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Katana67

Would You Support A Gun Shop Loot Location?

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I actually like the idea, for most of the reasons posted here. They just make sense to me. As for a lot of the reasoning behind the NO votes, a lot of those have to do with the fact that the game is still in Alpha; once the game is finished (or possibly even before that), the need to worry about people camping certain areas and server hopping will drop, because there will be much more to the game than simply gearing up and running around looking for other people to shoot. Currently, that's really all there is to do, unless people become creative (search YouTube or the forums here for The Object). Once there is more to do to occupy peoples' time and energy, this won't be such an issue. And, as has been stated, the gun shop would simply be another building model where weapons would be more likely to be found, which makes sense. This doesn't mean that the spawn rate for weapons needs to change at all, or that more weapons need to be added; it would simply be another place where you'd be more likely to find them. That doesn't mean you necessarily WOULD, just that the chances are better. Yes, it would still make sense to find weapons scattered around, as people ran out of ammo and dropped them, for example, but I think having more locations with a higher chance of finding specific loot would help eliminate camping certain areas, at least a bit, because there would be more options available, thereby spreading people out more. In the end, it's important to remember that these are all merely suggestions, and there is plenty of time before the game is finished to see how things change, how things are added and removed, etc. As the game progresses further, many of these suggestions could make MORE sense, or LESS sense, depending on how the game evolves.

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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.

I'm sorry my friend, i just cannot agree with this based an assuming when the shit hit the fan. I mean, we just don't know what happened to any degree of certainty. We don't know how the infection spreads or how much time has passed. Hell, we're still finding fresh bananas and oranges. While i agree that these big places would ideal to loot first, but ideals would come second to practicality or sensibility. Perhaps it just wasn't possible to get to these locations due to the rapid way the infection hit? Cities could be proverbial gold mines untouched due to thousands and thousands of infected roaming the outskirts like moths to a flame. Perhaps, on the grand scheme of things, people avoided chernarus because the infection hit so hard there or it isn't along the path to optimal evacuation routes etc...

I do agree that survival is key, and i don't think that having some centralized loot locations would deter from the house to house we all hqve grown accustom to. But hitting up these areas, while profitable, should be damn near impossible to do. That way you could balance both options and make each viable.

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I'm sorry my friend, i just cannot agree with this based an assuming when the shit hit the fan. I mean, we just don't know what happened to any degree of certainty. We don't know how the infection spreads or how much time has passed. Hell, we're still finding fresh bananas and oranges. While i agree that these big places would ideal to loot first, but ideals would come second to practicality or sensibility. Perhaps it just wasn't possible to get to these locations due to the rapid way the infection hit? Cities could be proverbial gold mines untouched due to thousands and thousands of infected roaming the outskirts like moths to a flame. Perhaps, on the grand scheme of things, people avoided chernarus because the infection hit so hard there or it isn't along the path to optimal evacuation routes etc...

I do agree that survival is key, and i don't think that having some centralized loot locations would deter from the house to house we all hqve grown accustom to. But hitting up these areas, while profitable, should be damn near impossible to do. That way you could balance both options and make each viable.

 

True thats very possible :)

We are gonna have to disagree here though, hopefully we will get some "lore" once the game is near completion, to wipe out all the doubts people have, regarding the infection.

 

But i still stand by my statement.

Anything that centralizes loot is wrong and a bad idea, but thats just my opinion hehe.

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True thats very possible :)

We are gonna have to disagree here though, hopefully we will get some "lore" once the game is near completion, to wipe out all the doubts people have, regarding the infection.

 

But i still stand by my statement.

Anything that centralizes loot is wrong and a bad idea, but thats just my opinion hehe.

I'm impressed, we debated and look no flame. That shit is rare here... :)

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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.

 

I don't see how your arguments are any less shaky than that.

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I don't see how your arguments are any less shaky than that.

 

Can you expand upon that? Perhaps I can address some of the issues.

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Well you are saying that "this is what would happen in an apocalypse" is a shaky argument, yet your justification for having gun stores is just exactly that. You are assuming that is what would happen in an apocalypse i.e. you are assuming that Chernarus would have gun stores despite it being a fictional country and a fictional setting and assuming what certain items would or would not "spawn" in certain buildings.

