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Removing spawns is making this game bad

Should random spawns inland be introduced or keep spawns how they are right now  

38 members have voted

  1. 1. Should random spawns inland be introduced or keep spawns how they are right now

    • Yes, add the ability to spawn inland.
      29
    • No, keep the spawns how they are right now.
      9


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Yup the only solution is completely random and procedural spawns.

 

No more coastal spawns.

 

Completely random chance to spawn in the wilderness or in the far north woods.

Mod was fine with spawns all up and down the coast prior to the spawn selection option. it spread people out a bit and made it hard for just a few asshats to camp you. they might get you on spawn once but then you spawn near bero, or kamenka, etc

 

Moving spawns inland and into the woods will only serve to break the flow of dayZ wich is to drive one inland for better loot- ofcoruse we need all the mods epic gear back for it to be worthwhile to go there; (See: LMGs, Military snipers, Chopper crashes, and of course thos clan bases above NWAF stocked with high grade loots)

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Actually, having completely random spawns is not only a very good idea but also able to fit in perfectly with any lore that people want to use. Once loot becomes rarer / more random etc, having spawns all over the map makes a lot of sense. Perhaps wake up in the trees not from Vybor or maybe waking up in a building Zelenogorsk.

 

With regards to the coast; at the end of the day spawning on the coast only serves for people to constantly shoot freshspawns or the fact that virtually everybody heads in land in the first place anyway - make spawns random and it opens the game up into a whole new world of survival.

 

With regards to the lore there's plenty of possibilites: got lost in the woods and passed out, was robbed and left for dead in a town, holed up from the zombies and passed out etc etc.

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While it might limit the spawn locations I do feel the "crawling out of the water" is the best scenario in order to fit with the back story. When damp clothes and illnesses associated with them are properly implemented I'd like to see you start with wet clothing meaning along with water, food and weapons you need to find fresh clothes too.

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You can put the argument in that oh players just need to explore the map some more to find loot, but the lack of spawns removes that incentive to explore when it requires players to run with very little reward in doing so. If anything go with the suggestion a while back ago about making it so EVERY city/village has a spawn area so that way the map truly gets explored and players can loot with the idea that there is goodies, but they have too risk a confrentation with another player but can get some basic loot to start exploring with in their rendomly spawned at town.

 

I really don't get the logic of your argument here. There is every incentive to run off the coast because you can get everything very easily within a short period of time if you do so. What better incentive could there be?

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I really don't get the logic of your argument here. There is every incentive to run off the coast because you can get everything very easily within a short period of time if you do so. What better incentive could there be?

not having the same old crap inland thats on the coast?

 

in the mod chopper crash hunting or going to NWAF would eventually reward you with things like Night vision scoped FALs, DMR, M240 SAW, MK48 Mod0, etc. (the inlcusion of LMGs also helped with chopper balancing since a LMG guy or 2 could easily down a chopper in seconds with focused fire on rotor/tail rotor.)

 

in the SA the limited selection of "high grade" loot thats significantly better then what can be found closer to spawn does not serve to encourage individuals nor clans to make long journeys and risk longer regroup times.

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ITT:

 

So much dumb-dumb.

 

- - - - -

 

Current state of DayZ:

 

  • Select empty server
  • Get a Berezino (or surrounding area) spawn. If not, suicide
  • Loot Berezino
  • Loot NEAF
  • Loot Chernaya Polana
  • Leave server
  • Select empty server
  • Loot Chernaya Polana
  • Loot NEAF
  • Leave server
  • Repeat process until geared
  • PVP

EDIT: Removed excessive profanity because community of children.

This is why I want a completly random chance to spawn in any city/village on this map because that is the current state of this game. People can say the new spawns are to get people to explore newer towns but all it does is hurt the gameplay experience by putting everyone so close together forcing people to run around for a good 2 - 3 hours to find stuff. I will puit hours into a single play session of DayZ, but the mad had enough spawn points that when you went inland you could get some gear and then travel further north hitting up more towns. This thrusted people into the map, and allowed for some amazing gameplay unlike in current DayZ where all the loot is quite a ways a way making it easier to just punch out someone in Berenzino and begin deathmatching.

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not having the same old crap inland thats on the coast?

 

in the mod chopper crash hunting or going to NWAF would eventually reward you with things like Night vision scoped FALs, DMR, M240 SAW, MK48 Mod0, etc. (the inlcusion of LMGs also helped with chopper balancing since a LMG guy or 2 could easily down a chopper in seconds with focused fire on rotor/tail rotor.)

 

in the SA the limited selection of "high grade" loot thats significantly better then what can be found closer to spawn does not serve to encourage individuals nor clans to make long journeys and risk longer regroup times.

 

Except for the fact that I really hope most of the items you mention will never be in SA vanilla, loot dispersion is in no way balanced yet.

 

When I am talking incentive, I am talking about the amount of unlooted places inland as compared to the coast (and other spawns, since there is a lot of inland spawns currently), where most valuable places will have been looted already.

