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raBit.

Balance (my idea for pvp/pve)

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what's your thoughts on my idea of balance.

 

the coast should be left as is, food low end guns and minimal zombies.  This way people can still PVP, or get geared and come back and kill/bandit/rob ect ect.

 

now the further inland, should have almost NO food whatsoever.  Zombies should be in the hundreds.  NWAF, should have a hoard or 2 of 15-20 zombies constantly roaming it.  plus the other zombies scattered about.

 

This way if you want high end gear, you need to plan it.  Enough food to get you there, if you want to raid NWAF you are going to need a team of people.   going alone would almost always result in death,

 

Animals inland should be everywhere, but again no canned food, no bananas ect ect

 

 

this way the survivalists have ALL the inland to survive.

you still have the coast to PVP, but sporters, trumpets, pistols mosins, sks are still around on the coast

Military gear would require planning and team mates to acuire

 

 

this way every one can be happy......  well to an extent

 

=)

 

just an idea what's your thoughts

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The whole point of this game is risk and reward. Your pretty much just allowing ppl to continue to be jackasses by leaving the coast with minimum infected contact and this would pretty much KILL anyone wanting to go to the coast for anything besides pvp since the risk and the rewards would be way off balance.

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Never will everybody be happy. But having the coast/the large cities not have a bunch of zombies just seems silly. 

 

Something needs to happen if canned food is rare, which I am ok with. If it is rare though we need to have a way for people to be able to hunt. So stealthing around needs to be improved or we need access to weapons earlier to hunt with. 

 

I don't think i could sneak up on a deer right now with an imp bow and kill it. So that gap needs to be fixed. 

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I was ok with the first .55 update,  the only thing I didn't like is the player interaction declined ALOT.

No people to play around with on the coast. and im not meaning killing.

 

yes I ran into people inland in cities I probably would not expect them... but 99% of the time it was a gun fight because they just traveled an hour inland and they would not play friendly.

 

 

I enjoy the player interactions on this game.  but forcing everyone inland only reduces the player interaction.

 

And death love when you said all the jackasses would be killing on the coast... that's the point.  you want the food risk it, you want the high end gear risk it.  higher risk higher reward.  Currently the coast is all pvp.  but  really its not that hard to not get killed on the coast..

I played about 200 hours in only cherno and electro for a few months..... and not killing people.  I had some of my funnest gaming sessions during that time

Edited by raBit.

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I was ok with the first .55 update,  the only thing I didn't like is the player interaction declined ALOT.

 

I saw this as well, I think this is just a temp issue. There are no natural hotspots because nobody knows where things should be. Once items are all classified, they should be showing in expected places. (I would hope at least) But they will not be there at expected times, like after a server restart. 

 

So if we know x will spawn in apartments, people will be hitting up areas with apartment buildings. So that could be a hotspot. 

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I still got murdered at the NWAF even though there was nothing worth looting there. Seems old habits die hard.

 

There has been a big drop in people playing though and they need to fix the loot ASAP as i'm bored to death finding worn brooms and sh*t.

 

Might take a break.

Edited by Jonah_Hobbes

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The balance should come from the health mechanics.

 

All they really need to do is lengthen the time it takes to starve to death, while introducing debilitating effects for malnutrition/dehydration/sickness/injury. It should take several hours of gametime to get up to full health, and several hours to starve to death, but there should be real noticeable gameplay differences between the two. If you have to spend time and effort building your char into a hardened, healthy survivor, it gives that char's life significant value beyond just the gear its carrying. For players who don't value their char's life, and want to PvP from the off, they should be able to do that - they can find a weapon near the coast, and try to improve their inventory through robbing and murder - but if they haven't put in the time and care to stay healthy and build up fitness over a long time, they should suffer gameplay disadvantages such as less stamina, lower top running speed, less power in melee, less resistance to hits, wobblier aim, blurrier vision, dulled sound, etc.

 

That way you have a good gameplay tradeoff.

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Game should focus on realism and balance a word not ever muttered even once.

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