 

 

 

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.

 

As an example this response.

Also I don't understand why you are asking me whether a weapon spawning in a paper bag would make sense. I have mentioned nothing with regards to weapon spawns nor have I said anything about current loot spawn locations making or not making sense.

Would having gun stores make sense? Perhaps. Does undermining anything against gun stores based on other "justifiable" assumptions make sense? No, because just like having guns stores, not having them would make sense based on assumptions made in a fictional world which we know little about. I could make the assumption that every household or every 2nd household owns at least 1 firearm hence weapons spawning in these locations would make sense based on THAT assumption, which wouldn't be any different than the assumptions you are making hence just as shaky.

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Anything that centralizes loot is wrong and a bad idea, but thats just my opinion hehe.

Oh I agree.  As it is, there are players that server watch waiting for the resets so they can make a mad dash for their precious gear because they "know" that it's going to spawn.  I don't care if they change the percentage of certain items spawning is locations because it still doesn't change the fact that's where they still spawn.  Christ, this will be even worse when vehicles come in.  Once people learn of the spawn locations it's just a simple mad dash and voila, you've got control.

 

What I'd like to see is more open world spawning.   Random stuff in the woods, that sort of thing.

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Oh I agree.  As it is, there are players that server watch waiting for the resets so they can make a mad dash for their precious gear because they "know" that it's going to spawn.  I don't care if they change the percentage of certain items spawning is locations because it still doesn't change the fact that's where they still spawn.  Christ, this will be even worse when vehicles come in.  Once people learn of the spawn locations it's just a simple mad dash and voila, you've got control.

 

You've got control of what exactly? Looting gear is only part of the battle, keeping it without dying is the real problem i.e. anyone can loot, not everyone can stay alive long enough to enjoy it ;)

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You've got control of what exactly? Looting gear is only part of the battle, keeping it without dying is the real problem i.e. anyone can loot, not everyone can stay alive long enough to enjoy it ;)

 

Point is, knowing where it is defeats the purpose of having to find it.  

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Oh I agree.  As it is, there are players that server watch waiting for the resets so they can make a mad dash for their precious gear because they "know" that it's going to spawn.  I don't care if they change the percentage of certain items spawning is locations because it still doesn't change the fact that's where they still spawn.  Christ, this will be even worse when vehicles come in.  Once people learn of the spawn locations it's just a simple mad dash and voila, you've got control.

 

What I'd like to see is more open world spawning.   Random stuff in the woods, that sort of thing.

 

Well, I mean certain items are (debatably) more likely to be found in certain buildings. Does that mean they shouldn't be found elsewhere at a lesser rate? No. I think all loot should, generally (with a few exceptions) have some chance of spawning everywhere.

 

I do agree that loot needs to be decentralized, but some stuff (like weapons and looted food) has to be spawning in certain buildings at a higher rate, if it's to remain plausible in my mind. Otherwise, there may not be enough incentive to venture away from the main loot spots.

 

I think that they've already made marked improvements from the mod, I mean, big time. I don't think people (not saying you don't) appreciate the affect that having all buildings open to spawn loot has had on how we play the game, it's already become vastly decentralized. 

 

Likewise, I think that people are placing too much emphasis on the upcoming loot management system. As I understand it, it will primarily be used to regulate so-called "high-end" loot. I'm sure it will be applied to all loot as well, but I think the effects will only be readily apparent with the high-end stuff.

 

Not sure I'm down with random spawns in the woods, however random stuff in things like trash cans, boxes, and all that would be nice.

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Oh I agree.  As it is, there are players that server watch waiting for the resets so they can make a mad dash for their precious gear because they "know" that it's going to spawn.  I don't care if they change the percentage of certain items spawning is locations because it still doesn't change the fact that's where they still spawn.  Christ, this will be even worse when vehicles come in.  Once people learn of the spawn locations it's just a simple mad dash and voila, you've got control.

