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Salty seadog

Flow of DayZ and spawning in

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Hello survivors and banditos,

 
I just wanted to make a post voicing some concerns i have about the game in its current state and see where everyone else is at in regards to a few of these topics. I did post some of this buried somewhere in another thread but i wanted to go into a little more detail and hopefully see other peoples opinions (especially no.1)
 
Well having made the move a few months ago from console to PC, specifically for dayz, i have managed to get a decent amount of time into dayz mod, Breaking point, arma 3 and now a good bit into the standalone. Im bringing this point up because i feel each of these variations have brought something else to the table, but unfortunately it seems like some of the great features from each where forgotten in the next iteration. This has been my first alpha experience alongside watching star citizen grow, and i have to say in all honesty that im really underwhelmed by the speed at which things are being implemented and developed. I dont want to bash the devs by saying this as i think there is alot that has been done really well but i dont want to stand idly by and give praise when its very hard to see reasonable ground being covered and a deadline fast approaching. i do understand that this is an alpa, so i will be reserving judgement until final release, or a patch or two after!
 
1. Flow of the map and spawning. So its apparent that the flow of the map at the moment is to "work your way from east to west collecting items and ammo types until you hit nwaf and then make your way back to a spawn town and shoot bambis or geared people". This is in my opinion the biggest problem in the way that dayz plays at the moment. I pictured a Chernarus where you could have chance encounters around every corner, in almost every town there would be the possibility of running into a potential friend or foe and that the player count of 70 would be spread nicely out over the map, making hotspots the heli crashes or barracks. Instead what we have to me seems as if 90-99% of the players in any full server are camping every single possible angle that you can possibly come up with of the spawn towns and the rest are bambis trying to punch someone in the face for a gun. Wtf is going on! its like a deathmatch in which half the people have guns and the other half commit suicide on the nearest building, theres no zombies! its not even anything like whats advertised as a semi realistic survival game! I want to know is this the experience that everyone wants when playing this game or not?
 
    So, what if instead of just "poof" appearing on a beach, you could spawn absolutely anywhere, i mean like 1000 possible spawn sites spread evenly across the map, also what if instead of just magically appearing on a beach there was maybe a very small cut scene in which you appear in the world after a 30 second vague backstory(the respawn counter time) and you could be in any clothes, any gender or charachter? any health and mostly in any different starting scenario like arrived in a boat in fishing gear and really thirsty/boat capsized or ran out of fuel a mile off the coast/ woke up in a wrecked Cessna and need some morphine or have the other dead occupants that are now zombies biting at you ankles as you crawl out/ parachuted in as a convict with handcuffs on and left for dead/ woke in hospital/ opened up the door of a preppers bunker because your out off supplies/ car runs out of fuel as you arrive at a town/criminal that got locked in one of the police stations(have to make enough noise in direct for someone to let you out or commit suicide!)/escaped from the boot of someone's car/ last of your platoon that hid under some dead bodies from zeds and you lost your gun, the list goes on... i dont know how hard or how much time this would take to implement but just appearing on the beach as the same person 30 seconds previous, really doesn't do anything for immersion and stops any bond of trying to keep that character alive, which to me is the point of the game alongside surviving zeds and the player interaction!
 
2.Spreading loot and more and better unique places. Some play to kill zombies, some to kill players, some to horde items and a lot of us to explore. I really feel strongly that there isnt enough unique places on the map and enough hidden gems around the map that satisfy the explorer. There's that cool big ship but no reason to explore it, and because of the way your character freezes when he falls down stairs everyone I know and myself just derped off the edge and don't go back.  those large quarry doors (I forget where, solnichny?) what if they opened that up into a large abandoned mine, full off zombies. maybe you would need guns with flashlights to head in there and you could put some great loot at the end of it or crafting/base building materials.
 
