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Kathosky

Probably unpopular opinion: Dynamic gas ruins immersion in the quiet Apocalypse experience

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Dynamic gas hits, gas grenades and artillery sounds at the edge of the map are not interesting, in fact they become annoying very quick and don't add to (they worsen) the quiet Apocalypse experience that characterized the game until they were added in 1.14. They are too prevalent/frequent, which makes them to play a huge part in any play through.


In the other hand, Static gas zones are interesting to have as an endgame contaminated area with unique loot.


Maybe I love this game too much and for too long.

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I have had very similar thoughts :)

It both takes away and adds atmosphere though. :) :)

I love the lonely, actual END of the world vibe.

No police, no army, no government, just you and your fight for survival.

And then rarely you run into others you have to deal with on YOUR terms, without any restrictions or NPC interactions.

 

A high tech well organised millitary NPC program (the force systematically launching the mortars to kill infected) gives me the feeling: Don't worry, outside of chernarus all is well and the millitary is taking care of it.

You are not so lonely, and the world is far from having ended.

 

I try to explain it away.

It's an automated system, the people running it are long dead and once in a while it does it's thing.

Or there are mortars sitting somewhere and once in a while a zombie bumps into the trigger xD

 

I don't want ANY human organisation outside of players in-game to actively affect us.

The dynamic mortar strikes and helicrashes are a good compromise though.

I love the absolute violent terror.

*Everything is RELATIVELY fine*

*PFRRRRT BOOOOOM!!!!!!!*

OH MY GOD MY SKIN IS MELTING!

*Pukes out all the blood and dies*

xD

The downside being the less lonely feel, which you can kind of explain away like I said above.

If they were more rare it would also help the atmosphere in my opinion.

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How I would change it:

-More rare, maybe 50%

-Sometimes any random spot can be hit, not just the pre determined towns and millitary bases

This would shift the implication from: There is a dedicated untouchable, invisible millitary NPC force out there interacting with us, but we can't interact back.

To: The world has ended and once in a while an old unmaintained weapon system missfires,

an unmanned automated weapon from the initial days of the apocalypse sometimes goes off.

To me the gas is simply a small annoyance.

Dying to it is almost completely avoidable, and because of how pre-determined and predictable it is certain base / camping spots have to be ruled out by players and metagaming is encouraged.

It is mostly a small annoyance.

Making it more rare and randomising the impact zone would make it less annoying and more spectacular.

It's more impressive when you get surprised by something you can't predict have rarely experienced,

than something annoying happening with you already expecting when and where it hits.

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The sounds don’t really bother me BUT I do agree that they really add nothing of value to the game. Plus it puts so much stress on the server to perform these events. I like the permanent toxic zones as an adventure and something to do but the random dynamic ones that just drop randomly are another example of Bohemia doing to much that isn’t worth the trouble that it brings with it. 

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A mi tampoco me gusta, te obliga a lootear rápido las mayorías de zonas importantes del mapa, me parece exagerado las zonas tóxicas que hay en el mapa y el daño que hace el gas....deberían de quitarlo y dejar solo las zonas estáticas.

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I'd say that vanilla toxic zone needs serious improvements. Right now this system exists solely to prevent prolonged camping and ultimately fails at that.

First of all effects... What's with the sound? Just like the cloud itself the sound inside is over the top. Because poor players may get hurt and need to be warned constantly? Game is about survival, about end of the world we know, so it should be harsh and unforgiving, especially when top equipment is the prize. And yet developer always tries to make things easier which ultimately breaks immersion. It was supposed to be hard to explore event. All it did was cutting away players who don't bother to look for nbc and let farmers do their work. You don't want idiots to die? Make simple signs near entrances. Like it's being done IRL.

Inside gas a small bunch of infected which can spawn filters, so players can farm place indefinitely. You can fix your attire inside the gas, you can swap filters on those old-style masks like its nothing - no leakages whatsoever, no penalties. The suit itself is not deteriorating because of toxic environment. You can even drop all your gear and survive long enough to escape from the gas without getting sick.

Game is magically teleporting away players who are logging into gas - that's plain designed cheating...

And finally white spots... This is just wrong; To find places inside gas with no gas? And these are not only present on top of buildings. For example Pavlovo has a few misshaps here and there.

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