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Katana67

Would You Support A Gun Shop Loot Location?

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Apsolutly!!! But I would make it Hunting/fishing shop. So it spawns things like hunting gear: tents, knives, hunting pants, boots, headlaps, ropes, fishing poles, some ammo, hunting rifles... There ia already small shot in biger towns that can be changed to Gun shop.

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But I think this would be a great addition, even if there would be "only" 2-3 shops on the map.

Could reduce the centralized action a bit.

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I was thinking about the loot locations in DayZ, most of which are highly centralized in terms of what they actually spawn (hospital, barracks, police station, piano house, etc.)

 

Rather than have a higher chance of weapon spawns at an arbitrary residential building (i.e. the piano house) why not transfer that likelihood of weapon spawns to a gun shop building model?

 

Of course, being the apocalypse, I certainly wouldn't want the gun shop to be as pictured below... meaning fully stocked, it should be pretty barren like the market buildings in Chernarus.

 

To be clear, not suggesting any more weapon spawns overall at this point. Merely suggesting displacing the weapon spawns that we already have in certain buildings (like the piano house) to a more fitting building model.

 

IMG_2119.JPG

Gun shop, Prague, Czech Republic

 

 

Yes and i would like this place to be where the rarest guns spawn but the guns have an extremely low spawn rate.

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I was thinking about the loot locations in DayZ, most of which are highly centralized in terms of what they actually spawn (hospital, barracks, police station, piano house, etc.)

 

Rather than have a higher chance of weapon spawns at an arbitrary residential building (i.e. the piano house) why not transfer that likelihood of weapon spawns to a gun shop building model?

 

Of course, being the apocalypse, I certainly wouldn't want the gun shop to be as pictured below... meaning fully stocked, it should be pretty barren like the market buildings in Chernarus.

 

To be clear, not suggesting any more weapon spawns overall at this point. Merely suggesting displacing the weapon spawns that we already have in certain buildings (like the piano house) to a more fitting building model.

 

IMG_2119.JPG

Gun shop, Prague, Czech Republic

 

This may not be feasible for several reasons. One, development prioritization/workload. Two, the fact that we've already got centralized weapon spawns in certain buildings. Three, the possibility that it may result in a marginalization of rarer weapon spawns in residential buildings. Four, folks might not like the idea of a gun shop (for various reasons).

 

I think it'd be good to move the ammo/weapon spawns to a new building model which is fitting, rather than finding a box of ammo on a supermarket shelf or finding four weapons in an unassuming residential building. Plus, it may give the developers a chance to configure their towns a bit more appropriately rather than shoving massive police stations in every one. Not entirely sold on the idea, but what are your thoughts?

 

Well I am going to ask again why? Because your justifications are not really worth the idea. Everything you mention can be done in numerous ways without having to add a new building or having to add anything at all really but to edit loot tables. It is not that I am for or against it, just your justifications for it don't warrant the idea to be taken seriously imo.

Edited by weedmasta

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I would like this as long as they dont take too many spawns from the buildings... When im on a server that has already been looted I'll go through the Civi buildings looking for weapons and it doesnt take too too long before I find something to defend myself with...

 

So im down for it, but only if it *has a chance to spawn a gun in the gun shop rather than piano house or piano house rather then gun shop upon restart, NOT both simultaniously*

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I love your threads. Because I can always find and excuse to discuss the lore behind Chernarus.

 

Suprisingly, I'm not all that opposed to it. As gun spawns are a LOT less centralized than the mod, it wouldn't hurt all that much. Plus, Chernarus has a pretty sizeable hunting community. And guerrilla fighters.

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You can't change this. It is looting 101. Go for the most valuable spots, once you have cleared them, quickly head to the lower priority spots, then get the hell out.

 

You can, once loot spawning is enabled.

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If it was 100% completely empty of guns and ammo, yep! I would support it.

Think about it. Where's the FIRST place everyone will go (besides police stations, grocery stores and churches) during a zombie apocalypse. The gun store would be either filled to the brim with dead rotting bodies because some maniac wanted all the guns, or completely empty.

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The fact that I support the idea doesn't mean I want 2689654301 guns spawning there. 3-4 guns including side arms spawning there would be a good idea.

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If it was 100% completely empty of guns and ammo, yep! I would support it.

Think about it. Where's the FIRST place everyone will go (besides police stations, grocery stores and churches) during a zombie apocalypse. The gun store would be either filled to the brim with dead rotting bodies because some maniac wanted all the guns, or completely empty.

