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A (Possible ) solution to spawns

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As we all know, getting PKed it very annoying. And what's more annoying is spawning MILES away from where you started or were killed. My idea is to add safehouses along or outside of major cities and locations scattered around the map that would allow you to "check-in" there so if you end up getting killed you spawn near that particular safehouse. This way you won't end up in a place you far away from your group having to spend a lot time trying to regroup. Thoughts?

EDIT: this is NOT a physical building, this is more of a checkpoint

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Hello,

In my honest opinion, no thank you. The game handles player killing perfectly fine as it is. We don't want any Safe houses, they would ruin the experience.

If you keep getting killed sorry, you have to deal with it.

~Derranged

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Hello' date='

In my honest opinion, no thank you. The game handles player killing perfectly fine as it is. We don't want any Safe houses, they would ruin the experience.

If you keep getting killed sorry, you have to deal with it.

~Derranged

[/quote']

I don't have a problem with getting killed in this game but if you haven't look around at all the complaints then you need to open your eyes. I don't think you understand the idea of what I mean. It's not physically a safe building where you can come into and stay. It's some sort of area where you can use as a checkpoint so you don't end up spawning far far away from where you were killed. It's not meant to take you right over to your killer, just within a certain radius of it. Or, if you make the mistake of checking in at a safehouse and then going far up north and then getting killed, that would be your own fault and you would end up spawning back down there.

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I don't have a problem with getting killed in this game but if you haven't look around at all the complaints then you need to open your eyes. I don't think you understand the idea of what I mean. It's not physically a safe building where you can come into and stay. It's some sort of area where you can use as a checkpoint.

This is where I have to say that I fully understand what you mean, and it will break the game. If you can't understand why or how it will break the game then you have a couple of loose nuts and bolts.

A player is meant to randomly spawn and not be able to find there way right off the bat. If a player spawns at a safe house then they will know their way straight away. You will also have constant player killers using this to kill even more players who walk out of that building.

Sorry to say, you haven't thought this through.

~Derranged

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I don't have a problem with getting killed in this game but if you haven't look around at all the complaints then you need to open your eyes. I don't think you understand the idea of what I mean. It's not physically a safe building where you can come into and stay. It's some sort of area where you can use as a checkpoint.

This is where I have to say that I fully understand what you mean' date=' and it will break the game. If you can't understand why or how it will break the game then you have a couple of loose nuts and bolts.

A player is meant to randomly spawn and not be able to find there way right off the bat. If a player spawns at a safe house then they will know their way straight away. You will also have constant player killers using this to kill even more players who walk out of that building.

Sorry to say, you haven't thought this through.

~Derranged

[/quote']

once again, not a building, and to prevent the whole "spawn killing" you would have them spawn within a 1-2 mile radius of that checkpoint. This is NOT a building.

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My idea is to add safehouses along or outside of major cities and locations scattered around the map that would allow you to "check-in" there so if you end up getting killed you spawn near that particular safehouse.

As you stated in your main post, A Safe-house is literally meant to be a house, not a random field. This would STILL unbalance the game, you might be helping some players but most of the time it will just help player killers.

No matter what you declare a Safe-house to be it is still unbalancing the game.

~Derranged

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My idea is to add safehouses along or outside of major cities and locations scattered around the map that would allow you to "check-in" there so if you end up getting killed you spawn near that particular safehouse.

As you stated in your main post' date=' A Safe-house is literally meant to be a house, not a random field. This would STILL unbalance the game, you might be helping some players but most of the time it will just help player killers.

No matter what you declare a Safe-house to be it is still unbalancing the game.

~Derranged

[/quote']

Well that's why they call this a SUGGESTION thread. And whose to say it wouldn't unbalance it? Just because you think this wouldn't work doesn't automatically declare it as an invalid idea.

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Well that's why they call this a SUGGESTION thread. And whose to say it wouldn't unbalance it? Just because you think this wouldn't work doesn't automatically declare it as an invalid idea.

Because spawning near a town is a good idea? No, the player is meant to face their fair share of zombies before they can go and find something. This is a survival game, not a kids game.

Please oh please understand what I am trying to tell you.

~Derranged

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The checkpoint thing would be ok to have until vehicles comes tho.

