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FrostDMG

Who's idea was it to make spawns in Berezino?

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Pshhh...The other day, I ran from the south end of Berezino all the way to Kamyshovo and Elektro. I spawned in, saw I was in Berezino, said to myself ," I'd rather not get murdered just about now", turned south, and ran all the way down to the south coast. Took me 20 minutes. In the last 3 days, I've had all the loot of the southern cities to myself. 

Myself, and the zombies.
 

...

 

...I'm so LONELY (sob)

But, seriously, if you want to get away from the Call of Duty: Berezino Edition, all you have to do is run. However, I do agree spawns should be spread out more.

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As far as I know they are making a great deal of towns in the north part (Around Berezino and Svetlojarsk) Chernaya(?) and another town (seen in the devblog) arelocated around Svetlo. It makes sense to move spawns there to TEST (Early Access, Alpha, testing, etc) those areas.

 

The spawns will obviously change, hell a lot will change before the release.

Edited by Survivor_Ted

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  On 5/20/2014 at 1:45 PM, Katana67 said:

1. Spawns would be dispersed ALL ALONG the coast, never inland... ever, all along the coast.

 

Why so?

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  On 5/20/2014 at 3:20 PM, zeroy99 said:

Why so?

 

Well, if you're asking why people should spawn all along the coast, to make for a variety of experiences/journeys, rather than a singular one (i.e. go to Cherno, or go to Berezino, etc.)

 

If you're asking why I disapprove of inland spawns, because they put folks at an arbitrary advantage to finding potential player structures and stashes, not to mention put people in closer proximity to high-value areas (which should only be inland, and are for the most part).

Edited by Katana67

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  On 5/20/2014 at 12:18 PM, EpeeNoire said:

Forgive me my cynic comment, but is there ANYTHING with high priority on "the list"? 

me getting laid tonight ! 

 

at least on my list.

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  On 5/20/2014 at 3:34 PM, Munson_fry said:

me getting laid tonight ! 

 

at least on my list.

Your hands don't count.

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Completely procedural randomized spawn system all over the map or bust.

 

Set spawnpoints suck and they just make people camp 1 or 2 cities,.

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I dunno adding more spawn spots should be pretty simple no? High priority or not.

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  On 5/20/2014 at 4:17 PM, weedmasta said:

I dunno adding more spawn spots should be pretty simple no? High priority or not.

 

You're asking too much. Adding more spawns points requires at the very least an $80,000,000 budget.

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  On 5/20/2014 at 4:05 PM, gibonez said:

Completely procedural randomized spawn system all over the map or bust.

 

Set spawnpoints suck and they just make people camp 1 or 2 cities,.

 

Nope. Let's suicide until I spawn near NWAF. Or... Oh I spawned in someone's camp, sweet!

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  On 5/20/2014 at 4:24 PM, FrostDMG said:

Nope. Let's suicide until I spawn near NWAF. Or... Oh I spawned in someone's camp, sweet!

 

Think about that for a second.

 

The map is how many square miles again ?

 

How often do you really think you will spawn in an area that lets you suicide quickly ?

 

How often do you think you will spawn in the wilderness only to spend the next 10 minutes just to get your bearings.

 

You will not bother continuing to suicide because it will be a waste of time every time you suicide it will mean even less of a chance to get closer to where you want to go.

People will just suck it up and stop suicing as there is no possible way to get a reliable spawn.

 

The base problem is an easy fix, just set it up so you dont spawn within 10 feet of any structure, either map based or player set up.

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  On 5/20/2014 at 3:26 PM, Katana67 said:

If you're asking why I disapprove of inland spawns, because they put folks at an arbitrary advantage to finding potential player structures and stashes, not to mention put people in closer proximity to high-value areas (which should only be inland, and are for the most part).

 

Still cannot see your point, both argument proposed are wrong: You can put player structure wherever - stashes will likely be on all building, including shore ; High value area can be defined as what, airfield? Balota is on the coast, NEAF is a 5-10 run from East coast.

 

I would like to see totally random spawns across the map, with no emphasis on a particular area (like shore)

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10 feet lol? That's still on top of someone's camp... Also the map's very small, especially if you've played the mod...

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I will say that with the new spawn points there's far less people running on the roads, and also far less bandits on the main coastal road. I'm tossed on whether I like that or not.

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  On 5/20/2014 at 4:26 PM, gibonez said:

How often do you think you will spawn in the wilderness only to spend the next 10 minutes just to get your bearings.

 

die form thirst after this > Uninstall for stupid spawn system lol

 

bring back the pre-selection mod spawns all up and down the coast.

