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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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I mean, there's more options than "INLAND" and "BEREZINO".

 

For instance, making everyone spawn along the entirety of the coast. Vice just one relatively centralized location. Or even just, the eastern coast (as the developers have indicated they're pursuing).

 

People shouldn't be spawning randomly, and people shouldn't be spawning inland. Any advantage, based on chance, of getting even one footstep closer to my tent/storage/vehicle/whatever is unacceptable.

 

People who've spawned and made their way inland get to dictate how likely their stuff is to be found (through their own personal management of player traffic in hiding their stuff), not chance.

Edited by Katana67

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I mean, there's more options than "INLAND" and "BEREZINO".

 

For instance, making everyone spawn along the entirety of the coast. Vice just one relatively centralized location. Or even just, the eastern coast (as the developers have indicated they're pursuing).

 

People shouldn't be spawning randomly, and people shouldn't be spawning inland. Any advantage, based on chance, of getting even one footstep closer to my tent/storage/vehicle/whatever is unacceptable.

 

People who've spawned and made their way inland get to dictate how likely their stuff is to be found (through their own personal management of player traffic in hiding their stuff), not chance.

 

Yeah, I agree with this.

 

I like the idea of being able to spawn anywhere within, say, 100 metres of the sea. If it's completely random each time, you might be suiciding for hours before you got the spawn the wanted, rendering the idea pointless - which is good.

 

I also think "arriving" at the coast makes sense intuitively, somehow.

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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.

 

While I'm with you on "random" inland spawns, some of your justification is a bit skewed.  In reference to it being "numerically pointless" you have to look at the statistics a bit further.

 

Now let's just say you wanted to spawn near NWAF.  Near is the key as while it's difficult to get that exact one spot you want, near something can be a large area.  I personally would be happy just in the NW quadrant.

 

With that in mind we'll cut the map into its 4 quadrants, and say you have the same number of possible spawns in each (even though NW would probably have more given terrain) making the chance of spawning in one of them vs the other the same, or out of 100%, a 25% chance.

 

So then you spawn it and you end up in the SE.  Keeping in my NWAF is your primary goal, you can make the long run or suicide.  If you suicide there, you have a 25% of ending up in about the same place and a 75% chance of being closer to your goal, 25% of which is where you wanted to be.  Logic dictates suicide is a viable option in terms of getting you where you want the fasted.

 

Then we'll say you spawn in SW or NE.  It's not too bad of a run, but if you feel like suiciding, you only have a 25% chance of being further away than you are.  50% will put you in about the same distance, and you have a 25% of getting even closer.  Still a viable option for those wanted to get there as quickly as possible if suicide can be quick.

 

Point is the math doesn't support you.

 

 

Now we could have different things put in place to prevent suicide for spawn placement or at least make it a pain to do, but look past that and think of why things are they way there are now.

 

People don't hang out in Berezino/NEAF/Svelto just because it's uber awesome amazing.  They hang out there because it's close and the loot is decent.  They don't travel inland because in terms of loot there's nothing considerably better that is worth the trip. (I'm leaving PvPers and socialites out of this as they just go where the people go)  We of course know this and have discussed it, and exclusive loot, vehicles, camps, yada yada.

 

Now, what would happen if spawns were exclusively around NWAF or Zeleno?  Would people put on their hiking shoes and head out to Berezino, NEAF, or Svelto on a regular basis?  I say no, for the same reason mentioned above.  The loot wouldn't be worth the trip.  If you look at Zeleno and the nearby mil base specifically, it has the same amount of comparable loot in a smaller area than the NE coastline.

 

The point is, hotspots are hotspots right now because they're close and the loot is the same.  There won't be any "map flow" unless there's specialized loot in specific areas (like hospitals in the mod) or exclusively loot in one area (Certain mil loot in barracks in the mod).  If you need an example of this, look at the release of SA.  Even though everything was all new and awesome, 90% of the players stayed in Balota, Cherno, and Elektro, 9% ventured to NWAF, and the last 1% went to the ghost town of Berezino for funzies.

 

Random spawns across the map wouldn't hurt much in the current state of the game, but I'm not sure if anything should be done now though.  As I stated before spawns are they way they are now for testing purposes, and we don't know enough about future plans for loot mechanics and balance to decide the endgame spawn system.

Edited by (TMW)HerrJon

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They need to add other "goals" in this game before randomizing spawn locations to much. Atm with 40 players max pop on servers and nothing new to do or explore after 30 - 50 hours playtime it is a bad idea. The only thing that makes me log on from time to time is a bit of Berezino area DM.

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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.

There's not a whole lot of wilderness left on the map. Even the in the largest areas of forest there are still plenty of buildings separated by maybe 5 minute's distance, not to mention all of the cliffs and rocks. And truly random spawns would likely place you in different spots every time, so it wouldn't take too long before you spawned somewhere good. I will admit that I like the idea of having people all over the place, but the problem is that some people would get lucky and spawn right next to a barracks while others would get stuck on Skalisty island or spawn in the debug plains and dies of starvation. Not exactly a fun way to play, if you ask me.

Edited by Chaingunfighter

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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) 

 

Bullshit it's a tourist map. So they make tourist maps and sell them in the area where everything is written in Cryllic but they write on the map in English. Tell me brainiac, how do you read town names then?

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Asides from the 5 military bases on the west of the map

 

I think people forget that these exist, the one near Balota is the first place I got when I die (the journey there is intense when you have no supplies and a melee weapon). I've done on full servers and while the airfield is looted half the time the military base goes largely untouched, even on 35+ populated servers.

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I think people forget that these exist, the one near Balota is the first place I got when I die (the journey there is intense when you have no supplies and a melee weapon). I've done on full servers and while the airfield is looted half the time the military base goes largely untouched, even on 35+ populated servers.

 

I won't lie it puzzles the hell out me why those aren't hotspots.

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I don't want to see deep inland spawns, but would like the whole coast opened up and maybe the first 'belt' of inland towns. No spawns more than 1000m from the coast. I really want to see life (and death) in Cherno, Elektro and Zeleno again.

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