I'd love to see an oil rig far out in the sea with some abandoned chinooks an mil gear, maybe the odd bunker randomly scattered around, could even stumble across a rare doomsday ppreppers bunker with mountains off food and an svd or so. That underground bunker that used to be in the game i think? could be opened up and made into a huge underground complex. Some more islands with something interesting on them. Hidden caves. Radiation zone maybe. That half sunken ship near that island, maybe you could swim round the side and find a way in. Then i think military loot should be spread around zones like these instead of exclusively at nwaf, maybe your more likely to get an m4 from the oil rig but youll have to check for bandits before you hop in the water, maybe the double mags for it mostly spawn at prison island, acogs on dynamic police cars or in one of the semi sunk ships and so on. Opening up the regular buildings was a huge step in the right direction but we need some original attractions to give certain towns identities and to have fun exploring.
 
To be honest Taviana is a great example of a map that offered a really interesting array of attractions and unique locations, I was hoping when they made this game considering that they haven't made a new map they could have worked with a few of the creators of the top maps and just really polished up 3 or 4 of them. Taking taviana as an example, the map really could have used the touch of a proper dev team to iron out some bugs and touch up and open some buildings, but thats what i really hoped would happen, or at least really do everything they can to help the modding community achieve these goals.
Theres been so many iterations of this game each of them really lacking in a few areas, not so much the mod,but i really hope this is the game that they can stand back at the end and say "we nailed it" because at the moment having to judge it now, i would say its going to launch with the absolute minimum amount of content ive seen in a game to date. Charge me 3 times as much for the final product if it means you can hire the extra staff if thats the case, but lets finally make this game everthing that it should be.
 
3. More survival mechanics and a better fleshed out system. Also some ways of cooking are just not that viable. Having a tripod and cooking pot and setting all that up to cook fish and it takes absolutely ages to cook food. Then you can just use a stick and save yourself lugging around the extra tripod and cook meat in a matter of seconds. It's pointless. Netting fish traps break super fast for such a rare material. some gas cooking canisters dont even cook one meal! (you could add in a really rare portable stove called the dragonfly that runs on petrol/diesel/kerosene and is reusable) Some actions for things look the same or a bit derpy like spamming water fountains. Maybe using leather could allow you to add more pockets to certain clothes, Cough*ghille suit Cough! 
 
4. Zombies. The main attraction but also the big downfall of all the dayZ' to date, in varying degrees. They were either not a threat/ definately not enough/ too derpy or, well, not enough. i hope to see so many zombies the sun itself struggles to pierce the wave of them that splash around the map. If survivors have a common enemy that is actually a challenge rather than an annoyance it might unite players for the common good. The enemy of my enemy is my friend!...for now...
 
5. Fix up the engine, the desync is so really real! also seeing people hiding in buildings and oddly desync out for a second is a problem.
 
6. Way more junk loot or mildly usefull stuff. the houses look so barren, although i like the rarer loot i think more filler in the houses would go a long way.
 
7. Better craft-able suppressors. Could use oil filters for cars/motorbikes as rifle/pistol suppressors. Also the ability to spray paint them. Maybe they could last somewhere in between the bottle and real suppressors or give 5 shots to bolt actions. Make them hard to find/ could also be used as parts in vehicles. 
 
8. A way to stop server hopping, or maybe not to stop it but to give a bigger incentive to hit different locations in the same server, if only certain things maybe spawned at different locations instead of all at nwaf, and scatter them to some interesting places like above. These points could change around every server restart or so, I dunno, just a reason to hit up different locations and explore. Im sure this one is probably a private server solution, but i dont know if anyone has any ideas on this?
 
9. Bodies de spawning. Not that i think you should be able to get to your gear after you die but ive had plenty of instances where the person ive killed has despawned as i was looking for his other friend that logged. its not great.
 
10. The ghille suit to work, maybe with the new renderer coming in there might be changes but even if they made it 100x harder to get the materials but made it actually good. The devs made a really cool looking one just a shame it's not useful due to the way people render in. the cons far outweigh the pros, which is camoflage and its failing at its one selling point. Would be cool if you needed way more to make but maybe you could also make a low profile backpack only the size of the school backpack or so. Also i think you should be able to pour water over yourself to get the soaking status and use water pumps to do the same thing.
 
11. Chopper crash sites. This one breaking point did really well, you could see them fly round the map and crash and it really added to the feeling of being a helpless survivor on the ground. It made it feel like things were going on outside the map and added to the immersion, instead of a chopper just appearing on the ground.
 