 

What I'd like to see is more open world spawning.   Random stuff in the woods, that sort of thing.

I like the idea of more open world spawing very much.

If I can elaborate on the centeralized thing though. I'm not assuming that the gun shop automatically spawns a guaranteed weapon and ammo, but more of an opportunity to have couple spawn there. The same with the airfields. I don't want any guarantees that you can gewr up there, just more opportunites for us survivors. Sometimes we get lucky and sometimes we don't. But i think the key here is having multiple spots of contention rather than hoarding the airfields. Also, this implies that loot respawns are more random than procedural and that these big ticket places require teamwork to try to loot them.

So you effectively create more chances for positive interaction, while keeping banditry present and also maintaining different playstyles as to how you acquire loot and even further than that, giving players something to do besides pvp deathmatch as long as the zombies create a significant challenge...

Perhaps i was stating it wrong from the jump. I didn't mean centralized loot, but like centralized opportunity, if that makes sense...

I dunno, work sucks atm hehe...

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Well, I mean certain items are (debatably) more likely to be found in certain buildings. Does that mean they shouldn't be found elsewhere at a lesser rate? No. I think all loot should, generally (with a few exceptions) have some chance of spawning everywhere.

 

I do agree that loot needs to be decentralized, but some stuff (like weapons and looted food) has to be spawning in certain buildings at a higher rate, if it's to remain plausible in my mind. Otherwise, there may not be enough incentive to venture away from the main loot spots.

 

I think that they've already made marked improvements from the mod, I mean, big time. I don't think people (not saying you don't) appreciate the affect that having all buildings open to spawn loot has had on how we play the game, it's already become vastly decentralized. 

 

Likewise, I think that people are placing too much emphasis on the upcoming loot management system. As I understand it, it will primarily be used to regulate so-called "high-end" loot. I'm sure it will be applied to all loot as well, but I think the effects will only be readily apparent with the high-end stuff.

 

Not sure I'm down with random spawns in the woods, however random stuff in things like trash cans, boxes, and all that would be nice.

Ya, woods was an example.  What I mean about the woods tho is one outside of one of the military bases.  Instead of finding the weapons inside the base maybe some got strewn about int the nearby woods.  Not just in the middle of nowhere

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Ya, woods was an example.  What I mean about the woods tho is one outside of one of the military bases.  Instead of finding the weapons inside the base maybe some got strewn about int the nearby woods.  Not just in the middle of nowhere

 

What? You mean like confetti? :D

 

 

 

Point is, knowing where it is defeats the purpose of having to find it.  

 

 

There isn't anything you can do about this though. No matter how little centralised the loot gets it still has to make some sort of sense. You can't have high-end military grade weapons spawn in a little farmers hut for example even if the chance of it spawning is really low. You have to centralize loot to some extend there is no other way around it. All you can do is make the really high end gear spawn at random locations, like it did in mod i.e. chopper crash sites i.e. open world spawn sites as you mentioned. Even then you have to contend with the fact that people will eventually know the good locations (i.e. buildings) to loot.

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Well, I mean certain items are (debatably) more likely to be found in certain buildings. Does that mean they shouldn't be found elsewhere at a lesser rate? No. I think all loot should, generally (with a few exceptions) have some chance of spawning everywhere.

 

I do agree that loot needs to be decentralized, but some stuff (like weapons and looted food) has to be spawning in certain buildings at a higher rate, if it's to remain plausible in my mind. Otherwise, there may not be enough incentive to venture away from the main loot spots.

 

I think that they've already made marked improvements from the mod, I mean, big time. I don't think people (not saying you don't) appreciate the affect that having all buildings open to spawn loot has had on how we play the game, it's already become vastly decentralized. 

 

Likewise, I think that people are placing too much emphasis on the upcoming loot management system. As I understand it, it will primarily be used to regulate so-called "high-end" loot. I'm sure it will be applied to all loot as well, but I think the effects will only be readily apparent with the high-end stuff.

 

Not sure I'm down with random spawns in the woods, however random stuff in things like trash cans, boxes, and all that would be nice.