Pretty much this.. They just need to spread the spawning of guns in civilian areas from piano houses offices and orange brick arch buildings to a small chance in every building make it less likely a to draw the run through town crew who hit the major hot spots and move on ( or camp ).

 

Im not against having a shop like this in as a model but it should have the LOWEST spawn chance of a gun, civilian gun places would be the first places raided in such an event why because there is lots of guns and few people protedting them where as a police station would have cops shooting the guns they have so it be less likely to have been raided till after the complete fall.

 

Spread things out not condense in locations every building having a very small chance of holding a gun EVERY building so you actually have to throughly loot not hit and run ..

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I think a fundamental shift in loot is needed. More realistic and plausible loot locations would help with immersion. As far as guns go, I would love to see:

 

New Gun stores for large towns, cities. Make any other residential weapon spawn be in a hidden place like closet or under bed. This would feel more realistic. Cabins could have a gun rack over the fireplace that may have a rifle spawn or not.. and the Gun stores would always have some sort of weapon loot and several ammo loots. Military bases would be unaffected, just the residential gun spawn locations could be shifted mostly into the new gun store locations (as the OP mentioned). 

 

This would make yet one more loot location that is heavily contested and searched for, while also making the immersion even deeper.

+1 for the idea OP!

Edited by lrish
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If it was 100% completely empty of guns and ammo, yep! I would support it.

Think about it. Where's the FIRST place everyone will go (besides police stations, grocery stores and churches) during a zombie apocalypse. The gun store would be either filled to the brim with dead rotting bodies because some maniac wanted all the guns, or completely empty.

Of course that's if the people could make it there at the get go. As of now, there is no indication of how the infection spread, how fast, and how informed and prepared the people were. It could be that everything happened so fast that to try to move through a larger city, much less loot it would have been suicide (something i hope that happens by release).

For example going in atlanta in TWD or even like in red dawn, though slightly stretched point of view. It could be also assumed that some fortunate people were able to loot the store but they're only able to take what they could carry, or take what they needed. Not everyone has the fortitude to sling a dozen weapons on their shoulders and dip, dodge, and duck through a zombie infested city.

I think a gunshop makes sense, though i don't even think that it should deter from the chance of finding a weapon in a home.

Things that would help to maintain balance could be random spawn locations, refined loot tables (frequencies) and number of zombies to help deter a one stop shop mentality...

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I am against anything that "centralizes" the spawns.

Im my opinion everything should be able to spawn everywhere, with different % chances ofc.

 

This would do nothing, but remove the need to search any other building tbh.

We already see this trend with the military areas, since people run directly from the beach to these places to get guns, before they even start to find food or anything.

A building like this would make that trend even worse, giving people even less reason to loot residential houses.

 

No thanks.

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I am against anything that "centralizes" the spawns.

Im my opinion everything should be able to spawn everywhere, with different % chances ofc.

 

This would do nothing, but remove the need to search any other building tbh.

We already see this trend with the military areas, since people run directly from the beach to these places to get guns, before they even start to find food or anything.

A building like this would make that trend even worse, giving people even less reason to loot residential houses.

 

No thanks.

I can see what you mean, but you also suggest that our characters can't think rationally. If you were in a zombie apocalypse would you A, try to make your way to the gunshop where you will most likely find something to protect yourself, or B, sequentially loot house after house hoping you find something. Neither choice is incorrect as it may be safer and less rewarding to go through houses, yet riskier and more rewarding if you went to a shop, airfield, police station, hospital etc because of where it's located and potential contact with other people.

I don't have a problem with loot being centralized in these instances, market, gun shop, hospital, because in real life these goods are centralized to some degree. But there should be a challange to getting to these spots, something that just isn't there yet in dayz alpha...

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I can see what you mean, but you also suggest that our characters can't think rationally. If you were in a zombie apocalypse would you A, try to make your way to the gunshop where you will most likely find something to protect yourself, or B, sequentially loot house after house hoping you find something. Neither choice is incorrect as it may be safer and less rewarding to go through houses, yet riskier and more rewarding if you went to a shop, airfield, police station, hospital etc because of where it's located and potential contact with other people.

I don't have a problem with loot being centralized in these instances, market, gun shop, hospital, because in real life these goods are centralized to some degree. But there should be a challange to getting to these spots, something that just isn't there yet in dayz alpha...

 

As far as im concerned, anything that centralized loot spawns is a bad idea and gives nothing but less reasons to search more for yout loot.

