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SMoss

Status Report - 02 Jun 2015

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Yeah, I'm thinking really nasty clothing, like something that you wash up on shore with. :)

 

 

Either that or spawn everyone in jail cells with prison outfits. It's a jailbreak! Just kidding, but it would be fun though.

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Yeah, I'm thinking really nasty clothing, like something that you wash up on shore with. :)

 

 

Either that or spawn everyone in jail cells with prison outfits. It's a jailbreak! Just kidding, but it would be fun though.

 

That's an absurdly awesome idea for a possible spawn. (instead of a flashlight you start with a lockpick)

 

Man this just has me thinking about potential spawn themes and how great that could possibly be.

Edited by Ebrim

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This was a good status report.

 

Thanks for the paragraph on the technical challenges. I really think it gives everyone more understanding of the huge challenge of creating a multiplayer game. I had a feeling server frame and ticks where being experimented on. But, I only suspected this because a friend has explained these things to me before. Even a small bit of tech explanation can go a long way, which ultimately takes some pressure off you devs from the constant lack of understanding.

 

That's an absurdly awesome idea for a possible spawn.

I know, probably more of a mod idea though. Just think, you would have to escape the island from cannibal campers.

Edited by Coheed_IV
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Great report...thanks  :thumbsup:

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I realize not everyone is a huge fan of getting a random player character (which I would love to be enforced) but I think at least randomizing clothes could be fun and interesting. Maybe you get a dress or tracksuit or canvas pants, just a wider variety of totally random civilian clothes in various states of repair but just a simple top and pants like now.

 

 

Waking up at the the beach ( whole coast from Bay Tikhaya to Berehzki ), wearing random civilian clothes and having a random item in the inventory ( could be a few matches, a map, a lockpick, a flashlight etc) :)

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I'd like to spawn in barefoot, next to an overturned skiff littered with beer bottles, wearing soaked and damaged cut-offs and a belly-shirt.  Break one bottle to glass the first thing that looks at me wrong, and carry an extra for potable water when found.  (yes, I'd like to be able to hold small items in both hands)

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Player spawns right now are (for the most part) all coastal. From Svetlo to just outside Chernogorsk/West. I don't think we'll be changing that too much - as the focus right now is on more advanced regional control over the central economy, allowing us to try and start pushing a more predictable player progression path.

See: Next Status Report.

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See: Next Status Report.

What?  Where?  When?

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Player spawns right now are (for the most part) all coastal. From Svetlo to just outside Chernogorsk/West. I don't think we'll be changing that too much - as the focus right now is on more advanced regional control over the central economy, allowing us to try and start pushing a more predictable player progression path.

See: Next Status Report.

 

I know you're not saying this but I just think the team should keep in mind that they shouldn't push player progression too hard.  The mod had great map flow (player progression) of starting on the coast and heading north for military grade weapons/gear, a clear incentive, and then returning to the coast to make "use" of said weapons.  It's fine if the new focus isn't on that type of item solely, there's plenty of other useful gear/vehicles/things to motivate people off the coast besides guns, but I think the team should refrain from essentially forcing people off the coast.

 

In another post of yours, perhaps it was a status report, you said that you wanted to get people off the coast so they could begin the "real dayz experience."  I think that's a dangerous train of thought when trying to create a sandbox experience.  What we saw with recent patches was the coast becoming barren of loot in a lot of cases.  That's a result of an incomplete system of course, and I expect it will improve once the regional control over the CLE that you mention becomes developed.  But it did seem like you were advocating it as a good thing, to get people off the coast.  It seems like a really artificial way to get people to move by simply putting less essential loot (food/clothing/basic weaponry) on the coast and driving people inland.

 

People should be capable of playing on any part of the map, and there should be incentives ("better" gear) to travel.  Don't try to force an experience.

 

Keep up the good work, I'm looking forward to seeing the CLE fleshed out!

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