 

They have already introduced chopper crashes in experimental, and they will be the only places to get m4s from now on.

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How would they properly implement such a system? "Fully-random" wouldn't be possible, because you'd have many instances of people spawning inside trees, rocks, buildings, and other static objects, and way out in the middle of the ocean. They could set "exclusion zones" in specific areas where spawning was inside of objects & away from high value loot spawns, but then you have to ask; how far away from major loot spawns should they go? I mean, the current spawns are very far from most major areas and you've still got Berezino and the NEAF in close proximity, with Elektro not too far away either. Running from the areas you're in now to places like the NWAF is relatively simple and doesn't take a lot of time, so moving the spawns further inland would only shorten that time.

And what's to stop someone from repeatedly committing suicide until they spawn somewhere near a high-value loot spawn? You'd either have to make it a permadeath of sorts (not actually permanent but for a limited period of time) or have people consistently spawn in the same location for a set amount of time, which itself comes with problems; people spawncamping you as you respawn, and people also getting their gear back incredibly quickly.

 

They could properly implement it but it would be almost no different than it is now, only to the point of the specific spawn positions being undefined.

 

The spawns definitely need some improvement, though. They should probably push them a bit further than they are now.

When I think of fully random spawns I think of any city/village as a spawn point. No fields no hills just the random chance of spawning in the cities. But for the people who will suicide for better spawns I have no idea how to balance that out, any ideas?

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When I think of fully random spawns I think of any city/village as a spawn point. No fields no hills just the random chance of spawning in the cities. But for the people who will suicide for better spawns I have no idea how to balance that out, any ideas?

 

 

Punish suicides with a timer of some sort.. or just force them to keep respawning in the same place if they die within .. oh.. say.. 10 minutes of spawning.

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Punish suicides with a timer of some sort.. or just force them to keep respawning in the same place if they die within .. oh.. say.. 10 minutes of spawning.

Then what happens if someone is in the bushes shooting that man?

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Then what happens if someone is in the bushes shooting that man?

 

I dunno. That man dies repeatedly?

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Except for the fact that I really hope most of the items you mention will never be in SA vanilla, loot dispersion is in no way balanced yet.

 

When I am talking incentive, I am talking about the amount of unlooted places inland as compared to the coast (and other spawns, since there is a lot of inland spawns currently), where most valuable places will have been looted already.

 

They have already introduced chopper crashes in experimental, and they will be the only places to get m4s from now on.

yeah crappy M4's that spread like shotguns. im really going to hike across the map for that lol.

 

Also this comes back to my argument for mor varied ammo types and less ubiquitous magazines. Ammo rarity can then be used as a balancing mechanism for higher effect weapons. your darn right i'll spend 5 hours of my gameplay hunting Belts for my M240 that can drill a choppa from the sky, or kill a squad of players in seconds. MILITARY GEAR AND WEAPONS ARE NOT BAD FOR DAYZ. they were ONLY an issue due to rampent duping exploits.

 

in a war torn country all that gear didnt not just vaporize. maybe some carebears just want to hunt in the forest and thats fine, but high grade mill-loot should be in anyways. there is not one single game in this item i would travel out of ym way for right now.

 

not. a. single. one.

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When they finalise the spawns they need to be all over the map but they need to be in logical locations. The premise when you first start playing the game is that you wake up in a zombie apocalypse. The event has already happened as everyone is a zombie so your "character" must know about it (unless your a survivor from a shipwreck/plane crash and you just happened to wash up on the only place on earth where a ZO is happening).

 

So now that we've established the ZO is in full swing, how did we get to where we are today? Maybe I've been a survivor for sometime and last night I went to sleep in one of the following locations,...

 

A small camp site in the woods (tent and fire)

An Apartment in a city

A log cabin in the woods

In an abandoned Bus

In a ditch, deer stand, ship, coast (washed ashore), boat, hospital, etc

 

There's plenty of places people would take shelter but whatever the spawn....

 

Make the in game Map use CRYLLIC!!

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I'm in favour of keeping the spawns coastal as it gives a better sense of direction on spawn and a more definite line of progression as opposed to just being spawning anywhere.

 

Still, if done well I wouldn't mind overly much.

Edited by NobleBrutus

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When they finalise the spawns they need to be all over the map but they need to be in logical locations. The premise when you first start playing the game is that you wake up in a zombie apocalypse. The event has already happened as everyone is a zombie so your "character" must know about it (unless your a survivor from a shipwreck/plane crash and you just happened to wash up on the only place on earth where a ZO is happening).

 

So now that we've established the ZO is in full swing, how did we get to where we are today? Maybe I've been a survivor for sometime and last night I went to sleep in one of the following locations,...

 

A small camp site in the woods (tent and fire)

An Apartment in a city

A log cabin in the woods

In an abandoned Bus

In a ditch, deer stand, ship, coast (washed ashore), boat, hospital, etc

 

There's plenty of places people would take shelter but whatever the spawn....

