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T.G.

Player Proximity halts loot respawns

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I think the gear economy in game would benefit from some checks to the practice of spawn farming. Instead of players sitting in one location and piling trash loot on the ground outside of spawn buildings and diminishing the rarity factor of rare in game items. I would propose that a player close enough to spawn the zombies at a location would halt the respawning of gear until the zombies despawn from that location.

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Do you understand that gear would never respawn in many locations because of this?

Also something similar to this exhists now, look up the loot farming post. You beat it by having original player leaving new player coming in to spawn gear then you repeat...

You cant stop farming with a system that spawns loot in, especially if everything is infinite.

Read my post on capping items, Imo its the only solution.

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Do you understand that gear would never respawn in many locations because of this?

Also something similar to this exhists now, look up the loot farming post. You beat it by having original player leaving new player coming in to spawn gear then you repeat...

You cant stop farming with a system that spawns loot in, especially if everything is infinite.

Read my post on capping items, Imo its the only solution.

Or we could get rid of tents and vehicle storage. Problem solved.

Then farming would go away immediately because the risk of dying and losing everything you have to a sniper would probably motivate people not to stand around farming loot in the same spot for hours.

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Do you understand that gear would never respawn in many locations because of this?

Also something similar to this exhists now, look up the loot farming post. You beat it by having original player leaving new player coming in to spawn gear then you repeat...

You cant stop farming with a system that spawns loot in, especially if everything is infinite.

Read my post on capping items, Imo its the only solution.

Yes I do understand that many places that are currently high traffic areas might not ever get a respawn until the server restarts. I do not see this as a problem. I see this as adding a challenge to a survival game. This does not exist now as far as I know, what does exist does not work as you have described. As I have described the zombies would be the key. Zombies spawn in when a player reaches approximately 200m from the gear spawn. When they despawn seems to be related to other variables. Removal of gear from the location would trigger rerolling percentage for new gear only if the variables of zombies clean up, player distance (all players) and time (again for all players) are met. While I agree that with loot spawning at set locations in the game the practice of loot farming might be impossible to stop, it can be made much more problematic for a player or players bent on camping one location to nullify the rarity of rare items. It seems like in this sense the design for helicopter crashes works so much better than generic spawns. This proximity check would not stop gear from being infinite, but it would make it seem a great deal less infinite and therefore more precious to players.

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I think there should be a system where you can't logout of the server if you're in proximity to certain locations (like saving in cities, villages, or interiors of any kind). If you force quit the game for whatever reason, then the game would place your position to the closest 'safe zone'. It wouldn't make loot farming impossible, but it would make it more of a hassle.

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Player proximity already stops loot spawns. Its around 50 meters.

Stops? This is the debatable, while it might stop it for one player it does not stop a team of farmers. I would continue to encourage a solution that would favor moving players across the map in search of gear instead of allowing for them to hover in one location and still meet all their survival needs.

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Or we could get rid of tents and vehicle storage. Problem solved.

Then farming would go away immediately because the risk of dying and losing everything you have to a sniper would probably motivate people not to stand around farming loot in the same spot for hours.

Every minute logged in a player risks death from a variety of sources, thus players look to maximize their return against the threat they are under. This is why you see suicide runs on the S coast and farmers/hoppers up north. The inability to store items wouldn't stop farming it would simply mean that farming sessions are shorter in length because peopple couldn't store what they've farmed.

The real question for your suggestion is what would no storage motivate people to do? This would only eliminate what little positive actions players can take, what is the point of building a base if there is no storage or what would be the point in gathering supplies? This would only increase the death match mentality because there would be no point in subjecting yourself to risk, goals would be to get only what you can carry then play runs out. Storage creates immergent play and gives players an option to plan and coordinate with each other to be successful. Without it you simply have massive Dm where everyone exhists hand to mouth until they are killed.

Yes I do understand that many places that are currently high traffic areas might not ever get a respawn until the server restarts. I do not see this as a problem. I see this as adding a challenge to a survival game. This does not exist now as far as I know, what does exist does not work as you have described. As I have described the zombies would be the key. Zombies spawn in when a player reaches approximately 200m from the gear spawn. When they despawn seems to be related to other variables. Removal of gear from the location would trigger rerolling percentage for new gear only if the variables of zombies clean up, player distance (all players) and time (again for all players) are met. While I agree that with loot spawning at set locations in the game the practice of loot farming might be impossible to stop, it can be made much more problematic for a player or players bent on camping one location to nullify the rarity of rare items. It seems like in this sense the design for helicopter crashes works so much better than generic spawns. This proximity check would not stop gear from being infinite, but it would make it seem a great deal less infinite and therefore more precious to players.

Stops? This is the debatable, while it might stop it for one player it does not stop a team of farmers. I would continue to encourage a solution that would favor moving players across the map in search of gear instead of allowing for them to hover in one location and still meet all their survival needs.

You say it doesn't work they way I state then say it does....

Any system/mechanic devised to stop or reduce farming will be min/maxed even if its not exploitable, though how it would not be exploitable would be up for debate. Even your proposed system would simply push players farther out to "reset" the spawns. It doesn't accomplish anything only makes it "harder" for people to exploit. As long as the loot that spawns there is of high value and farming is faster than moving to another location people will simply farm away.

Helicopter crashes are exploited/farmed just as heavily as anything else, the issue with them is that it can only be done by those affiliated with the server administartion. They know when restarts occur, and restarts can also be done to assist with this farming. I don't understand how this is better than something that everyone can/can't do.

I would also agrgue that ruins immersion to not reset or generate loot for players, the reason loot isn't there isn't because its actually there but becaues the server hasn't restarted or some other gamey reason. This doesn't add to play it only makes players consider things outside the game. Immersion is also effected by loot disappearing from a given location because of player presence, a military base should be full of supplies until they are exhausted, if a group wants to make that base their home and go through the trouble of securing it why should they not have access to all of the equipment there?

Why waste time with stop gaps, capping loot is a better solution because it adds play value and solves the issue. In a capped system loot is distributed by the players so your goal of players being pushed across the map is met, it also introduces an economy and scarcity and both of these things would contribute to immergent play.

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