Hetstaine 10852 Posted June 21, 2014 Yiss. It's beautiful 12 Share this post Link to post Share on other sites
Katana67 2907 Posted June 21, 2014 (edited) Ermergerd. Looks great! That's a good idea with the removing of the jail, with folks moving east-west vice north-south in the future, NEAF would've just repeated the same flaw of having Balota so close to player spawns. Now if they could only spruce up Balota a bit more... Edited June 21, 2014 by Katana67 Share this post Link to post Share on other sites
Nainakai 42 Posted June 21, 2014 (edited) less incentive to camp it with that change in place. o.o' *edit for spelling Edited June 21, 2014 by Nainakai Share this post Link to post Share on other sites
Ragnarookie 4 Posted June 21, 2014 well now people will go more likely to Novodmitrovsk, its a good spot for farming and dayum thats a huge new town. I like the change, but I will fear that the Coast raiding will increase, because now newbies have no chance in getting good Equipment and are a easy target. Okay there is still balota, but this doesnt count for the new Spawns at the NE Coast. We will see how it works out. Share this post Link to post Share on other sites
Nainakai 42 Posted June 21, 2014 Why would it increase ? More likely that it'll dwindle as people run out of good gear and need to head inland, where they'll get shot at more often by more experienced players. Share this post Link to post Share on other sites
odin_lowe 3686 Posted June 21, 2014 WTH!!?? :o This is fantastic!! :thumbsup: Thanks for sharing!! (I really enjoy having new towns around the map, but revamping areas is very welcomed too!!) Share this post Link to post Share on other sites
Ragnarookie 4 Posted June 21, 2014 Why would it increase ? More likely that it'll dwindle as people run out of good gear and need to head inland, where they'll get shot at more often by more experienced players. So those ecperienced Players will stay inland? Im highly question this. Because experienced doesnt mean they are no d*cks, who will rape some newbies. But i dont know if it happen, we can just wait till the new airfield gets stable. Share this post Link to post Share on other sites
ref 19 Posted June 21, 2014 No hangers? It's an airfield! Share this post Link to post Share on other sites
MarchHare 184 Posted June 21, 2014 No hangers? It's an airfield!Lots of community airfields do not have hangers. Just sheds and garages. Share this post Link to post Share on other sites
comikz 218 Posted June 21, 2014 No hangers? It's an airfield! I believe there trying to go with a typical airfield look opposed to a military airfield, I agree with you comment, though. 2 Share this post Link to post Share on other sites
Capo 323 Posted June 21, 2014 I reckon they should keep the hangers, but yeah no jails is sweet. Share this post Link to post Share on other sites
Deathlove 2286 Posted June 21, 2014 Its kind of shit. Hope they add a better military area around there instead. Share this post Link to post Share on other sites
Bororm 1156 Posted June 21, 2014 (edited) I'm not sure how I feel about it. I know they need to create more incentive to go west, and I've complained myself that there's no reason to with military loot at the neaf. The thing is, I'd rather it be due to the highest end stuff west, rather than simply no real military gear east. Now they've ended up with berezino, svet, new town, and the big new city all up in the east. As well as kraz and this newly redone neaf. It's all mainly residential loot/civilian stuff, so none of the towns are really any different than the rest. There was no incentive to go west before, but now there's little incentive to go to any particular place in the east either. It's not necessarily a bad thing, I just don't think the current 40 player pop is good for it. I'd like to see them focus on stability and getting the player cap up if they're going this route so soon. It's gonna be lame to hardly see anyone in each of the towns (already pretty much the case). To put it another way, it just seems like a bit of a heavy handed approach to get people to move at this point. Edited June 21, 2014 by Bororm 1 Share this post Link to post Share on other sites
Deathlove 2286 Posted June 21, 2014 The only areas i go to once i got the main stuff i need is military ares THATS IT. Now if thats changes cool than im all for the new air field but from the look of it only the tower is going to be the prime source to find anything good and thats about it. The rest is a waste of space until more efficient and dynamic spawn changes get put in. As it stands now the only places i ever hit are the military, school, fire station, piano house and police thats it. The rest i just pass up. Share this post Link to post Share on other sites
