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nudelwalker

This is a survival game

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Is it possible that the discrepancy between players about what is spawning where and in what amounts is due to servers with hacked loot tables? Is that even possible? I've always wondered what all the "LOOT LOOT LOOT" & "HIGH LOOT" servers were all about, but I refuse to join them to find out.

 

All I know is that I'm not seeing anything close to what others are claiming in regards to mil loot. The only real change I've witnessed is mil clothing and vests can now spawn anywhere in residential areas rather than just the barns and that feels good to me. Guns seem a lot more rare to me now, I used to always have a mosin and a LRS within an hour of spawning, always. That no longer seems to be the case. And I play this game a lot, too much even.

 

I think what we're really seeing here in regards to this discussion is further evidence of a large portion of the community wanting things easy. They want to be able to check an online map and see exactly where they need to go to find exactly what they are looking for. They want reliable areas to hop and hunt. They fear the unknown and don't want to discover things through trial and error. They don't want to have to fight to survive, they want to survive to fight. They expect every life to feel the same with equal chance to survive and they want to have their preferred kit every single time. One of the guys in this thread even stated that the current system gives him no incentive to go anywhere. Seriously? Does he get everything he needs in his spawn town? I doubt it, anyone who plays a lot would doubt it. Sounds more to me that he is not willing to risk the time and effort it takes to get to one of the mil bases only to come up empty handed. Which is probably still bullshavik as that can even happen on any of the older versions. What couldn't happen on previous versions however, is the ability to come up empty handed after hopping a mil zone on 10 different servers. Could that be the lack of incentive he was talking about?

 

Surviving and traveling across the map feels way more rewarding now, with a nice touch of Kinder Surprise thrown in for good measure.

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I think what we're really seeing here in regards to this discussion is further evidence of a large portion of the community wanting things easy. They want to be able to check an online map and see exactly where they need to go to find exactly what they are looking for. They want reliable areas to hop and hunt. They fear the unknown and don't want to discover things through trial and error. They don't want to have to fight to survive, they want to survive to fight. They expect every life to feel the same with equal chance to survive and they want to have their preferred kit every single time. One of the guys in this thread even stated that the current system gives him no incentive to go anywhere. Seriously? Does he get everything he needs in his spawn town? I doubt it, anyone who plays a lot would doubt it. Sounds more to me that he is not willing to risk the time and effort it takes to get to one of the mil bases only to come up empty handed. Which is probably still bullshavik as that can even happen on any of the older versions. What couldn't happen on previous versions however, is the ability to come up empty handed after hopping a mil zone on 10 different servers. Could that be the lack of incentive he was talking about?

 

Surviving and traveling across the map feels way more rewarding now, with a nice touch of Kinder Surprise thrown in for good measure.

I don't think that is it at all. On military bases, there is basically nothing, and i mean nothing worthwhile. If you take out hotzones, there is a risk that the game turns into the dreaded farming and fruit picking simulator. I stopped last night, and grew some veggies. Let me say, I won't do it again. It was absolutely horrible. Is it viable for some? Yes. But I doubt it is going to be fun for most, especially after they have done it over and over. I don't really care about that though. I'm excited again because the dev's have made multiple extensive changes to the game. This is the first time for that since release, imo. Whether everything is right at .55 doesn't matter to me. It's exciting to see them making progress. They will test the game themselves, take what feedback we give, and combine it with an overall, and final vision. It's got potential, the first real bit I've seen in months. Well done DayZ. And we don't have to worry about guys wanting to enjoy PVP or finding loot patterns. It's gonna happen, due to financial reasons. They have sold a lot of games already, but if it becomes an 'anti-pvp' game, it won't sell many more.

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I don't think that is it at all. On military bases, there is basically nothing, and i mean nothing worthwhile. If you take out hotzones, there is a risk that the game turns into the dreaded farming and fruit picking simulator. I stopped last night, and grew some veggies. Let me say, I won't do it again. It was absolutely horrible. Is it viable for some? Yes. But I doubt it is going to be fun for most, especially after they have done it over and over. I don't really care about that though. I'm excited again because the dev's have made multiple extensive changes to the game. This is the first time for that since release, imo. Whether everything is right at .55 doesn't matter to me. It's exciting to see them making progress. They will test the game themselves, take what feedback we give, and combine it with an overall, and final vision. It's got potential, the first real bit I've seen in months. Well done DayZ. And we don't have to worry about guys wanting to enjoy PVP or finding loot patterns. It's gonna happen, due to financial reasons. They have sold a lot of games already, but if it becomes an 'anti-pvp' game, it won't sell many more.

Strange i have been finding mil weapons and ammo at mil bases?? No where near as much as i did before but its there (unless your server is some how not working properly) I have tried it on private servers and public .

