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-MadTommy

Loot proportional to server population.

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I think it would be good if the spawning loot, (when it gets sorted) would spawn in quantities that are proportional to server population.

 

Therefore in theory it would be just easy/hard to find loot on a full server as an empty one.  

 

People still can choose if they want a PVE or PVP experience by selecting full or empty servers, but neither would give them an advantage in 'gearing up'.  

 

I think this would have numerous advantages.  What do you think?

 

(I did search, found nothing, but would be amazed if this has not been suggested before)

Edited by MadTommy
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This is... actually a good idea. Being able to hop onto an empty server and acquire as much loot as one can carry with minimal fear of resistance goes against what DayZ stands for, so nerfing the loot spawns on empty or near empty servers (perhaps as a percentage of its maximum capacity) would heavily cut down on the number of loot farmers.

 

Not a fucking clue how it might be implemented, but I like it. Have some beans.

 

Also, Rocket pls.

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would need a cleanup mechanic to remove already spawned loot as players leave..

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Not a good idea imo. Loot spawn should be independant of the presence/amount of players. Sure it's a good way to "control" farming and hopping but it should be first come first serve, they have to find another way to deny loot to marathon hoppers because they are the main problem here and not the players who move from place to place the normal way nor the loot spawn mechanic.

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Not a good idea imo. Loot spawn should be independant of the presence/amount of players. Sure it's a good way to "control" farming and hopping but it should be first come first serve, they have to find another way to deny loot to marathon hoppers because they are the main problem here and not the players who move from place to place the normal way nor the loot spawn mechanic.

 

The suggestion was not aimed at server hoppers, even though it would likely reduce that behaviour.

 

 

It would not change the 'first come first served' element, nor would it punish any particular play style, everyone would be in the same boat.  The whole gear up on empty servers is detrimental to the ethos of the game.  It should be equally easy/hard to find loot no matter what the population of the server is.

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The suggestion was not aimed at server hoppers, even though it would likely reduce that behaviour.

 

 

It would not change the 'first come first served' element, nor would it punish any particular play style, everyone would be in the same boat.  The whole gear up on empty servers is detrimental to the ethos of the game.  It should be equally easy/hard to find loot no matter what the population of the server is.

 

 

Not a good idea imo. Loot spawn should be independant of the presence/amount of players. Sure it's a good way to "control" farming and hopping but it should be first come first serve, they have to find another way to deny loot to marathon hoppers because they are the main problem here and not the players who move from place to place the normal way nor the loot spawn mechanic.

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I like it.  Might even help with the server hopping problem.  Maybe even go one step further and put MORE loot in high-pop servers..?  Just a thought...

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If loot respawned at a faster rate, on higher-pop servers, that would make sense.

 

Spawn rate or quantity could be used to balance the loot vs the population.

 

Not sure the best way to do this, either or both really.

 

The whole concept of joining an empty server and having endless loot removes the challenge of finding good gear.  There is always that temptation for the easy way on an empty server, be great if that could mitigated against.

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WHEN and IF they implement a balance in weaponry - 95% civilian types ( shottie, revolver, blaze ) and 5% military issued - then this idea would be great.

 

IF not, then use it for common loot.

 

+1 for good suggestion.

Edited by Hethwill_Khan

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Always had a problem with the basic principal of the hive system for just this reason. Its something that made me go to private hive servers. Never heard such a good way to control it than this, might actually play pub hive if this was implemented. Have some beans :)

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This could be an interesting slant on the server "build" in the future. I have thought that it would be good to have Zombie heavy servers, but since the servers presently have issues with how many players/zombies/animals/lootspawn too balance, maybe it might be possible swop around the numbers a little... Also im less into the Player kill on sight and more on Axe the zombie menice.. (which is why i love clearing the zombies out of towns) heavier the Zombie action, the more people have to band together to survive.

 

A future looting system would see what someone is interested in looting.. if they want everything (fresh spawn) then it can provide more basics, if it can look into their invintory, and see they are full up on beans, but are lacking maps, then it can spawn a few extra maps around that persons area for them to find them, if they are on a Zombie heavy area, more medical stuff, a heavy PvP (obviously the system knows when people are shooting each other compared to falls or zombie kills) then it can generate a more ammo.

 

A couple of weeks ago i spent hours wandering around one town, looking for 3 things.. a pristine bipod, a pristine scope, and maps... everything else was handled. if the looting system can see.. hey this guy isnt eating every can of beans or drinking every pipsy he can find, then it can adjust accordingly. 3-5 people looting the same area.. it can calculate and adjust accordingly.. 10 people.. (deploy more zombies!@) it can go more generic.. The hunt for stuff is half the fun, (and it is fun to find new items i havent seen before) I can also see that the present storage system is going to become a problem as more things are introduced. we will need to "change" or add more storage into packs to adjust. When the water starts making people sick, or they can catch the flu, are in pain, it will require  When i was a lot younger, i did a lot of back packing, traveling in both the bush (bushwalking) and hitchiking, you really learn how to pack your stuff well, and what you will need, and what you will not need, but you do end up "heavy". Another trick we used to do is carry our "day pack" on the front (reversed) and the main pack on the back.. the weight actually balances you out better for walking.  But it is a lot of aditional weight. Its why i see the "broken leg" thing is good.. i never broke my leg, but i did twist my ankles now and again. You get very careful about how you walk, watch where you travel, and learn to not keep on trudging on when tired. .. hehe im right off topic now >< 

 

Sooo loot relating to people playing.. yes, but with a bit more complication. Also the more "new Loot of the week" appears, even lone wolves who are out wandering around will start coming into town to find new stuff ; ).

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