Katana67 2907 Posted June 21, 2014 (edited) I think people might be reading a bit too much into this. Re-posturing the loot away from NEAF is only one aspect of what needs to occur in order for the east-west transition to work, and to get the loot where it needs to be in general. We're on step 5, when we need to get to step 654. A major reason for "non-military" locations being desolate, is that there are no other goals (as it stands currently, bear that in mind) other than getting "military" loot. There's not even an onus of survival really. Point being, it's not "military" loot being so attractive as to draw people away from humdrum towns... it's humdrum towns not offering any chance of spawning anything that's for one, decent, and secondly (and more importantly) renewable. In other words, "military" bases/areas/loot will always be attractive. So how can we make "normal" locations more attractive in comparison? By giving folks a reason to search every nook and cranny, creating a demand which can only be satiated by searching towns. There really are too many factors to list that will get people into "normal" towns. However, a short list would be player barricading/construction, fixed resources (i.e. gas and water), persistent storage, loot bias tweaks, loot availability tweaks, zombie number counts being prohibitive in high-population areas, etc. There are factors, other than "military loot" which can and should dictate attractiveness. Actually re-orienting the loot physically (i.e. removing/displacing buildings from NEAF and/or Balota) is only one small step in a much, much, larger effort. Edited June 21, 2014 by Katana67 2 Share this post Link to post Share on other sites
Deathlove 2286 Posted June 21, 2014 I think people might be reading a bit too much into this. Re-posturing the loot away from NEAF is only one aspect of what needs to occur in order for the east-west transition to work, and to get the loot where it needs to be in general. We're on step 5, when we need to get to step 654. A major reason for "non-military" locations being desolate, is that there are no other goals (as it stands currently, bear that in mind) other than getting "military" loot. There's not even an onus of survival really. Point being, it's not "military" loot being so attractive as to draw people away from humdrum towns... it's humdrum towns not offering any chance of spawning anything that's for one, decent, and secondly (and more importantly) renewable. In other words, "military" bases/areas/loot will always be attractive. So how can we make "normal" locations more attractive in comparison? By giving folks a reason to search every nook and cranny, creating a demand which can only be satiated by searching towns. There really are too many factors to list. Actually re-orienting the loot physically (i.e. removing/displacing buildings from NEAF and/or Balota) is only one small step in a much, much, larger effort.Adding random military loot cache spots in the middle of the forest or small hidden loot spots in general scattered throughout forest might make it interesting as well rather than just sticking to roads and towns with normal loot locations. Share this post Link to post Share on other sites
Bororm 1156 Posted June 21, 2014 I agree with that Katana, just like moving all the player spawns and such, it'll all work out in the end. The transition period is just gonna suck a bit imo. Like many things with the alpha I think if they prioritized certain things a bit better they could make these transitions more enjoyable, but I also realize they simply don't care right now since it's an alpha. Share this post Link to post Share on other sites
Katana67 2907 Posted June 21, 2014 Adding random military loot cache spots in the middle of the forest or small hidden loot spots in general scattered throughout forest might make it interesting as well rather than just sticking to roads and towns with normal loot locations. Well in my view, every loot spawn (and just generally, every location) needs to be attractive to someone at any given time. We can't just use "military loot" as the perpetual carrot on the stick all of the time in thinking about loot in DayZ. The paradigm of "military loot" acting as the sole factor in dictating player movement, needs to change. That's not to say that it shouldn't be essential, or that it can't be randomized to an extent (as you highlight and as helicopter crashes evidence). But it's problematic relying on one single factor as the perpetual determinant for player movement. What if gas was only available in certain towns, at certain times, in certain amounts? What if a critical item, only spawned in a single town... or area? What if a player needed an item, which was only to be found in residential spawns? We can apply the same logic of necessity (and the more subjective "desirability" in terms of a so-called "end game" or "high-end" loot) that we're currently seeing with "military loot" to other things. Share this post Link to post Share on other sites