I think the mod did alright with helicopter crasb sites in that regard, at the minimum set up the possibility for random events/loot locations, except adding in like camp sites or abandon convoys etc...

I guess what I'm thinking is risk vs reward. Having a few more places where you have a chance to get something good, other than airfields, should be just as punishing as the reward you could possibly reap... ie- fucktons of zombies and bandits, gangs etc...

I want to be like, "damn, do i risk it and try to hit the gunshop up or say fuck it and play safe. Oh wait there is a group down there clearing the town, so should i go for it? Ah fuck! They have overwatch! What should i do?"

Options lol... I like options!

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What? You mean like confetti? :D

 

 

 

There isn't anything you can do about this though. No matter how little centralised the loot gets it still has to make some sort of sense. You can't have high-end military grade weapons spawn in a little farmers hut for example even if the chance of it spawning is really low. You have to centralize loot to some extend there is no other way around it. All you can do is make the really high end gear spawn at random locations, like it did in mod i.e. chopper crash sites i.e. open world spawn sites as you mentioned. Even then you have to contend with the fact that people will eventually know the good locations (i.e. buildings) to loot.

 

Well that's kind of what I was talking about with the military bases and maybe having some of the weapons spawn somewhere outside of the base instead of the exact known locations they are now.  In the woods, beside a hanger in the grass.  Hell even in the middle of the airfield.    "Oooh look, shiny weapon!!  Bang, "you are dead"

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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.

 

People are saying and have said before that "there would be gun shops in the country, there would be gun stores on the map", my point is that there's absolutely no guarantee of having even one single gun store anywhere near the region the map is in, and having multiple gun stores would be borderline absurd given the small population, the small towns, and the small map.

 

 

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.

 

Spawning guns in a gun store makes sense but I don't see how it's necessary or how it would add anything to the game. Simply have guns have an equal chance to spawn in any old house rather than houses with pianos, which makes no sense. Centralizing specific spawns means players only target certain buildings which is bad for gameplay... we have enough of this "tunnel vision" with barracks and such, no need to add more of it.

 

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.

Just my opinion.

The product selection in most gun stores is not representative of the location. I'm sure someone will snap some photos of a store in Prague and say "look, they carry Beretta CX4s and Desert Eagles, we should add these". If the store is only spawning Blasers, Rugers and Mosins then it's somewhat pointless adding it, we have buildings that do that now.

Edited by Gews
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Well you are saying that "this is what would happen in an apocalypse" is a shaky argument, yet your justification for having gun stores is just exactly that. You are assuming that is what would happen in an apocalypse i.e. you are assuming that Chernarus would have gun stores despite it being a fictional country and a fictional setting and assuming what certain items would or would not "spawn" in certain buildings.

 

As an example this response.

Also I don't understand why you are asking me whether a weapon spawning in a paper bag would make sense. I have mentioned nothing with regards to weapon spawns nor have I said anything about current loot spawn locations making or not making sense.

Would having gun stores make sense? Perhaps. Does undermining anything against gun stores based on other "justifiable" assumptions make sense? No, because just like having guns stores, not having them would make sense based on assumptions made in a fictional world which we know little about. I could make the assumption that every household or every 2nd household owns at least 1 firearm hence weapons spawning in these locations would make sense based on THAT assumption, which wouldn't be any different than the assumptions you are making hence just as shaky.

 

I'm not undermining anything, I'm providing a counter argument to those who are arguing against something that I've proposed (which I'm not 100% sold on, hence why I'm engaging in discussion). People are still obliged to follow their own opinions.

 

I wasn't originally saying one way or the other "this is what would happen in an apocalypse," I'm merely postulating that firearms are more likely to be found in a store selling firearms than a residential house. Which is an assumption, sure.

 

I'm not assuming Chernarus would have gun stores, I'm asserting that it should. And said fiction (i.e. Chernarus as rendered in DayZ) should accommodate for that. Likewise, I'm asserting the above, that a firearms store would make a better place than a residential house for a level of increased weapon spawn likelihood.

