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TheRaptorFence

Readjustment of Spawn Points?

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I've always loved DayZ's spawn points on the southern beach, which has a few benefits to it:

-An instant PvP zone for people who want to jump each other

-A certain amount of finesse required to grab gear and get out of these hot zones

-A great starting point for noobs to get the basics down and learn by trial and error (the hard way...with a bandit's bullet in their face and a zombie chewing on their leg)

-A nice transition from frantic pace to uneasy tension as a survivor heads north with their loot

There are some disadvantages though that I see in these spawns:

-That PvP zone? Yeah, that's ALL it is, 24/7, and heavily trafficked.

-Many players never get to the "survival" stage where they settle down with a group or a tent because they are stuck in that constant loop of spawn, attempt to loot coastal city, die, repeat.

-Loot in these areas is gone the second a server restarts as people grab and run, leaving very little reward in the "looting" aspect.

-Few people ever explore the rest of the map. For many people the PvE aspect just isn't as interesting without players (and I'd say rightfully so), but it's sad to see so many deserted areas that imo are more deserving of heavy traffic than the southern area (I personally have been enjoying the northeast of Chernarus a lot lately).

-It's the same strategy: Grab loot, head north. Can't really head south, and sticking around is a death sentence. Not much variety.

Does anyone have any ideas as to how the community could make this better? One solution I was thinking of would be to extend the spawn points up to Nizhnoye or even Berezino. That way the cities are thinned out, and both Berezino and Krasnostav get some more traffic.

Another solution could be to instead move the markers inland in a more random way. Keep some on the beaches, maybe even the majority, but have a few that spawn inland, maybe even deep inland. I'd be interested to start a game in that area between Cherno and Stary Sobor where there's no really big cities and looting isn't as simple as finding the biggest building and going to it.

Just throwing some ideas out there. I really do think the spawns are good where they are, but I'm getting the juices flowing to see if there might be a better place to put them.

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I do agree more spawn points should be added near Berezino. That should balance it out a bit more so the player concentration isn't all at Cherno & Elektro.

I'm not sure if this is a mod or standalone suggestion, but many new towns have been added to the northern portion of the map in Chernarus+. This further justifies the addition of spawn points near Berezino and beyond.

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I always thought the spawn points were limited. Too many players just dashed to the high spawn points which took a while to get to (NWAF, Stary etc)

I dont mind them don't get me wrong, but I always wanted a random spawn inland also, this would make finding your bearings a little bit more difficult as after a while you know the map so well you know where you are anytime.

Perhaps spawning on the whole length of the coast would be more beneficial to players as opposed to the South coast alone? With the addition of Utes Island, it could add some major difficulty making your way North?

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i disagree Berezino is where PvE players call home, having spawn points too close will just make it a PvP site

that's the great thing about Berezino it takes ages to get to but has great loot for the people who make the effort

plus 9 out of 10 meetings you have there are friendly or neutral and most people there want to get AWAY from PvP

plus cherno is going to be twice the size (rough guess going off pics) and therefore should make thing more interesting in the SA

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My opinion would be to let the players start as far away from the good loot spawns as possible and having to work their way to them if they want good gear.

And no DayZ isn't your Medal of Battleduty PvP game. You won't find time for this kind of playstyle anyway if the SA comes as promised. A survival experience and not a pvp action experience.

Edited by Enforcer

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