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IgnitionKn1fe

Giving people, (mainly Fresh spawns) an incentive to...survive.

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I want to apologize for any unclear statements I make in this, they make sense to me, but I know what I write doesn't always make sense to others!

 

So I've been playing since the early mod days and 'bla bla bla'.

On both mod and standalone, there would be a period of time where I would avoid getting into gunfights, and avoid running into Elektro, baseball bat raised, and act more cautiously in general. That period of time was at the start of my time playing, the first week or so. I then realized, "Wait, I can just run back and get my stuff whilst my friend watches my body! Who cares if I die! I'll gear up in Elektro or Balota!"

This realization killed DayZ for me.

I would no longer care if I died.

 

Now for many people that is what DayZ is to them, a mess around on the coast. Now this can be fun and all, but for the majority of players (as far as I'm aware of), being swarmed by fresh spawns whilst hiding from some bandits in Cherno isn't really a good thing. And I'm a culprit of being one of these fresh spawns, however I really wish there was something that made me not want to risk my life in such a way.

 

Now I might be getting side tracked here, and I might not be making sense, so I'm just going to get to the point.

 

Respawn delays, are not the way forward (having to wait 12 hours to log in/respawn on a server). This seems like a cheap way of getting round this issue, and although this way be a nice feature to add for RP servers and such, I really think there needs to be further ways of making people want to stay alive.

For me, I believe that simply making it harder to get past the initial stages of being a freshspawn would be enough. Now yes, this would piss off the punch happy fresh spawns along the coast, but think of the outcome. Here are the things I think could be done to give people an incentive to survive.

 

- More zombies, less food on coasts, spawning with more hunger.

Now I know "More Zombies" is already a W.I.P on experimental build, or possibly even on stable by the time you see this post, however this is the first step to making it harder to survive. Having to actually hide from zombies is likely to limit the number of not just fresh spawns, but players in the cities. This is good, as it means people will have to make way to the villages to get food and water, or brave the streets of Elektro and risk their life. Having to go to villages etc. usually requires more time, especially if the majority of food etc. was in the villages that are further in-land. having to go to an in-land village takes more time, and therefore might persuade the player not to head back down south to try get a lucky punch on a guy with a Mosin.

 

- Spawning on low health

There's no point fist rushing someone if you're going to die within a few zombie hits, or a single bullet from a sporter. Combine the above point with this, and I believe you've created a real challenge for a fresh spawn, one that once they complete, they won't want to do again any time soon, perhaps making them take fewer risks and have more caution about their characters life in general.

 

So that's what I think could be done, feel free to point out anything that won't work, or add one anything you think could be done to reinforce this "not wanting to die" thing. If I've made anything unclear, please say so and I'll try make it clearer!

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A lot of what you're talking about will be directly effected by the upcoming changes to the game.

 

Detailed in that link.

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Game balancing is typically done during the beta stages.  The things you are asking for cannot be done until other game systems are implemented.  Workarounds are possible, but not really practical.

 

Once persistence is mandatory, it will be a step forward towards fixing the 'problems' you face.

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The current "fresh spawn" and all it's traits are just placeholders. Stats, traits, conditions, etc. EVERYTHING about freshies will soon be changed.

 

Stay updated on the development.

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no food on coasts encourages suicide until novo spawn

Disagree - No food on coasts encourages moving to the inland villages.

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Disagree - No food on coasts encourages moving to the inland villages.

 

They'll still commit suicide until they get a spawn they like. No food/loot is the main reason for bambi suicides.

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They'll still commit suicide until they get a spawn they like. No food/loot is the main reason for bambi suicides.

Convenient excuse, perhaps, but not a valid reason.

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Convenient excuse, perhaps, but not a valid reason.

 

i suicide about 90% of the time unless i find enough equipment to survive within about 5 minutes. 

 

there's no point in running around as a fresh spawn defenseless only to be shot by the first player you see who in turn spawned at polana/novo and found a gun and full gorka instantly

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They'll still commit suicide until they get a spawn they like. No food/loot is the main reason for bambi suicides.
Let them suicide... and spawn them nearby (mentioned details in another topic). Also increase respawn timers if this happens multiple times in a short duration (getting killed by other players does not count).

In general I would like it if freshspawns had as little free power as possible:

  • relatively low energy and hydration levels
  • slightly reduced blood (and maybe health) levels
  • minimum starting gear (~lowest tier shoes, shirt, pants and lightsource)
  • starting gear in bad condition
  • starting gear slightly randomized
  • no magic slots for big melee weapons and longarms (you cannot even carry two boxes of cereal - but both a rifle and a sledgehammer - what?)
  • spawn away from other players and stashes/bases (avoids spawnkilling and easy gear up)
  • move Novo/Cernaya Polana spawns to the far northeast (Berezhki etc.)

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Let them suicide... and spawn them nearby (mentioned details in another topic). Also increase respawn timers if this happens multiple times in a short duration (getting killed by other players does not count).

In general I would like it if freshspawns had as little free power as possible:

  • relatively low energy and hydration levels
  • slightly reduced blood (and maybe health) levels
  • minimum starting gear (~lowest tier shoes, shirt, pants and lightsource)
  • starting gear in bad condition
  • starting gear slightly randomized
  • no magic slots for big melee weapons and longarms (you cannot even carry two boxes of cereal - but both a rifle and a sledgehammer - what?)
  • spawn away from other players and stashes/bases (avoids spawnkilling and easy gear up)
  • move Novo/Cernaya Polana spawns to the far northeast (Berezhki etc.)

 

 

totally disagree. 

 

fresh spawns should start with no hunger/thirst and a totally random assortment of civ gear based on RTD, not necessarily bad. 

 

spawning away from other players shouldn't be guaranteed either, that's just a given.

 

remove novo/polana spawns and REPLACE them with berezhki. 

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