This is a survival game, so the search for your food, weapons and utilities is one of the most important aspects.

 

Imho places like supermarkets, gunshops, hospitals, police stations and others alike, where we tend to centralize our goods in our modern world, would have been wiped clean by now, unless the apocalypse happened yesterday.

We dont know how long Chernarus has been infected, but if its more then a week or two, theres nothing to find in these former "goods paradices", it will be wiped clean and the goods will be distributed across the entire country, by other survivors who had the same idea as you mention.

 

I completely understand what your point is, but unless the virus outbreak happened days and not weeks ago, i would not bet my money on finding anything usefull in these places, as hundreds otehrs have already been there and stripped the resources clean.

 

My best bet for finding food and weapons, would be barricaded homes, makeshift shelters and otehr places where people fled to survive.

 

And i honestly get the feeling ingame that the apocolypse didnt happen yersterday, it seems like it was at least some weeks ago, based on the scenery and the food we can find.

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I can see what you mean, but you also suggest that our characters can't think rationally. If you were in a zombie apocalypse would you A, try to make your way to the gunshop where you will most likely find something to protect yourself, or B, sequentially loot house after house hoping you find something. Neither choice is incorrect as it may be safer and less rewarding to go through houses, yet riskier and more rewarding if you went to a shop, airfield, police station, hospital etc because of where it's located and potential contact with other people.

I don't have a problem with loot being centralized in these instances, market, gun shop, hospital, because in real life these goods are centralized to some degree. But there should be a challange to getting to these spots, something that just isn't there yet in dayz alpha...

^ this.

 

And the premise that these places would be empty is shallow. People are infected. The towns folk are the ones we shoot as Zeds. Most likely these places would be looted, like all others are too (its not like we find a stocked market) but they also would have what you would expect to find in small quantities as not everyone just survived and left town. They also were infected. 

 

Last but not least. This is not a survival game. Tell me how it is a survival game vs. a wasteland mod with Zombies?

Edited by lrish
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No

First off there are no gun stores on or near "the map", I'm talking about the real life area the map is based on, you have to drive 40 miles to Prague to find the nearest one.

Second it's pointless including a gun store if it doesn't spawn guns with great frequency, and if it does regularly spawn guns people will server hop, camp, and wait outside it while every new spawn comes a-running.

Third it gives yet another excuse to add any random firearm under the sun instead of coming up with a decent local list.

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But I think this would be a great addition, even if there would be "only" 2-3 shops on the map.

Could reduce the centralized action a bit.

 

Agreed, although I think it could be used to supplement what we've already got. I mean, they have some weapon spawns in odd places (specifically the office/school and piano house). I don't see what's wrong with just offloading some of that weapon spawn chance into a new building where it's more plausible to find weapons.

 

Well I am going to ask again why? Because your justifications are not really worth the idea. Everything you mention can be done in numerous ways without having to add a new building or having to add anything at all really but to edit loot tables. It is not that I am for or against it, just your justifications for it don't warrant the idea to be taken seriously imo.

 

My sole justification is the use of non-specific buildings for specific loot. Like the piano house, it's just a random house. Yet it spawns weapons at a higher rate than other residential buildings. You could put weapon spawns in a paper bag with tweaking the loot tables, but would it make sense? Debatable.

 

Suprisingly, I'm not all that opposed to it. As gun spawns are a LOT less centralized than the mod, it wouldn't hurt all that much. Plus, Chernarus has a pretty sizeable hunting community. And guerrilla fighters.

 

Agreed, I'm all for decentralization of weapon spawns (although I think the majority of what I'd do has already been done, just to a lesser degree. Meaning have residential buildings have the remote capability to spawn weapons).

 

If it was 100% completely empty of guns and ammo, yep! I would support it.

Think about it. Where's the FIRST place everyone will go (besides police stations, grocery stores and churches) during a zombie apocalypse. The gun store would be either filled to the brim with dead rotting bodies because some maniac wanted all the guns, or completely empty.

 

Same logic applies to the supermarket. It should be empty, because people "would" clear it out if the apocalypse were happening. We have to remember that this is a game, so buildings must have a purpose. Hence why the supermarket spawns sparse food and other random loot. I'm merely suggesting the same treatment for weapons, via the inclusion of a new building model that makes sense.

Edited by Katana67

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First off there are no gun stores on or near "the map", I'm talking about the real life area the map is based on, you have to drive 40 miles to Prague to find the nearest one.