Hello,

Are you trying to say it would be a good way to store vehicles? Well, in my opinion vehicles should be saved in the players save data. So when you spawn, the vehicle spawns wherever you have left it.

So, you have it save under your name you will have to claim the vehicle or something like that.

~Derranged

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That is a horrible way to handle vehicles, they should stay persistent allowing others the ability to stumble onto them and steal them. If it is linked to my player no one will ever get a hold of my vehicles therefore I could simply log out next to my car and when I login I can continue on my marry way. It's entirely against the stance you took for the safe house idea.

The safe areas would just be camped by the guy(s) who killed you until you rage from the game, and as such it is a fairly bad idea.

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That is a horrible way to handle vehicles' date=' they should stay persistent allowing others the ability to stumble onto them and steal them. If it is linked to my player no one will ever get a hold of my vehicles therefore I could simply log out next to my car and when I login I can continue on my marry way. It's entirely against the stance you took for the safe house idea.

The safe areas would just be camped by the guy(s) who killed you until you rage from the game, and as such it is a fairly bad idea.

[/quote']

As said before it wouldn't be just one spot that everyone spawns at in that checkpoint. It would be in a general vicinity of it.

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This would be bad because it would enable relatively fast paced deathmatching over your dead gear.

Let me explain this by using an example scenario:

You are nearing the city of Stary Sobor, and decide to visit a nearby safe house in order to deposit your gear. Shortly after, a not so friendly player happens to check in at the same place. You are quietly sneaking around Stary for about half an hour when you get mauled by zombies. The other player heard the zombie screams, and is searching around for your dead body at the same time you beeline to it. You both happen upon the body at the same time. In this case, you kill him and get your stuff back.

Why is this bad? Well, because you died. You were stupid and alerted a zombie horde to your presence. This isn't a game where you deserve to have a free ticket back to the stuff you lost because of your mistakes. This is a game where the other person who was smarter than you will end up getting your stuff. Furthermore, if I manage to kill you, and want to keep looking around town, I should not have to expect to be required to deathmatch with you in order to go about my business. You should have to spawn in a random location, and skillfully navigate back to your body through the course of up to an hour or two.

You should not have instant access to the ability to rectify the mistakes you made, because you were slightly less than smart. Then again, a certain MMO which shall remain nameless has taught me that permanent loss of your stuff with little to no chance of recovering it adds to the intensity of combat.

Oh, and for an example of a spawning system suggestion that was properly thought out:

http://dayzmod.com/forum/showthread.php?tid=382&pid=3260#pid3260

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This would be bad because it would enable relatively fast paced deathmatching over your dead gear.

Let me explain this by using an example scenario:

You are nearing the city of Stary Sobor' date=' and decide to visit a nearby safe house in order to deposit your gear. Shortly after, a not so friendly player happens to check in at the same place. You are quietly sneaking around Stary for about half an hour when you get mauled by zombies. The other player heard the zombie screams, and is searching around for your dead body at the same time you beeline to it. You both happen upon the body at the same time. In this case, you kill him and get your stuff back.

Why is this bad? Well, because you died. You were stupid and alerted a zombie horde to your presence. This isn't a game where you deserve to have a free ticket back to the stuff you lost because of your mistakes. This is a game where the other person who was smarter than you will end up getting your stuff. Furthermore, if I manage to kill you, and want to keep looking around town, I should not have to expect to be required to deathmatch with you in order to go about my business. You should have to spawn in a random location, and skillfully navigate back to your body through the course of up to an hour or two.

You should not have instant access to the ability to rectify the mistakes you made, because you were slightly less than smart. Then again, a certain MMO which shall remain nameless has taught me that permanent loss of your stuff with little to no chance of recovering it adds to the intensity of combat.

Oh, and for an example of a spawning system suggestion that was properly thought out:

http://dayzmod.com/forum/showthread.php?tid=382&pid=3260#pid3260

[/quote']

Hello,

Thank you for explaining this better then I had.

And Murphy, here's the thing. When the server restarts or crashes all vehicles are reset. Which means you could be wasting your time by fixing one.

~Derranged

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The Only change I'd make to spawning is something discussed in another thread which is acquire a tent, set up your tent, and you spawn there, however it can be stolen/destroyed and as is tents are rare so not everyone will have one.

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