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  On 5/20/2014 at 4:29 PM, zeroy99 said:

Still cannot see your point, both argument proposed are wrong: You can put player structure wherever - stashes will likely be on all building, including shore ; High value area can be defined as what, airfield? Balota is on the coast, NEAF is a 5-10 run from East coast.

 

I would like to see totally random spawns across the map, with no emphasis on a particular area (like shore)

 

Yep, and I've also proposed moving at least Balota, moving the loot bias inland, and making NWAF and other inland military spawns more significant. 

 

And you're kidding yourself if you think people are going to put their high-value structures and stashes on the coast with any semblance of frequency. It's counter intuitive and wasn't the case in any of the mods.

 

If someone spawns next to your camp in the woods north of NWAF, you're going to be pretty pissed when they make off with all of your stuff because they lucked into a spawn.

Edited by Katana67

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I don't see a real reason to change the system, at least not yet. Simply put, spreading 30+ peeps around the map makes for a potentially boring trip to find something to do. Imagine, I just spawned in that northwestern town that just has a few loot spots. First thing I do is run for a base or large city. Not much different than now. Zombies stink but they are still a joke. Without other players, this becomes a 1980's era game where you run around a lot and never do anything. If servers go to 100 peeps and we have some sort of missions/endgame, then spreading it out makes sense. Until then, I need to see other players.

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  On 5/20/2014 at 4:41 PM, Sovetsky said:

die form thirst after this > Uninstall for stupid spawn system lol

 

bring back the pre-selection mod spawns all up and down the coast.

 

You will not die of thirst or hunger.

 

You will just sprint for 5-10 minutes before you find a road or a town and get your bearings straight.

 

The coastal spawns are the problem, far too much of a focus on the coast and the rest of the map is empty.

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  On 5/20/2014 at 5:03 PM, gibonez said:

You will not die of thirst or hunger.

 

You will just sprint for 5-10 minutes before you find a road or a town and get your bearings straight.

 

The coastal spawns are the problem, far too much of a focus on the coast and the rest of the map is empty.

 

Map is empty because people refuse to leave the coast and PVP there instead, like I mentioned in my post (which has been hidden by the mods btw).

 

Move Balota + all military spawns up north

Nerf loot spawns in the south

Increase number of zombies in the south

 

Wow so hard to fix this problem....

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  On 5/20/2014 at 5:09 PM, FrostDMG said:

Map is empty because people refuse to leave the coast and PVP there instead, like I mentioned in my post (which has been hidden by the mods btw).

 

Move Balota + all military spawns up north

Nerf loot spawns in the south

Increase number of zombies in the south

 

Wow so hard to fix this problem....

 

That will fix nothing people will still go about pvping in 1 or 2 cities near the spawns.

 

Like I said the only true way to fix this is witha a procedural spawn system.

 

No amount of features of coastal spawns will fix this.

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  On 5/20/2014 at 12:21 PM, kichilron said:

Combining three studios into one devteam working on DayZ and getting the Zombies finally replaced. One could say that those are high on the list, especially considering how vocal the community has been about that.

 

I personally would put that high on my list, and it is right up there on their list, because the community asked for it. Spawns aren't.

Surely fixing a gamebreaking bug such as not being able to log in because you get a please wait sign comes up every time should be the highest on the list. You have had a month to hotfix it and there has been nothing, combining studios is no reason for that. Absolute shambles

Edited by PandaChef

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  On 5/20/2014 at 5:14 PM, gibonez said:

That will fix nothing people will still go about pvping in 1 or 2 cities near the spawns.

Like I said the only true way to fix this is witha a procedural spawn system.

No amount of features of coastal spawns will fix this.

So people will melee pvp on the coast? Somehow I doubt it. Edited by FrostDMG

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If it was me I would,

 

Remove all 3 barracks from Balota..

Spread out the spawns as in the mod....

Loose the hospital and maybe one barrack from the new mill base south of zelen....

And make zelen just the "jailhouse" building no barracks...

 

Then we get the whole dynamic of pushing inland is the way for guns, meds are all back in cities on the coast. Would keep the guys that live up north having to make trips down south often for hospital supplies, and generally keep people moving round the map. Instead of having a building for everything close by. And as frost says electro/cherno would become deathmatch heaven again, leaving berezino as the one "quiet" city, for the north dwellers to stock up at.

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  On 5/20/2014 at 5:20 PM, FrostDMG said:

So people will melee pvp on the coast? Somehow I doubt it.

 

 

Of course they would.

 

They do it now.

  • Like 3

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Yes, but those noobs can easily be ignored. You can run away from them, not so easy when they've got an M4.

Forgot about Zelen barracks... Wtf why are they there...

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