12. Spray paint tent. Or camo tents
 
13. Health. It would be cool if there was only so many times you could spam an apple tree. if you could only get 2-3 it would benefit the survival aspect. would also be cool if you added an extra level above healthy for those that have cooked and eaten fresh meat/veggies in the last day or two so it gives a little more incentive on that front. And i think it should take longer to heal from low health so iv bags and blood bags are worth finding and using.
 
14. super rare dog companion that you can send on ammo missions or whatever. who doesn't want a dog to explore the wasteland with!
 
15. Really good base building! and balanced base building, if it takes someone 100 hours to build a base and collect a nice stash of guns, it shouldnt take fred and the [NOOBZ360YOLO] clan 20 minutes to break in when your fast asleep, maybe a base that appears when your online? i dunno..
 
16. AI, this one isnt for everyone i guess, and is more my opinion but i kind wish that heli crash sites had a few ai that guarded the choppers that crashed, then radioed for help  before extracting in another chopper and blowing the wreck or something, would be a cool gamble to get the best guns.
 
17. An auto run key wouldn't be the worst idea.
 
18. A way to catch the land fish... wait... wrong game.
 
This game has a really long way to go in my opinion and i think at this point its up in the air on which side of the fence its going to land, but this game has been modded into 2 armas already, in which the community has already done alot of the work. I really feel this game deserves to not only succeed but knock it out of the park and i hope the feedback we give now helps to shape that outcome. And before anyone chimes in with "this is an alpha" and "you cant run a marathon without putting a few band-aids on your nipples" i know, i just want this game to succeed! 
Edited by Salty seadog
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Bump. Has anyone got any other ideas on spreading the player base out through the map a bit better? or do you reckon its ok at the moment...

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Yeah, that's been one of the biggest goals in SA development. The CLE and regions address player distribution, regions haven't been done yet.

Be patient, a console game would do all this without the public even knowing. They're rewriting the scripting language and many engine changes, it looks like it's dragging, but it just has to be done. Millions of loot points, secure severs, large player count, new player controller, new animation system, new audio, UI, new renderer, modding. It's a lot to get done while trying to build stable releases.

Edited by Coheed_IV
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I am sure it has been suggested somewhere else and explained in more detail:

the possibility to recognize players (yes, in a way it could not be abused to spot enemies easily)

the game tries to achieve some realism in a lot of aspects; you can customize your character - but in the end with no effect.

I think this would help much more with the problem of kill on sight than any other difficulties of survival.

edit: ok, it seems a bit off topic - but in the end it could also help to spread the ppl on the map and stop killing of bambies, if they have the possiblity to recognize you. in the way that your decision on how to approach other survivors has more weight.

There are too many incentives to kill the other (gear, food,...) but nothing that rewards you for being friendly, and therefore you have to find better weapons quickly...

Edited by micalo

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wasn't there rumor of .59 testing 70+player servers?  I hear this a lot between patch releases but outside of incentivizing travel or more distributed dwelling throughout the map, bumping up the numbers should increase your chance of interactions.

 

That being said, you could go west, come east and then shoot the people shooting bambis :P

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I said it before, and I shall say it again.

 

Spawn people all over the map

 

Higher player counts will not support coastal spawning. It doesn't already with fifty people. Cities are sucked bone dry. Spread people around. Don't let me predict where all the new spawns are for target practice. Make every town a place where you can run into people. Because right now you can walk for hours and hours without seeing a soul. Nobody goes to 95% of the map. It's just a clusterfuck at the coast. 

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Personally I miss the South to North flow of the Mod, rather than the East to West flow of the SA.

 

To a certain extent, what the OP described is the fundamental premise of DayZ and I wouldn't want that to change.  You wake up on a beach with nothing and no backstory.  Assuming you aren't immediately killed by zombies or another player (remember average survival time in the Mod was like 15 minutes), your next step was to take care of your immediate survival needs - drink, food, maybe a basic weapon like an ax.  You scrounge the coast for awhile until you have enough gear to venture inland.  Maybe you even risk the twin cities of death.  As you head north, you have the military bases as NWAF and Stary Sober and helicopter crashes to find some real firepower.  Maybe head east to the sprawling but mostly abandoned Berezino to resupply without getting sniped or attacked by bandit clans.

