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Bororm

"Official" spawn in east, travel west source

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I posted this in another thread and have mentioned it before, but since I actually found the direct bit I figured I'd make an actual thread for it so people are more apt to see it.

http://www.twitch.tv/hicks_206/b/526168389

21 minute mark

 

My own shitty paraphrase

 

 

No there won't be any spawn points near the nw area
that makes as much sense as spawns near balota
way too far inland, both are way too far inland
 
we want to start tiering the map into essentially
risk/reward levels
coast being where you start
balota/nw airfield being furthest
 
 
So there ya have it, as mentioned before they want you to spawn east/north east and travel west for high end loot.  Similar to going south to north in the mod.  I feel this will work out eventually when they provide incentive ("high end" loot) at balota/nwaf/the mil camps but for the time being we're just going to have death matches where ever the spawns are.  I think they should have left the spawns alone until they sorted out the whole map as well as the loot as I feel spawns are a balance issue as much as anything.
Edited by Bororm
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Heli crash sites would give the same impression at first glance.

 

http://dayz.gamepedia.com/File:HelicopterCrashsitesMap.jpg?version=00f7a67c95e11a7b78fb08f3499e3662

 

Yeah I noticed that too.  I actually really like that they relegated M4s only to crashes.  I'm not sure they'll inspire quite enough incentive to go after them for the majority of people, but I'm sure it'll work on some folk.

Once they have some cooler gear it'll work out nicely, heli crashes in the mod were a great way of getting people to roam around.  Finding high end weapons and nvg as well as ghillie suits was fairly common at crashes, and they made nice little pvp hot spots around the map.

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Sorry Fluxley, I'm a little disappointed by no random events myself.

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Sorry Fluxley, I'm a little disappointed by no random events myself.

 

Judging by Rockets comments on reddit it looks like its just a case of they dont have many crash locations yet, i guess if they put enough in eventually it'll be pretty random, need a hell of a lot though.

 

 

[–]rocket2guns 9 points

5 days ago *

The positions are randomly selected from a list of positions. If we didn't select from a list of acceptable positions we would need to check whether the position is okay or not (expensive, prone to error). Currently, we do not have many acceptable positions. All our spawn systems use the same concept as it reduced server mission loading time from 30 mins during development, to seconds. However most of our other spawn systems have hundreds of potentials per each actual used.

As I said, it's experimental. We aren't concerned with positions yet and just want to verify that the mechanic of placement itself actually works, and that we even like the mechanic overall, before we invest more time in it.

 

 

http://www.reddit.com/r/dayz/comments/26546i/experimental_crashed_helis_are_back_also_dead_cow/chrcvv7?context=3

Edited by Fluxley
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Yeah, I got two things out of what Rocket said with regard to helicopter crashes - that it's (obviously) a WIP and that they seem to be interesting in relative randomization of helicopter crashes in the long term.

 

As to the East-West dynamic they've got going on. Sure, I like that. Although, I'd prefer more incentive to be mobile overall... vice a linear progression.

 

But, in order to accomplish that effectively, several things need to happen.

 

1. They need to diversify the spawns on the east coast, going from above Svetlojarsk to Tulga/Krutoy Cap. I get why we're spawning around Berezino now (to test the east-west axis where they're adding new cities). But it can't remain indefinitely.

 

2. The bigger cities need to be made less attractive, or, less viable for loot. Right now, you can get everything you need from a city. In the mod, you could only get everything you needed to head north. There is no distinct "high-end" for loot anymore, it's all basic stuff that's been added... which can be found in a city without much fuss.

 

3. The wilderness in the west, if they're going this route, STILL needs to be expanded. I'm telling you. Come the time when persistent storage and construction arrives, people are going to have a tough time keeping their stuff safe. A far tougher time than in the mod, regardless of how small the individual stashes are. Not only has the wilderness been cut in half from the mod (with the northern addition of new cities and restructuring), the wilderness that's LEFT up there won't be as effective for storage if we're moving from east to west (vice south-north).

 

4. The loot bias, still, needs to be moved off of the coast. I'm fine with Cherno/Elektro/Berezino/Svetlo remaining deathmatches, but there needs to be incentive to leave those deathmatches eventually. I want players to be more mobile overall.

