anything it might just 'incite' more people to post loot maps just to spite the rules. The Whitehouse asked/suggested/threatened to not post photoshops of the Obama Skeet Shooting photo...and look where that got them.

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on server start if your looking at random loot spawn locations why not buildings, landscapes and structures also? fully randomly generated map! with no respawns so servers can over long periods of time just be smashed down to rubble and wasteland! ..

with a constant real-time dynamic update event system to keep consumables up and ready on the map!

you could even have power through out the city on server start (release date - dooms day) and pretty much have a fully running city .. rate of infection spread, slow power drainage, clean water supply diminishment.. you could even have some way for players to get power running again etc etc ... just have a fully functioning city infected with the dead.

may of gone abit off topic there sorry :)

Edited by psstloaf

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You're missing the point.

There's a difference between sharing information and telling your buddy Sven that there's fat loot in NWA. Then there's easily opening DayZ mod mission files in the ArmA 2 editor and automating the process of revealing the core game mechinics, every loot and vehicle spawns with a few commands.

Without a mission editor in DayZ and without easily porting decrypted DayZ mission files to ArmA 2, it might become a lot harder to data-mine the game.

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You arenn't going to be able to stop data mining - even without a mission editor/mission files a db website like dayzdb just has to write a plugin and encourage people to run it that records what loot they find and where they find it (no messing with the actual game files i.e. hacking would be necessary) . With enough people running the plugin/extension enough reliable data gets recorded to tell you loot percentage and location. its the same principle as how wowhead operates. in short you cant stop it and people will find a way around it.

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