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Katana67

Specificity Needed in Loot Economy

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So with the new devblog, I'm noticing a bit of specificity (and additional vagueness) in how the developers are envisioning the loot economy. I'll start by highlighting the three revealed pillars.

  • Control over quantity per server instance for rare / high value items (Eg: M4A1, SVD, etc)

This is pretty much the end-goal and high level purpose of the very idea of a loot economy (as opposed to endlessly respawning items across the board, at various rates). I'm glad they've sort of specified that it'll be used to regulate "high-end" items. Although, I do think we need to have a discussion as players, as to what "high-end" should mean. I've tried to spark this discussion on previous occasions with mixed results. That, and I'm sure there are low-end (i.e. canned food) items which may warrant being limited by the loot economy.

  • Loot table control per region/area type rather than per building class name

This is perhaps the most interesting revelation, as it is a marked departure from the previous paradigm which has certain building "types" (like residential, industrial, military, etc.) spawning certain items. This is sort of what I foresaw happening, and it is not without its pros and cons. On one hand, it makes the overall system a bit more vulnerable (depending on how dynamically loot is allotted). But on the other hand, it allows for a more granular approach to putting loot in a variety o different places.

  • Even distribution of loot economy across the whole of Chernarus

Here is where I get a little confused. I assume this doesn't mean "Everywhere has the ability to spawn anything," because I don't want that and think it's pretty problematic. I don't really want something like an M4A1 having an equal chance to spawn in a residential house vice a military building. There should always be high-value buildings in DayZ, in terms of its loot. But when one uses terms like "even distribution" then it sort of makes me think that they intend on having what I just described. So a bit of specificity on the goals would be interesting to hear.

 

Likewise, I'd like to hear your ideas about what you think should be included in this "rare / high value" item category, as I think even the developers' own delineation is a bit incoherent (an M4A1 and SVD provide very, very, different levels of capability vice supposed "common" weapons). Do you think the "rare / high value" category should be drawn primarily on what you believe to be "plausibility" lines? Or capability?

Edited by Katana67
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Likewise, I'd like to hear your ideas about what you think should be included in this "rare / high value" item category, as I think even the developers' own delineation is a bit incoherent (an M4A1 and SVD provide very, very, different levels of capability vice supposed "common" weapons). Do you think the "rare / high value" category should be drawn primarily on what you believe to be "plausibility" lines? Or capability?

I hope they make an honest decision on this, because an SVD would be far more common than a derringer in Eastern Europe, but obviously the SVD is the more effective gun (in most cases). Granted, this may just be because I don't think the M4A1 warrants being a controlled spawn, but the devs seem to disagree, so I digress. With the upcoming AUG, AKS-74U, and AK-74 (and apparently the AK-74M as well), the M4A1 can be regulated to a controlled position, simply because of modularity. I don't inherently believe any ARs on their own deserve being controlled (save "party piece" guns), but with the addition of the AKM, AK101, AK-74, AK-74M, AKS-74U, and AUG, there's nothing that's really being lost.

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I'm sure the "even distribution" of loot refers to fixing the piles and piles of loot in some remote sheds/houses, and a severe lack of loot in coastal towns.

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I hope they make an honest decision on this, because an SVD would be far more common than a derringer in Eastern Europe, but obviously the SVD is the more effective gun (in most cases). Granted, this may just be because I don't think the M4A1 warrants being a controlled spawn, but the devs seem to disagree, so I digress. With the upcoming AUG, AKS-74U, and AK-74 (and apparently the AK-74M as well), the M4A1 can be regulated to a controlled position, simply because of modularity. I don't inherently believe any ARs on their own deserve being controlled (save "party piece" guns), but with the addition of the AKM, AK101, AK-74, AK-74M, AKS-74U, and AUG, there's nothing that's really being lost.

 

Yeah, I definitely think there's something to be said for both sides. But ultimately, for me, you have to look at the capability first and then the "plausibility" second. Because you can have the SVD and its Mk 11/M14/Mk 17 counterpart as well, with the former being a bit more common than the later owing to a variety of things (i.e. accuracy, magazine capacity, ammunition availability, modularity, etc.) But, the latter is much rarer owing both to it's percieved "rarity in a post-Soviet state" and due to its increased flexibility/capability.

 

I'm sure the "even distribution" of loot refers to fixing the piles and piles of loot in some remote sheds/houses, and a severe lack of loot in coastal towns.

 

But even then, I don't want an even distribution. I want the coast to be relatively devoid of useful/plentiful loot. I want remote locations to have attractive loot. I don't want everything spread out evenly, because that... to me... doesn't really encourage mobility. Difference and distinct locations encourages player mobility. It's a fine line, I'll grant you, between having everywhere be useful and having some places be useful and others not at all. Which is where I think dynamic loot allotment would be interesting.

 

But ultimately, I think loot distribution imbalances encourage player mobility (and therefore variation in gameplay).

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A controlled economy will work for public hives but will be ruined by exploiters, hackers, dupers, and hoppers who will soak up all the good shit before everyone else. You'll have guns limited to some 24/7 airfield hopper that may eventually be passed down to someone else or lost entirely, in which case it would respawn.

 

I just hope it isn't subject to this kind of player-based damage.

 

Also, who needs an SVD when once they add a few more civilian hunting rifles that can take scopes you won't need anything more? Sure, its effective, pretty, and a damn nice gun, but all you really need for 'sniping' is a scoped bolt action .308.

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Also, who needs an SVD when once they add a few more civilian hunting rifles that can take scopes you won't need anything more? Sure, its effective, pretty, and a damn nice gun, but all you really need for 'sniping' is a scoped bolt action .308.

 

I think the mod (nobody was clambering for CZ 550s because, in part, SVDs and DMRs were just patently better. Obviously the game has changed a bit, with the addition of non-linked scopes, however the advantage of the weapon wasn't only to be found in the optic) would be demonstration enough as to how there is a very real and tangible advantage to having a semi-automatic, higher mag capacity, long-range capability over a bolt-action.

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I think the mod (nobody was clambering for CZ 550s because, in part, SVDs and DMRs were just patently better. Obviously the game has changed a bit, with the addition of non-linked scopes, however the advantage of the weapon wasn't only to be found in the optic) would be demonstration enough as to how there is a very real and tangible advantage to having a semi-automatic, higher mag capacity, long-range capability over a bolt-action.

 

You have long-range capability with a hunting rifle.

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  • Even distribution of loot economy across the whole of Chernarus

I think thats more about the basic spawns not piling up at some places while others only spawn little loot. And about not spawning more loot where there is a higher demand as this would discourage migrating.

 

If I am not mistaken the current system seems to favor some places spawning tons of gear in a single location and also respawns gear if taken away which leads to far more loot spawning in areas with a high player density as in areas with low player density.

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