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Evilsausage

More sandbox Pvp then survival?

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Have to agree the world is a little too easy game should be not if you die but when

A few things I would like to see

Infected

-Higher damage

-Larger pull

-Increased speed

-Hit speed increased – they swing faster (important) can change everything else but if they still can’t hit you what’s the point

-increase blood to 6000 encouraging the head shot (or make it head shots only)

Increase chance of infection

Decrease item spawn across the board - I’m talking if you find 1-2 cans of beans in the shop your lucky. 1-2 blood bags in the hospital not 40 the hatchet, knife, matches, and water bottle should be sort after items not run in to a barn find 3 hatches and a lee with 3 clips.

Make it so getting up north is a achievement not like a good 80% of the time now a simple run in to Churno check the shop check the fire station check the hospital/apartments then run north with all the gear you will probably ever need loosing any trailing infected in some pine tree

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Not everyone wants a hardcore game like you that, for me I just wouldn't play because I simply don't have that much time to invest, if it takes like 10 minutes to make a campfire then I just wouldn't bother. If I wanted the experience of making a campfire I'd do it in real life, I play games to have fun not to do chores.

I find the game fun as it is. Zombies to me are a threat but not overly so, you have to be careful around them, loose some blood and you might get knocked out. Like I said in earlier posts I wouldn't mind slightly stronger, slightly more relentless zombies but only when they fix the glitchy stuff out, super zombies? no sorry, not what this game is about in my opinion. PvP will always be the real draw of this game, its where the real tension comes from. A randomly appearing super zombies that takes two people to kill it is stupid IMO, first off zombies are infected people, why they suddenly become super strong and fast when they are decayed people? Secondly that just adds a lot of random element AI bad luck to the game, it's like the NPCs on some mods that are rediculously good shots.

Server options is the answer, the base game should be not far from what it is, if you play on vanilla servers loot and vehicles are not everywhere. I've yet to find stuff like ghillie suits or NVGs from normal spawns. I was delighted yesterday after finding a Coyote pack at the NE airfield that I ran back to my camp to log off just because I didn't want to loose it.

From this middle ground server settings can then be tweaked to suit different tastes, loot spawns and can be toned down with zombies turned up for a more surivivor experience, or the reverse for more geared up PvP type battles.

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The other obvious reason why PvP is so abundant is because of the anonymous aspect of killing people. I don't like the idea of running around with a nameplate over your character as if you were playing World of Warcraft, and I don't really like the private servers that announce "Player X was killed by player Y" either, so I'm not sure I'd like to see either of those solutions implented.

I like the anonymous aspect, but it obviously leads to the shoot/kill on sight aspect that has taken over the game.

I think the best idea is to really make survival challenging, but I think it's a fine balance. You can't make it so survival is nearly impossible on your own either though. However, I think difficulty of raiding airfields and other high value targets should almost require a group of 2-3 or more -- i.e. improved zombie AI, way more zombies at high value targets & boss zombies (almost like grouping for an instance/raid in WoW). You want the best loot/items? You need to cooperate with others to get them, or grind out low value targets over a long period of time with a much poorer drop %.

That way, flying solo is still an option, but you're stuck to low or maybe medium value targets. High value targets should almost require a group of people, with significantly better drop rates. The low value buildings should be able to spawn some of the same loot, just at a much, much lower rate.

Also, another idea could be no vehicles spawn as driveable (or maybe less than 1%), and parts take up significantly more inventory space. If you want a vehicle, you will almost NEED to team up to get one running. That's not stopping somebody from executing somebody after a vehicle is up and running... but then you would at least know who did it.

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I think the best idea is to really make survival challenging, but I think it's a fine balance. You can't make it so survival is nearly impossible on your own either though. However, I think difficulty of raiding airfields and other high value targets should almost require a group of 2-3 or more -- i.e. improved zombie AI, way more zombies at high value targets & boss zombies (almost like grouping for an instance/raid in WoW). You want the best loot/items? You need to cooperate with others to get them, or grind out low value targets over a long period of time with a much poorer drop %.

The problem I see here is that not every group of people is as keen as the other.

Also, with superior tactics a survivor should be able to outsmart Zed solely on his own.

Maybe there are youtube videos where a group of people is outsmarted by the zeds, though. But I wouldn't force people to team up just because of being able to loot the airfield. Playing a lone wolf is not bad and should be possible. In return lone wolfes already face a higher risk to get wounded deadly.

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I would disagree silverbullet.

By having a system where you needed to team up to get the best gear, only promotes the behavior of being a bandit. It is easier for me to shoot you in the back to take that gear that you worked for. Now I'm running around with your gear that you spent days getting and all I had to do was shoot you for it. Awesome reward for the risk of being a new character.

As a player, it is nice to see how fast people are getting killed. So Player X died is fine. The Player X killed by Player Y message is more of a admin friendly tool. As an admin when you start seeing names all being killed by one player, you can focus in on them. The meta gaming from it though tells you real fast who not to trust.

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The other obvious reason why PvP is so abundant is because of the anonymous aspect of killing people.

Another reason is the number of YouTube gamers that we have these days. While they are great for promotion of a game, they can just as easily harm a games content and the approach that people take in the game itself. Like anything in life, people emulate the people that they idolise. If you're watching someone playing the game a certain way, many people would think that's the correct way of doing things - that streamer has 50k subscribers, so he must know, right?!

When I used to play a number of on-line games some eight years ago, YouTube and Twitch didn't exist, so you were never influenced by anyone else, ever. The only thing we had were clan videos - compilations of kills that showed players playing well (or highly edited to make themselves look amazing). You played the game how you saw fit, with no external guidance.