 

The fact remains, that a specific residential building (i.e. the piano house) spawns weapons at a rate as to make it a high-value building. So why not just have the same increased level of weapon spawns, spawn at a building which is more likely to have an increased number of weapons. Bear in mind, I'm not asserting that X would happen in an apocalypse. I'm merely asserting that firearms stores are more likely to have weapons, given their nature, than a household. That's not to suggest that houses cannot have firearms in them, but the likelihood is slanted in the favor of a dedicated building whose sole purpose is to sell firearms.

 

What I think people don't understand is that I'm not proposing any actual changes to the spawns, I'm merely suggesting that I think a gun shop (i.e. a new building model) would be a more appropriate place than a residential building (i.e. the piano house) to have an increased weapon spawn rate.

Edited by Katana67

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People are saying and have said before that "there would be gun shops in the country, there would be gun stores on the map", my point is that there's absolutely no guarantee of having even one single gun store anywhere near the region the map is in, and having multiple gun stores would be borderline absurd given the small population, the small towns, and the small map.

 

Spawning guns in a gun store makes sense but I don't see how it's necessary or how it would add anything to the game. Simply have guns have an equal chance to spawn in any old house rather than houses with pianos, which makes no sense. Centralizing specific spawns means players only target certain buildings which is bad for gameplay... we have enough of this "tunnel vision" with barracks and such, no need to add more of it.

Just my opinion.

The product selection in most gun stores is not representative of the location. I'm sure someone will snap some photos of a store in Prague and say "look, they carry Beretta CX4s and Desert Eagles, we should add these". If the store is only spawning Blasers, Rugers and Mosins then it's somewhat pointless adding it, we have buildings that do that now.

 

To your first point, again, fiction is flexible. They can have as many gun stores as they wish, do I think they should be all over the place? Certainly not. But would I rather be going to a gun store vice some random residential house? You bet. Do I want gun stores to be the only place to find guns? Absolutely not. This isn't a huge issue for me personally, as I loot primarily from barracks currently.

 

If anything, I'm actually suggesting that there be few gun shops in Chernarus. As I'm suggesting moving the spawns of a building that's already very numerous (i.e. the piano house) to a dedicated location, up to the discretion of the developers. If there were to be numerous gun shops, it could contribute to loot decentralization, so perhaps a balance is needed.

 

Again, I'm not opposed (and in fact, have proposed in the past) to decentralized loot. But some loot rates need to be specific to certain buildings, whether it be military loot, food, weapons, etc. I like the idea of decentralized loot just as much as I like the idea of high-value buildings, so perhaps there's a middle ground to be found there.

 

I'm merely suggesting that they transfer the existing loot spawn of the piano house into a dedicated gun store building model. Would it add anything tangible to the game that's not in already? Perhaps not. Would it be a small step in the direction of plausibility? Maybe, and that's what sparked this discussion. Would it be nice to have an increased variety of buildings? Absolutely, that's why they've been adding new buildings methinks. Most of the loot in police stations spawned elsewhere prior to their inclusion as well.

 

As to the last bit, it's not so much about what a building spawns so much as how often a building spawns a certain item.

Edited by Katana67

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Well that is another debate entirely. At the moment I personally believe/hope weapons spawns are not balanced at all. Yes, they are decentralised to some extend but not balanced. There are way too many weapons spawning at the moment, specifically rifles and shotguns and if the loot tables stay the same this'll probably be worse when loot spawning is added. 

Weapons spawning in gun stores would make sense just as Chernarus not having any gunstores would make sense. I would personally make the assertion that it shouldn't have any gun stores based purely on the size of towns/villages and the rural nature of the map.

 

I have to agree with Gewz here with regards to centralisation of loot. We already have more than enough centralised loot spawns going on in barracks and tents and other military buildings. I don't see how adding a gunstore would make things any better, instead it would just make it worse.

 

Also it seems by what you are saying ("as I loot primarily from barracks currently.") that you want the game to cater to your play style rather than anything else. I don't loot primarily from barracks currently and it probably takes me longer than it takes you to gear up but I am sure I am just as armed to the teeth as you are. I don't agree that further increasing the odds of finding something in certain places (which we already have plenty of in the game) enhances gameplay in any way.