 

It was the promise of top gear that drew people away from the coast.  If the idiots want to stay down there donkey punching each other, let them.

 

But the game needs zombies.  Ideally ones that can roam all over the map and possibly in giant herds and don't warp through walls.  Half the fun of the mod was encountering another player and then needed to team up to kill the 20 zombies that attacked you because you had to.  You can kill each other over the last can of beans later.

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Yeah, that's been one of the biggest goals in SA development. The CLE and regions address player distribution, regions haven't been done yet.

Be patient, a console game would do all this without the public even knowing. They're rewriting the scripting language and many engine changes, it looks like it's dragging, but it just has to be done. Millions of loot points, secure severs, large player count, new player controller, new animation system, new audio, UI, new renderer, modding. It's a lot to get done while trying to build stable releases.

 

For sure, theres definately a great deal of work involved especially since they decided to build a new engine for the game. Its not that i mind when this game comes out, just that i hope corners dont get cut in order to meet a deadline or something, because over on console over the last year or two, weve been getting some straight up ballsy releases of games that where nowhere near finished or ready for retail due to trying to meet a deadline and the growing mentality of "everyone has internet, well just release a 90gb patch down the line to fix it, maybe". Bf4 was a hot mess for almost a year for us because EA and their beady eyed employees with their crafty bag of tricks demanded the game be released, and similar to dayZ, i think the devs here and for dice are the unsung heroes, but i do have a concern that they might be a little understaffed, at least if they are trying to get this all packaged and ready to go in the next few months.

 

When i read these forums, and some of the ideas that the community has come up with, be it more crafting ideas, different mechanics, new locations and so on.. theres literally a skip full of awesome ideas that would do nothing but better this game even further, and most are so good there's no counter argument to keep them from being implemented. I know a line has to be drawn somewhere for development, i just worry is there enough content and have enough ideas been implemented to make the game a really rich expierence, and if not is there enough time to do so with the amount of staff vs. when there put onto their next project. Maybe im worried over nothing, just comparing progress to star citizen has me a little concerned!

 

Btw what are the regions your talking about? im not sure ive heard of anything like that mentioned, or ive missed it.

 

Personally I miss the South to North flow of the Mod, rather than the East to West flow of the SA.

 

To a certain extent, what the OP described is the fundamental premise of DayZ and I wouldn't want that to change.  You wake up on a beach with nothing and no backstory.  Assuming you aren't immediately killed by zombies or another player (remember average survival time in the Mod was like 15 minutes), your next step was to take care of your immediate survival needs - drink, food, maybe a basic weapon like an ax.  You scrounge the coast for awhile until you have enough gear to venture inland.  Maybe you even risk the twin cities of death.  As you head north, you have the military bases as NWAF and Stary Sober and helicopter crashes to find some real firepower.  Maybe head east to the sprawling but mostly abandoned Berezino to resupply without getting sniped or attacked by bandit clans.

 

It was the promise of top gear that drew people away from the coast.  If the idiots want to stay down there donkey punching each other, let them.

 

But the game needs zombies.  Ideally ones that can roam all over the map and possibly in giant herds and don't warp through walls.  Half the fun of the mod was encountering another player and then needed to team up to kill the 20 zombies that attacked you because you had to.  You can kill each other over the last can of beans later.

 

Ill probably be banished for saying this but, Although the mod was awesome, it was definitely not without its flaws.

 

If you are saying that we shouldn't change the spawn system for the only reason that thats the way it was in the mod, i dont know if i agree with you on that. Rags said it best, nobody goes to 95% of the map. I have played for more hours than i care to mention and ive spent the vast majority in that 95% of the map, ive seen 3 people so far that were not in a spawn town. 3. Its been terrible..