 

I am utterly confused on the belief that survival mechanics = anti PvP ?? I want survival mechanics, as many as they can squeeze in, make it hard. But how does that stop PvP, do the guns we are finding not fire bullets anymore?? nope just takes a little longer to find them .

 

This to me makes PvP better! why because now the risk of dying has some more consequence . You know if you die in battle it might take you an hour or more of oh shit i could starve etc . This MIGHT MIGHT lead to PvP being done in a more logical reason eg fighting robing farmer joe for his farm patch to gather food supplies rather than what was shoot anything anywhere for no reason other than i have a gun and a hell of alot of bullets ,got to shoot at something...

 

I will be happy to fight over resources fearing for losing my life , getting into prolonged gun battles and deciding to bug out as the risk is to great for what reward i am going to get, or nope these fuckers must die,my group is starving and they have a FARM/Clean water/A Fuel tanker/a chest filled if rumours be true with mil grade ammo ...

Edited by SoulFirez
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Strange i have been finding mil weapons and ammo at mil bases?? No where near as much as i did before but its there (unless your server is some how not working properly) I have tried it on private servers and public .

 

I am utterly confused on the belief that survival mechanics = anti PvP ?? I want survival mechanics, as many as they can squeeze in, make it hard. But how does that stop PvP, do the guns we are finding not fire bullets anymore?? nope just takes a little longer to find them .

 

This to me makes PvP better! why because now the risk of dying has some more consequence . You know if you die in battle it might take you an hour or more of oh shit i could starve etc . This MIGHT MIGHT lead to PvP being done in a more logical reason eg fighting robing farmer joe for his farm patch to gather food supplies rather than what was shoot anything anywhere for no reason other than i have a gun and a hell of alot of bullets ,got to shoot at something...

 

I will be happy to fight over resources fearing for losing my life , getting into prolonged gun battles and deciding to bug out as the risk is to great for what reward i am going to get, or nope these fuckers must die,my group is starving and they have a FARM/Clean water/A Fuel tanker/a chest filled if rumours be true with mil grade ammo ...

the problem you run into is when you make the chances of finding a gun take an exorbitant amount of time.... should it take me 3-4 days of searching to find a firearm in a "loot" based game? hell, i hope that's not the direction of this game.

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Strange i have been finding mil weapons and ammo at mil bases?? No where near as much as i did before but its there (unless your server is some how not working properly) I have tried it on private servers and public .

 

I am utterly confused on the belief that survival mechanics = anti PvP ?? I want survival mechanics, as many as they can squeeze in, make it hard. But how does that stop PvP, do the guns we are finding not fire bullets anymore?? nope just takes a little longer to find them .

 

This to me makes PvP better! why because now the risk of dying has some more consequence . You know if you die in battle it might take you an hour or more of oh shit i could starve etc . This MIGHT MIGHT lead to PvP being done in a more logical reason eg fighting robing farmer joe for his farm patch to gather food supplies rather than what was shoot anything anywhere for no reason other than i have a gun and a hell of alot of bullets ,got to shoot at something...

 

I will be happy to fight over resources fearing for losing my life , getting into prolonged gun battles and deciding to bug out as the risk is to great for what reward i am going to get, or nope these fuckers must die,my group is starving and they have a FARM/Clean water/A Fuel tanker/a chest filled if rumours be true with mil grade ammo ...

YES

 

PvP for a reason, not "PvP to PvP", is what I have wanted to see for a while. 

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I'm not sure why both players, and developers, are now so against "hot-spots." That was never the expressed intention of the centralized loot economy.

I mean, I sure as hell hope there'll be high-risk, high-reward areas in DayZ. Part of that is what makes DayZ fun for me, not the PvP, but the specter of PvP. The risk that is involved in going for something rewarding.

To be fair, I'm also for high-time, low-reward, low-risk alternatives like deer stands for loot. But my god, I don't want to throw out the very notion of certain areas being risky.

That, and I think people are blowing the whole "more zombies" thing out of proportion. They're not done. Zombies, while more of a threat, still aren't really a threat. There will be more, this is just a taste.

I believe there still will be hot spots but not so much because of loot that spawns in the area.

"we’re looking at adding in advanced crafting tables into this existing (soon to be enter-able) maintenance structure scattered throughout Chernarus."

This was said very recently so i dont think devs are against hotspots because im sure those places will end up being watched. I think they are more against areas becoming good loot pinatas which ends up being hot spots. Imo, also the cause for alot of the server hopping. I mean, im sure its quite alot of people who head straight for the military base, dont see loot and jump servers in hopes its there. Even if they do find what they need in the first attempt you still have those who will keep hopping to stock up.

Edited by cels

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