 

Make the in game Map use CRYLLIC!!

It is labelled in-game as a TOURIST MAP you clod. Where I am from, maps designed for tourists are usually written in multiple languages (in Boston, Spanish and Quebecois) 

Edited by Whyherro123

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Punish suicides with a timer of some sort.. or just force them to keep respawning in the same place if they die within .. oh.. say.. 10 minutes of spawning.

Problem is - spawncamping. People respawning in an area only after like a 5 minute timer only to be shot and killed and wait another 5 minutes before spawning in the exact same spot... Oh god, that would be terrible.

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Whatever happens, the NE spawns need to be nerfed. I'm so sick and tired of being in the Berezino area all the time. 

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I really hate to keep running it wasting so much times they should find proper solution about that. I fear of  death only one cause of this shit. Please fuckıng fix it

Edited by KingofTheWorld

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Problem is - spawncamping. People respawning in an area only after like a 5 minute timer only to be shot and killed and wait another 5 minutes before spawning in the exact same spot... Oh god, that would be terrible.

Easy fix would be death by player would not count as a reset. In fact if someone kills you, you spawn far away from them so there's no back and forth.

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ITT:

 

So much dumb-dumb.

 

- - - - -

 

Current state of DayZ:

 

  • Select empty server
  • Get a Berezino (or surrounding area) spawn. If not, suicide
  • Loot Berezino
  • Loot NEAF
  • Loot Chernaya Polana
  • Leave server
  • Select empty server
  • Loot Chernaya Polana
  • Loot NEAF
  • Leave server
  • Repeat process until geared
  • PVP

EDIT: Removed excessive profanity because community of children.

Just for pvp its too much waste of time.. After you done those steps noone doesnt know if you will get kiled in just 5 minute. Then fuckıng waste time again. They should make game easier for pvp. Just for fire at enemy its just too much effort and waste of time. You could say go and play battlefield then. But I want to survive same time and customize my character..

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Easy fix would be death by player would not count as a reset. In fact if someone kills you, you spawn far away from them so there's no back and forth.

 

 

Yeah. I like this.

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Mod was fine with spawns all up and down the coast prior to the spawn selection option. it spread people out a bit and made it hard for just a few asshats to camp you. they might get you on spawn once but then you spawn near bero, or kamenka, etc

 

Moving spawns inland and into the woods will only serve to break the flow of dayZ wich is to drive one inland for better loot- ofcoruse we need all the mods epic gear back for it to be worthwhile to go there; (See: LMGs, Military snipers, Chopper crashes, and of course thos clan bases above NWAF stocked with high grade loots)

 

Was it though ?

 

The mod had little more variety than stand alone when it came to player migration but at the end it still was plagued by player suicides for better spawn position still plagued by predictable player encounters in the same 3 or 4 locations while the rest of the map was empty.

 

Nothing felt natural or fluid and player encounters were always expected.

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How would they properly implement such a system? "Fully-random" wouldn't be possible, because you'd have many instances of people spawning inside trees, rocks, buildings, and other static objects, and way out in the middle of the ocean. They could set "exclusion zones" in specific areas where spawning was inside of objects & away from high value loot spawns, but then you have to ask; how far away from major loot spawns should they go? I mean, the current spawns are very far from most major areas and you've still got Berezino and the NEAF in close proximity, with Elektro not too far away either. Running from the areas you're in now to places like the NWAF is relatively simple and doesn't take a lot of time, so moving the spawns further inland would only shorten that time.

And what's to stop someone from repeatedly committing suicide until they spawn somewhere near a high-value loot spawn? You'd either have to make it a permadeath of sorts (not actually permanent but for a limited period of time) or have people consistently spawn in the same location for a set amount of time, which itself comes with problems; people spawncamping you as you respawn, and people also getting their gear back incredibly quickly.

 

They could properly implement it but it would be almost no different than it is now, only to the point of the specific spawn positions being undefined.

 

The spawns definitely need some improvement, though. They should probably push them a bit further than they are now.

 

Yes it is possible and more importantly they could do it without little trouble and ultimately long term it would be the ideal spawning solution.

 

Pretty much they could plot or run a scan of the entire map, ignore plots on the map that have a tree, or any other object and then mark them as an appropriate spawn point.

 

The player is then given a randomized number that in turn decides where in the map he spawns. No spawning in a building no spawning inside of a tree or cave if done right.

 

A random spawn is not about making it easier or harder for people to travel to NWAF it is about populating the map in a way that feels more natural and at the same time creates fluid experiences for the players.

 

Each death , each spawn would feel completely different as each has its own set of problems that must be solved.

 

What is going to stop people from suicide is the sheer fact that numerically it would be pointless to continue to kill themselves to find a better spawn as it is far too random to feasibly control where you can spawn at.

 

The other big factor stopping suicide is the fact that most of the map is wilderness and open land not affording the player an easy way to kill themselves. Suiciding would take far too much effort with a random spawn system so it would be more time efficient to just deal with your spawn once you know your location.

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