 

The very point of this game i would have thought, is that you could get into firefights anywhere! there are so many cool places that i thought to myself it would be awesome to get into a fight here! So many towns i scoped out before heading in wondering would a band of carribals or bandits be hiding in the town just waiting for their next meal! So many dirt roads i walked down wondering if i would meet a new friend to team up with. So many imagined adventures and possible scenarios i thought would be waiting around the bend. 100s of hours in it never happened. So, i carried a barrel to the edge of elektro, threw my guns into it par one, and then played Call of Dayz. Then i got bored and went to play exile. Then i got sick of the land fish and played Bf4.

 

The problem i reckon is that if there is any predictable spawn point for freshies, that's where the bandits are going to go, why search the map when you can go straight to the bambi factory. And if thats where the bandits are, thats where the people that hunt the bandits go. If this is the final plan for release, seems like an awful waste of space.

 

So the only way that i can see to counteract this is to just have 100s of possible spawn sites. Done. Now everyone is spread round the map. People will now frequently cross paths around the map and adventures will be had, firefights will be heard in the distance all round the map and the art of being an observant survivor with good intuition will prevail over who has the best camping spot, well at least sometimes.Then i guess spreading the chopper sites and then dispersing the military loot a little better round the whole map would stop the same thing from happening at nwaf. As for 'Pop' just appeared here. I need apples. I need water. its not really impacting the gameplay, but for me it just slaps immersion right in the face, i just thought it would be way better if there was say 40 different spawn scenarios, maybe 5 more of them really rare spawns to keep veterans amused. Only have to be between 10-30 seconds or so, just think if you were given a different character and a vague story you could get behind, itd make the whole experience a bit more meaningful even if its only better than looking at "you are dead, you suck, now wait till i count down from 30 so you can bathe in your failure!"  I dont think getting the servers up to 70 pop is going to fix this issue, if anything walking down the main street of elektro will be like running around in gta online with a bounty on your head.

I think a better solution needs to be reached.

 

That said listening to the plans the devs have on zombies sounds really cool and i cant wait! hopefully they can find a way to have hordes rolling round the map.

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bfisher has an excellent point. Now that you can find just about everything on the coast, there's no reason for most people to go anywhere else.

 

The extra loot points and new towns were a great idea, but they might have been slightly overdone. It still wouldn't be a problem though if everyone spawned all over the map, as others have said. That could make travelling very interesting... I wonder where people would migrate to and how many newer players - who have never been off of the coastline - would get lost and wander around aimlessly?

Edited by PieceOfDust
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For sure, theres definately a great deal of work involved especially since they decided to build a new engine for the game. Its not that i mind when this game comes out, just that i hope corners dont get cut in order to meet a deadline or something, because over on console over the last year or two, weve been getting some straight up ballsy releases of games that where nowhere near finished or ready for retail due to trying to meet a deadline and the growing mentality of "everyone has internet, well just release a 90gb patch down the line to fix it, maybe". Bf4 was a hot mess for almost a year for us because EA and their beady eyed employees with their crafty bag of tricks demanded the game be released, and similar to dayZ, i think the devs here and for dice are the unsung heroes, but i do have a concern that they might be a little understaffed, at least if they are trying to get this all packaged and ready to go in the next few months.

 

When i read these forums, and some of the ideas that the community has come up with, be it more crafting ideas, different mechanics, new locations and so on.. theres literally a skip full of awesome ideas that would do nothing but better this game even further, and most are so good there's no counter argument to keep them from being implemented. I know a line has to be drawn somewhere for development, i just worry is there enough content and have enough ideas been implemented to make the game a really rich expierence, and if not is there enough time to do so with the amount of staff vs. when there put onto their next project. Maybe im worried over nothing, just comparing progress to star citizen has me a little concerned!

 

Btw what are the regions your talking about? im not sure ive heard of anything like that mentioned, or ive missed it.

BI is not a big development studio. And they've had their problems meeting the demands of this title. They had a lot of problems bringing in new employees that aren't familiar with the engine. But, they like owning they're own engine and updating it to meet their needs. So, you can't really compare them or this development to any others. CIG can bring in tons of new employees that have experience in CryEngine. The best thing about BI is that they support modding. Many of their employees were part of the community. So all the "great ideas" that you see will probably be mods some day. They also just have a really good track record, they'll get this figured out eventually, and be supporting the game years after release. I would bet they'll even do a modding competition like they did with A3.