 

5. As I said above, circumstantial mobility is key to me. I'd much rather have this, than the linear progression across the map that's described above. However, it could work in conjunction with this. The survival mechanics, an increased need for food/water (away from traditional loot spawns), and vehicles will provide for this to a degree.

 

6. If they're going to make Balota a southern NWAF analog, it needs to be made into a better location. I was always pretty unimpressed with Balota as a location, it's pretty boring. It needs more ancillary buildings and the tarmac needs something... perhaps more vehicle wrecks and the like.

 

EDIT - 7. The running speed needs to be brought back down to mod levels. The journey that they're holding up as so central to the experience is no longer so. It's just a speedy jaunt to get where you're going. It effectively reduces the size of the map relative to the player.

Edited by Katana67

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I posted this in another thread and have mentioned it before, but since I actually found the direct bit I figured I'd make an actual thread for it so people are more apt to see it.

http://www.twitch.tv/hicks_206/b/526168389

21 minute mark

 

My own shitty paraphrase

 

 

 
 
So there ya have it, as mentioned before they want you to spawn east/north east and travel west for high end loot.  Similar to going south to north in the mod.  I feel this will work out eventually when they provide incentive ("high end" loot) at balota/nwaf/the mil camps but for the time being we're just going to have death matches where ever the spawns are.  I think they should have left the spawns alone until they sorted out the whole map as well as the loot as I feel spawns are a balance issue as much as anything.

 

Randomized loot and spawns. Problem solved. No matter how many times they switch up the spawns, the end result is always the same. The only real solution is randomization, which makes adventuring and discovery all the more worth it.

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Randomized loot and spawns. Problem solved. No matter how many times they switch up the spawns, the end result is always the same. The only real solution is randomization, which makes adventuring and discovery all the more worth it.

 

I disagree, then you have even less reason to travel.  You spawn at a place, the loot is random so you've got a high probability of getting everything you need, you have no real direction for better loot so why bother.  The closest major towns become the hotspots because they have the most loot spawn points.

 

You can't force "adventure" and "discovery."

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I disagree, then you have even less reason to travel.  You spawn at a place, the loot is random so you've got a high probability of getting everything you need, you have no real direction for better loot so why bother.  The closest major towns become the hotspots because they have the most loot spawn points.

 

You can't force "adventure" and "discovery."

High probability? I think you misunderstand. If anything, loot overall should be rare. Food and bullets should be like gold. Almost a zero percent chance of you spawning and getting everything you need. I'm not trying to "force" anything.

 

Sorry for my lack of clarification.

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High probability? I think you misunderstand. If anything, loot overall should be rare. Food and bullets should be like gold.

 

Naw, that would be silly.  And boring.

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Naw, that would be silly.  And boring.

At first i'm sure it would seem boring. However I believe that if you could craft hunting tools (spears, etc), make hunting more interactive, and make loot rarer; the game would be much more fun. Idk, just my opinion.

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Naw, that would be silly.  And boring.

 

Not really... In one of the streams (2-3 months ago) Rocket aka. "The Prince of DayZ" himself said that he basically wants people to fight with "sticks".

 

Somewhere in one of the parts from this stream: https://www.youtube.com/watch?v=0PExkBTofho

Edited by retro19

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Not really... In one of the streams (2-3 months ago) Rocket aka. "The Prince of DayZ" himself said that he basically wants people to fight with "sticks".

 

Somewhere in one of the parts from this stream: https://www.youtube.com/watch?v=0PExkBTofho

Yeah, thats mainly what i'm talking about. You guys should try NEO Scavenger. Guns are rare, bullets even more so. However the game is still amazing fun, even though I spend most of my time in it running around with a spear, scavenging cities for bare minimum loot, and hunting. I think it'd be pretty cool if the DayZ experience would be like that one day.

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Which would be boring.  And never come to pass.  They at least recognize they are making a game here.

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I started playing this game for its milsim characteristics, and I'm sure the majority did so for the same reason. They can't just turn it into some boring cavemen deathmatch without causing a major upheaval and draining their fanbase. I always pictured DayZ to take place just a few months/years after the "outbreak", meaning there'd be plenty weapons to go around the supposed 1% which survived (especially since various military entities entered Chernarus to fight off and/or quarantine the infected). 

If you think about it, it's well near impossible for that 1% to run out of weapons in that scenario

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