Second it's pointless including a gun store if it doesn't spawn guns with great frequency, and if it does regularly spawn guns people will server hop, camp, and wait outside it while every new spawn comes a-running.

Third it gives yet another excuse to add any random firearm under the sun instead of coming up with a decent local list.

 

What's the issue with the first one? There's plenty of discrepancies between the real-life area where Chernarus is based, and the actual rendered Chernarus. Not sure it's applicable to any degree. Doubt there's many barracks or airports near Usti nad Labem (or whatever it's called). Point being, the reason you gave isn't an actual reason... as the area is just used as a generalized basis, there are many discrepancies between Chernarus and the area in Czech which it is modeled after. There's a massive sea as well, which is nowhere to be found in landlocked Czech Republic.

 

To your second point, several things. One, I'm suggesting that the current spawn paradigm for the piano house be shifted to an appropriate building. Second, there are already buildings which regularly spawn weapons, which are susceptible to server hopping and camping [which isn't a bad thing]. Would be best to fix server hopping, rather than let it dictate what can be included in the game.

 

Third, how? It's a venue for loot, just the same as any other building. It's just a building that makes sense to have a higher degree of weapon spawns, just like the piano building we've got now (only it's not some random residential building). And it's not like the now stated background of Chernarus doesn't provide for a myriad of weapons, having a gun store in or out isn't going to change that.

Edited by Katana67
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Last but not least. This is not a survival game. Tell me how it is a survival game vs. a wasteland mod with Zombies?

 

Ok i will try.

 

From Wikipedia:

DayZ is a multiplayer open world survival horror video game in development by Bohemia Interactive and the stand-alone version of the award-winning mod of the same name

 

Random website:

Our collection of games like DayZ offers other zombie survival games that will leave you scared and struggling to survive.

 

DayZ Reddit F.A.Q:

DayZ is a zombie survival MMO currently being developed by Bohemia Interactive (BI).

 

From Steam:

Welcome to the world of DayZ, hit by a new and presently unknown infection which has wiped out most of the world's population. You are one of the few that have survived and now you must search this new wasteland in order to fight for your life against what is left of the indigenous population now infected with the disease. Go solo, team up with friends or take on the world, as you choose your path in this brutal and chilling landscape using whatever means you stumble upon to survive.

 

Not to mention dean has said numorous times, that he wants this game to focus on survival.

Believe ive made my point now.

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Big no for the gun store here. Once the persistent loot is implemented I hope to see loot stay in dead bodies or wherever you drop it, at least for a certain amount of time. That way the spawn system would be way more dynamic and things could be encountered at the most unexpected places...

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Naw I rather have the weapon spawns in game make more sense.

 

I wish to see a gun cabinet make its way into the game in residential homes.

 

Maybe once persistent storage gets in.

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I like this idea BUT:

•Most weapons/munitions will need to be in a worn to damaged state.

•There is a shop in Svetlojarsk, Chernogorsk, Stary Sobor, Zelenagorsk, Vybor, and one in some random small town.

•make them have bared window and doors, only one way in and one way out.

•mostly civilian weapons, few AK and Red Army leftover weapons, alot of handguns.

•No more than 3 guns in the building, with no more than 2 being rifles/submachine guns.

•Roof should not be accessible, to prevent camping.

•has a chance to spawn 1 'exotic weapon' (western weapon) every once in a while (like every 5 or 6 server restarts)

•weapons spawn with a mag or with appropriate munitions.

•no explosives/grenade launchers (M203's GP-25's)

•1 or 2 attachment spawns

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRh5dhw3B0CFTdKNQeEzZj-XDfVBHhF07GFu7cdoY5qet4pJnrd

set up inside with a counter and guns behind it.

https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcT2mpTyIztBr5ivp5LXYgXBrV3qrz4EdxwTCwEg9KA2jAMVuNbn

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Naw I rather have the weapon spawns in game make more sense.

 

I wish to see a gun cabinet make its way into the game in residential homes.

 

Maybe once persistent storage gets in.

 

Gun cabinets would be interesting, could essentially just be a re-purposing of the fridges that they plan on implementing.

 

However, I still fail to see why finding guns in a gun store doesn't make sense. Whilst finding <insert specific loot spawning in specific building> doesn't make sense.

 

The "this is what would happen in an apocalypse" line of argument is shaky at best, as well. Myriad of factors which could leave certain buildings/areas with decent loot still in them.

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