 

Regions is their way to create player progression across the map. Read this https://forums.dayzgame.com/index.php?/topic/223307-central-economy/. The CLE will be configured for each zone/region differently. So military class buildings near the coast will have different spawning characteristics than military class buildings in the NWAF (NorthWestAirField). The overall idea is to get large amounts of players (75-140 they're not sure yet) to spread out, so that the encounters are smaller scale and incidental. They're always the ones that get the adrenaline going. They have set up the CLE to have realtime fine tuning along with heat maps that track item spread and player movement.

 

If the CLE has one big region like it does now, eventually what happens is the coast gets barren from the player input. They want to have more control to have certain items there, I assume like rope and burlap for backpacks, lower level survival, so there is some progression.

Edited by Coheed_IV
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BI is not a big development studio. And they've had their problems meeting the demands of this title. They had a lot of problems bringing in new employees that aren't familiar with the engine. But, they like owning they're own engine and updating it to meet their needs. So, you can't really compare them or this development to any others. CIG can bring in tons of new employees that have experience in CryEngine. The best thing about BI is that they support modding. Many of their employees were part of the community. So all the "great ideas" that you see will probably be mods some day. They also just have a really good track record, they'll get this figured out eventually, and be supporting the game years after release. I would bet they'll even do a modding competition like they did with A3.

 

Regions is their way to create player progression across the map. Read this https://forums.dayzgame.com/index.php?/topic/223307-central-economy/. The CLE will be configured for each zone/region differently. So military class buildings near the coast will have different spawning characteristics than military class buildings in the NWAF (NorthWestAirField). The overall idea is to get large amounts of players (75-140 they're not sure yet) to spread out, so that the encounters are smaller scale and incidental. They're always the ones that get the adrenaline going. They have set up the CLE to have realtime fine tuning along with heat maps that track item spread and player movement.

 

If the CLE has one big region like it does now, eventually what happens is the coast gets barren from the player input. They want to have more control to have certain items there, I assume like rope and burlap for backpacks, lower level survival, so there is some progression.

 

 

Cheers for the reply, i had a read of the link you posted and had forgotten id read that before! Tbh the whole CLE thing kind of reminds me about the story of when america was tasked to build a pen that would work in space, millions of dollars later a super-pen was invented that could withstand the effects of gravity at will. When the russians were asked how they overcame this obstacle, they replied that they had just used a pencil. To me the CLE is an overly complicated solution to a simple problem. 

 

I know the CLE is nowhere near ready and fully tuned, and i know it looks good on paper, but if we look at the whole server list at the moment and jump into a full public server, everyone is at the spawn towns. It is beyond slim pickings, in fact you'd be lucky to find a book, and if you did you'd be beat to death for it and then some! There is 0 loot left at these areas, and still people would rather stay there trying to punch someone out for a gun. This one fact has proven that the promise of loot will not influence the way people play this game, therefore the CLE will not have as big (if any) of an effect on the migratory patters of humans! 

 

Then if you hop out of that server, look at the server list and observe the other 500 servers with one to two players in them. Its obvious that these players have hopped out of the full server and ran to nwaf/a cluster of heli spawns, and just server hopped till they have all the crap they can carry, run back to elecktro then hop back into a full server on top of a building or so. It doesn't work. There's game modes like King of the hill in arma and such for these playstyles and game modes. 

 

It also limits the huge possibility of all the diverse experiences that could be had in the game if you just spawned anywhere, you could get lucky and spawn right by a heli crash, you could get lost in the woods right off the bat and really have to put your crafting knowledge to the test, freshie that runs straight into a town full of cannibals or whatever, loot could also be adjusted to fit this system aswell if not better. Once all the small towns are picked dry, people would have to risk heading into the big cities for that loot, thus producing a far more natural experience, leaving perfect ground for bandit gangs and cannibals. Its boring having the same experience heading east to west, same empty towns, same ol route. Whatever the current plan is for spreading out these players. Its just not working. The CLE has alot of cool ideas and good systems built into it for removing items and spawning correct quantities, but its not moving anyone around the map, and i don't think it ever will.