Edited by weedmasta
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Well that is another debate entirely. At the moment I personally believe/hope weapons spawns are not balanced at all. Yes, they are decentralised to some extend but not balanced. There are way too many weapons spawning at the moment, specifically rifles and shotguns and if the loot tables stay the same this'll probably be worse when loot spawning is added. 

Weapons spawning in gun stores would make sense just as Chernarus not having any gunstores would make sense. I would personally make the assertion that it shouldn't have any gun stores based purely on the size of towns/villages and the rural nature of the map.

 

I have to agree with Gewz here with regards to centralisation of loot. We already have more than enough centralised loot spawns going on in barracks and tents and other military buildings. I don't see how adding a gunstore would make things any better, instead it would just make it worse.

 

Also it seems by what you are saying ("as I loot primarily from barracks currently.") that you want the game to cater to your play style rather than anything else. I don't loot primarily from barracks currently and it probably takes me longer than it takes you to gear up but I am sure I am just as armed to the teeth as you are. I don't agree that further increasing the odds of finding something in certain places (which we already have plenty of in the game) enhances gameplay in any way.

 

No, I'm just stating a fact with the last bit. I have a geared character, what gear I actually want, comes from barracks. So I loot barracks. I would love it if barracks weren't the most expedient way of maintaining gear, but they are for me at this junction. Nothing to do with my playstyle, just the current status of my character.

 

I agree about too many weapons spawning at the moment, especially in relation to the overall number of populated servers.

 

As to your third section, I'm not proposing the addition of anything or increasing the odds at finding X any more than it is now. Just the moving of current piano house spawns to a more appropriate (in my opinion) building model. Wouldn't necessarily have an affect on the overall loot, but it wouldn't negatively affect it either (assuming that gun stores match or come close to matching the number of piano houses). If anything, it could be used as a tool to tweak the loot down or up by giving a new building to be placed around at the discretion of the developers (which isn't necessarily the case with the piano houses, as many of them were pre-existing). However, this is primarily born out of a desire to have the increased weapon spawns present in the piano houses spawn in a more appropriate location. I feel that putting in a gun shop building model, would be a nice way of doing that.

 

EDIT - Trying to find how many piano houses there are in-game, anyone offer any assistance? DayZDB is a bit cumbersome, as it marks piano houses as mid-level clothes loot, along with a ton of other buildings. I believe the piano building is "housev2_03b".

Edited by Katana67

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No, I'm just stating a fact with the last bit. I have a geared character, what gear I actually want, comes from barracks. So I loot barracks. I would love it if barracks weren't the most expedient way of maintaining gear, but they are for me at this junction. Nothing to do with my playstyle, just the current status of my character.

 

Well that is exactly what I mean and I don't mean it in a bad way. You like to gear up quickly and are prepared to take the risk for it. I like the risk but I prefer to get geared up gradually (more satisfaction personally), not go to one or 2 military bases/barracks/etc. and end up being armed to the teeth within a short period of time. A centralised location would cater to your play style when it comes to looting, it wouldn't cater to mine personally; is what I was trying to say.

 

I think just by reducing the spawn chance of weapons in piano houses, school and office buildings would accomplish the same thing without having to add yet another centralised location, plus we already have police stations in many major towns which are used for the same purpose.

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Chernarus isn't Russia. Either way, as far as I know, there are gun shops in Russia.

I always assumed it was part of Russia... Don't know where I got that from.

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I always assumed it was part of Russia... Don't know where I got that from.

 

greensearegion.jpg

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I like the idea of gun shops. But there should not be too many. Maybe three around the map and to be found in major citys.

 

This way not only the (re)spawning mechanism but also the scavenging players will balance the loot.

 

It would also make for an interesting and wide loot selection. The gun shop may only spawn a lousy shotgun and some ammo for a different gun one day. But another time it might prove to be a true gold mine with several guns and plenty ammo...

 

Rarer and more exotic weapons could also be found there without hurting anyones immersion. Maybe there could be a more fancy gun shop, for example in cherno, that deals in luxury, high end and "tacticool" guns.

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