People mimic and copy - it's human nature. The fact that the highly popular DayZ gamers/streamers mostly shoot on site encourages others to do the same, unfortunately. YouTube is a great form of entertainment, but it also serves as a negative.

Edited by Mr Mouse

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I would disagree silverbullet.

By having a system where you needed to team up to get the best gear, only promotes the behavior of being a bandit. It is easier for me to shoot you in the back to take that gear that you worked for. Now I'm running around with your gear that you spent days getting and all I had to do was shoot you for it. Awesome reward for the risk of being a new character.

As a player, it is nice to see how fast people are getting killed. So Player X died is fine. The Player X killed by Player Y message is more of a admin friendly tool. As an admin when you start seeing names all being killed by one player, you can focus in on them. The meta gaming from it though tells you real fast who not to trust.

To me, this is a CoD / Battlefield gamer's vision of the game.

Nameplates & server-wide player kill messages... not working together for gear. It reeks of CoD / BF3.

The anonymous aspect is exactly how it would be in a real "zombie apocalypse". There isn't a console that anounces "billy was killed by jake", and you wouldn't be running around with a giant name tag over your head. I applaud the devs for the realism aspect in this case, even if it does lead to increased PvP. I don't find PvP to be a detriment to the game, in a real life zombie scenario it would be madness... many people would be out protecting themselves first, I just think the balance is currently a little too much towards PvP, and not survival / working together, and it needs to be tweeked a bit.

I also don't think you'd have "backstabbing" at high value targets if 2-3 people were required to raid airfields or other military establishments, as long as it's designed correctly. Tough enough that you need 2-3 people to raid the place, but enough loot to satisfy the group. If somebody kills you after, at least you know who did it, and that player will quickly become known as a bandit (without an automatic, server wide message).

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The anonymous aspect is exactly how it would be in a real "zombie apocalypse". There isn't a console that anounces "billy was killed by jake", and you wouldn't be running around with a giant name tag over your head.

The reason why I love veteran server btw: no name tags shown.

I applaud the devs for the realism aspect in this case, even if it does lead to increased PvP. I don't find PvP to be a detriment to the game, in a real life zombie scenario it would be madness... many people would be out protecting themselves first, I just think the balance is currently a little too much towards PvP, and not survival / working together, and it needs to be tweeked a bit.

Yes, should be tweaked, because it currently is too easy and has almost no drawbacks. In real life of cause it would have its drawbacks to shoot just the survivors of the apocalypse, out of all things. If it's not an attempt to extinct human kind, I would call it highly ineffective in order to survive.

I also don't think you'd have "backstabbing" at high value targets if 2-3 people were required to raid airfields or other military establishments, as long as it's designed correctly. Tough enough that you need 2-3 people to raid the place, but enough loot to satisfy the group. If somebody kills you after, at least you know who did it, and that player will quickly become known as a bandit (without an automatic, server wide message).

Bandits also have their place in this game, but they shouldn't be rewarded more than others. And sitting next an exit point of an airfield, throwing a grenade to that group that is leaving, would be very rewarding, if he wouldn't be able to loot the airfield alone instead.

I also want to defend my play stile, which is being a lone wolf currently. I have no plans to team up just to raid the airfields and I probably won't do so.

I like the idea better to team up for the sake of teaming up, not being forced to because of looting. Seems to be more frank and spontaneous.

Another point is, that military bases are not unwalkable. What it makes it difficult is that these areas are guarded quite well. But these guards probably just turned into Zeds, making them less effective.

The issue should not be getting in, but getting the gear in general. Weapons usually just don't use to lie in the open. Most of the time it's locked away or carried.

We need a challenge for the PvP-player though. It's not changeing everything to just challenge everyone harder, because this doesn't turns the fact that PvP or banditry still does have its advantages over the other play stiles.

Edited by Ken Bean

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Name plates? I never put much thought into it. But... I could see it working for those being over characters whom your own character as met before and any one else with no name. A form of identification as currently you spend your time going. "Billy is that you? Billy wait don't shoot" fuck man that wasn't Billy but he looked just like Billy.

Ken Beans caught what I was saying about bandits camping the "exit" waiting for that group to come out with all that loot. I lone wolf and team. All depends on what I feel like doing. The last thing I want to do is spend a week playing with a group so that we can get to know each others play styles, then raiding a uber tough place to only be ganked after coming back out with all that cool gear. Don't get me wrong, bandits add spice to the game. But I want to at least use my gear for a few days before loosing it. Not Five minutes.

As for being a CoD kiddy, I wouldn't know. Never played the game. Seemed to much like a game for couch potatoe soldiers where walking to the refrigorator for a refill on the soda was enough of a work out.

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What else is there to do besides PvP? I just came from NWAF with a scoped

Sa58V, three full water bottles, half a cow and all the regular survival equipment. I don't need anything else to survive at this point. I could live in the wilderness indefinitely. But that's pretty boring.

I'm making my way south but it's just endless farms, fields and medium-sized towns. There's nothing I particularly need in any of towns and they don't have anything particularly interesting that makes them worth exploring for their own sake.

I'm outside Pustoscha and I see this player crouch-walking up the road a few hundred yards away. I have nothing better to do so I took a pot shot at him. It missed and I think he combat logged off. I sniped a few zombies to get some practice then I logged off as well.

I'm not really sure what my point is. Maybe it's that if the PvZ and PvE aspects were a bit more difficult, I would have tried harder to kill or team up with this player out of desperation to survive. Instead of just taking half-assed pot shots because I was bored. I mean when was the last time your character died of thirst or hunger?

Edited by bfisher

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