Deathlove 2286 Posted June 21, 2014 Well in my view, every loot spawn (and just generally, every location) needs to be attractive to someone at any given time. We can't just use "military loot" as the perpetual carrot on the stick all of the time in thinking about loot in DayZ. The paradigm of "military loot" acting as the sole factor in dictating player movement, needs to change. That's not to say that it shouldn't be essential, or that it can't be randomized to an extent (as you highlight and as helicopter crashes evidence). But it's problematic relying on one single factor as the perpetual determinant for player movement. What if gas was only available in certain towns, at certain times, in certain amounts? What if a critical item, only spawned in a single town... or area? What if a player needed an item, which was only to be found in residential spawns? We can apply the same logic of necessity (and the more subjective "desirability" in terms of a so-called "end game" or "high-end" loot) that we're currently seeing with "military loot" to other things.Well thats the real issue though is allot of the Civi loot is sub par at best. They going to need to throw in some heavier civi fire power if they want ppl to break away from military but that wont happen unless they start breaking into stronger weapons besides standard pistols, rifles and shotguns. Share this post Link to post Share on other sites
Katana67 2907 Posted June 21, 2014 Well thats the real issue though is allot of the Civi loot is sub par at best. They going to need to throw in some heavier civi fire power if they want ppl to break away from military but that wont happen unless they start breaking into stronger weapons besides standard pistols, rifles and shotguns. Again, weapons are only one item. There are other items and/or resources, which are either not represented yet in DayZ... or that are poorly represented (mostly by being widely available, redundant, or inconsequential [see food and medical supplies]). Rather than a pyramid, with military weapons at the top and "civilian" weapons at the bottom... think of the loot system as a square, pentagon, or octagon. The player sits in the middle of the shape with a multitude of factors (represented by corners) pulling him or her in different directions with different levels of significance, which are dictated by the environment and circumstance. Share this post Link to post Share on other sites
Bororm 1156 Posted June 21, 2014 Yeah exactly. I'm personally not even attracted to military loot as it stands. I don't use m4s, I don't wear camo or the vests or any of that stuff. I only go to the mil spawns to pvp. Adding more stuff to do, and as a result more necessary items will be the way to go. The fishing lures are an example. I spent a good deal of time the other day going through the new city looking for one. Finally found one and spent a little time checking out fishing/camping. I usually play to pvp, so on a very small scale that got me doing something else, even if it was only for a couple hours. The more that stuff like this is added, the more there will be to do and the more use we'll get out of the map. Car and helicopter parts were a big drive in the mod. Factories, like pollana, became relative hot spots. Out of the way fueling stations were attractive for helicopters. We'll see that sort of thing happen. I agree it would be nice if particular loot were more specific to certain towns or whatever. What if fishing were expanded (different rods/hooks/tackle) and you were much more likely to find the gear needed only at coastal towns or those near lakes, or that sort of thing. How bout if particular hunting supplies (maybe tanning kits, or something to make trophies or who knows) were more prevalent at some more remote towns, such as CernayaPolana which has a lot of hunting lodges. I'm just throwing out examples. If barricading is implemented in a way that you can have a relatively secure house/structure, then we can see a lot of additional stuff in that category as well. So as per the example above, what if you could create trophies or bear rugs or whatever from hunting, and stick them in your base, or furniture. A whole mess of items could be introduced towards crafting in these regards that could be appropriately distributed around the map, making particular towns more interesting. Share this post Link to post Share on other sites
MarchHare 184 Posted June 21, 2014 The only areas i go to once i got the main stuff i need is military ares THATS IT. Now if thats changes cool than im all for the new air field but from the look of it only the tower is going to be the prime source to find anything good and thats about it. The rest is a waste of space until more efficient and dynamic spawn changes get put in. As it stands now the only places i ever hit are the military, school, fire station, piano house and police thats it. The rest i just pass up.That's because you're pvp focused. The implementation of resource needs requires more industrial loot spawn areas. I've been focusing on woodland activities which require less ammo and more industrial items. Share this post Link to post Share on other sites
Deathlove 2286 Posted June 21, 2014 (edited) That's because you're pvp focused. The implementation of resource needs requires more industrial loot spawn areas. I've been focusing on woodland activities which require less ammo and more industrial items.Im actually PVE focused i just prefer military gear over shitty civi stuff. Ill take an AR any day over a standard bolt action rifle. Edited June 21, 2014 by Deathlove Share this post Link to post Share on other sites
MarchHare 184 Posted June 21, 2014 Im actually PVE focused i just prefer military gear over shitty civi stuff. Ill take an AR any day over a standard bolt action rifle.Fair enough. I don't use s long gun. Share this post Link to post Share on other sites