Edited by Salty seadog

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... Tbh the whole CLE thing kind of reminds me about the story of when america was tasked to build a pen that would work in space, millions of dollars later a super-pen was invented that could withstand the effects of gravity at will. When the russians were asked how they overcame this obstacle, they replied that they had just used a pencil. To me the CLE is an overly complicated solution to a simple problem.

don't know about CLE, but the pencil story nice, but not true: http://www.scientificamerican.com/article/fact-or-fiction-nasa-spen/

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don't know about CLE, but the pencil story nice, but not true: http://www.scientificamerican.com/article/fact-or-fiction-nasa-spen/

 

.... My god ... I dont know what to believe anymore! Micalo, you cant just walk into another man's life and tell him everything he knows is a lie!! :)

 

 

...Some people just want to watch the world burn.

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Hello survivors and banditos,

<snip>

Moved.

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I don't agree with your assessment of the CLE. I believe it will drive player movement around the server. Yes, on full 3pp public servers, you will always find that gang of tacticool roof campers in elektro or Cherno. But private servers, like the ones I prefer to play on, are entirely different beasts. No server hopping the coast, and no server hopping mil spawns. So when the coast becomes barren of useful supplies, players will move to other locations to find them. Then, if all of the action is around the west/north west, loot will move away from the bases and into the nearby small towns, forcing players to move on.

If you don't like the clusterf***ing around the coast, I recommend you try out a private server. My guess is that most people that don't like coastal debauchery but continue to play on public servers are either hopping for their loot or just ignorant of their options.

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I don't agree with your assessment of the CLE. I believe it will drive player movement around the server. Yes, on full 3pp public servers, you will always find that gang of tacticool roof campers in elektro or Cherno. But private servers, like the ones I prefer to play on, are entirely different beasts. No server hopping the coast, and no server hopping mil spawns. So when the coast becomes barren of useful supplies, players will move to other locations to find them. Then, if all of the action is around the west/north west, loot will move away from the bases and into the nearby small towns, forcing players to move on.

If you don't like the clusterf***ing around the coast, I recommend you try out a private server. My guess is that most people that don't like coastal debauchery but continue to play on public servers are either hopping for their loot or just ignorant of their options.

 

Ok, maybe i was a little salty in my judgement of the CLE, tbh i haven't really tried private servers a lot and i guess it is a completely different ball game. Although i had hopped into one for two or three play sessions and my experience was very similar to public servers, absolute war zone at elecktro and didnt see anyone on the way to nwaf and back or in any other areas. I think ill take your advice when .59 hits stable and have a proper go in a private server. 

 

I still do think that in one patch (when they can get the highest player count working) they should try implement a random spawn all over the map and just see what happens, see where loot accumulates and if gangs naturally move into the bigger towns, see what the feedback is, if they also tactically placed those officer huts at almost the 4 corners of the map, or in some other way that seems best to incentivize players to really get into all areas of the map and take all the focus of nwaf, i just think this will make a world of difference. I honestly dont know if im just in some rare column of players or in that 0.001% of people that can perfectly avoid every player on the map in a full server for 100s of hours, or if there is just no one around.

 

I plan on getting this for the ps4 when it releases as im far more comfortable with a controller, but i dont see private servers being as big as public servers by a long shot, mostly for the fact that you can always hop into the fullest server and just play, and aslo if you play on a busy private server its not gonna fly waiting 30 mins to squeeze into it and then try get your friends to do the same. On a pc you can just pop open a different window and have something else to do while waiting for things like these, be it reading the forums or watching a show, whereas its not the case for console. Not implying that this game be designed for console but its just one point to the argument.

 

I cant really say anything more on the topic that i haven't said before, but i really thought more people might have responded to this idea! Why would you not want to meet players all round the map instead of exclusively at spawn towns? This game could be a massive open world of adventure and survival like the movies, the Road, Book of Eli, with zombies in the mix instead of the way its currently playing, i just feel its really worth at least trying it out before release, and then just see how people respond to it!

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