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robophant

increase Map size

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Hello there

 

Whilst its not practical for the Devs to "enlarge" the Chernarus map, I do like your idea of having the debug plains as an extensive infinite forest where real hermits could live off the land to a degree.

 

Obviously, water would be an issue (other than precipitation) due to having no sources but random animal spawns would be fun for us virtual hunters.

 

Interesting idea. as to practicality within DAYZ, well Im not sure, but I do like the idea.

 

Rgds

 

LoK

Just drink your own pee xD

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I've tested the persistence on the latest .58 stable build and I've found out that it is indeed possible to have a camp outside the populated map (debug zone). Tents and trucks will save there.

 

So, sorry for the bump but wouldn't it be awesome if we actually had a procedurally generated landscape with tress, moutains, lakes and so on out there?

 

In my opinion this would add a whole new level of gameplay:

- People would have a camp somewhere out there and if they feel the need to interact with other people or require special items like vehicle parts, they could head back into the urban areas.

- One would have to be careful not getting stalked when going back to his camp.

- Driving back to my camp in a vehicle could even leave tracks which other people can follow. A certain level of tactical thinking would be required.

- Navigating through the wilderness would be more challenging

- Camps would not have to be excessively fortified (like they are in Epoch, Overpoch or RUST), instead the best defense would be maintaining a low profile.

- Hunting/Fishing/Farming would be more meaningfull and less dangerous (As I've mentioned before, in the games current state I would not bother going around for hours to get fishing utilites just to get KOSed at the next lake by a random guy. Same goes for farming or even simply lighting a fire)

- Using Radios/Walkie-Talkies would actually make sense if people want to know what's going on in the world. Even if there are 3rd party tools like teamspeak a player usually don't know every other player on the server.

 

...list goes on but I need to shleep now ^^

 

Any thoughts on this anyone?

Edited by robophant
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So, sorry for the bump but wouldn't it be awesome if we actually had a procedurally generated landscape with tress, moutains, lakes and so on out there?

 

In my opinion this would add a whole new level of gameplay:

- People would have a camp somewhere out there and if they feel the need to interact with other people or require special items like vehicle parts, they could head back into the urban areas.

- One would have to be careful not getting stalked when going back to his camp.

- Driving back to my camp in a vehicle could even leave tracks which other people can follow. A certain level of tactical thinking would be required.

- Navigating through the wilderness would be more challenging

- Camps would not have to be excessively fortified (like they are in Epoch, Overpoch or RUST), instead the best defense would be maintaining a low profile.

- Hunting/Fishing/Farming would be more meaningfull and less dangerous (As I've mentioned before, in the games current state I would not bother going around for hours to get fishing utilites just to get KOSed at the next lake by a random guy. Same goes for farming or even simply lighting a fire)

- Using Radios/Walkie-Talkies would actually make sense if people want to know what's going on in the world. Even if there are 3rd party tools like teamspeak a player usually don't know every other player on the server.

 

 

 

Fantastic Idea - finding high end gear or even Vehicles must be rare and dangerous to be rewarding. Imagine the effort and preparation one would have to put into to embark into the woods just to see what they can find. "Endless/Infinite/Procedurally generated" is not even neccessary imo - for a first iteration just slap a lot of Trees out there for another 3x 250km² (quadrupling the map size) and things should be fine. I don't get why "water would be a problem" - can't there be any lakes/rivers? I mean you'd still need insane amounts of water purification pills, but that would be a) easier than carrying hundreds of barrels with fresh water and b) an incentive to go back to scavenging at least at some point.

 

Anyway - great idea, have my beans.

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Fantastic Idea - finding high end gear or even Vehicles must be rare and dangerous to be rewarding. Imagine the effort and preparation one would have to put into to embark into the woods just to see what they can find. "Endless/Infinite/Procedurally generated" is not even neccessary imo - for a first iteration just slap a lot of Trees out there for another 3x 250km² (quadrupling the map size) and things should be fine. I don't get why "water would be a problem" - can't there be any lakes/rivers? I mean you'd still need insane amounts of water purification pills, but that would be a) easier than carrying hundreds of barrels with fresh water and B) an incentive to go back to scavenging at least at some point.

 

Anyway - great idea, have my beans.

 

The water problem could also be solved by simply boiling it before drinking.

 

And you are right, the map doesn't have to extend to infinity but I think it should be way bigger than it is now. Even with the ocean parts filled with solid land, it would be too small imo - 3x250km² sounds good for me.

 

I also like the idea that someone who tries to stalk me back to my far-out camp would have to be equipped for surviving a long run through wilderness and therefor might not be able to bring a whole arsenal with him. He would need food and at least a cooking pot to boil water - Or bring sufficient supplies like canteens and pipsis in the first place.

 

btw, thx for tasty beans ^^

Edited by robophant

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sry, double post

Edited by robophant

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The "Crazy running speeds" have been standard in ArmA 2 and ArmA 3 and other Bohemia games. The current settings aren't built for Alpha unless you can back that with a source.

 

Took awhile, but there it is.

 

 4) Are there any plans to reduce player speed / Address some sort of inertia system to mitigate players being able to make high speed 180 turns without consequence?

A) Firstly with player speed, anyone who played DayZ Mod can tell you how ridiculously fast the DayZ player speed is in comparison. Initially this was done to help mitigate the limited available methods of transportation in DayZ, as Chernarus is a very, very large play area - and the decentralization of points of interest by expanding and redesigning Chernarus into Chernarus Plus meant much more travel was needed. As we look forwards towards 0.59 and beyond, increasing the methods and availability of transportation we'll be scaling back player movement speed (iteratively, not all at once). When it comes to inertia, dexterity, and all of the potential gameplay areas that can have an impact on the player movement, there is most certainly room for improvement. Keep in mind however, we can't start effectively implementing and changing how this works in game until both the new player controller, and animation system are merged in and configured for use by the design team.

 

That said, we are most definitely interested in improving how the player handles, and expanding the simulation of weight, and dexterity upon the momentum of player characters in motion. The next three months or so should see some marked improvement, and changes to how this is handled.

 

- Brian Hicks / Lead Producer

Edited by Coheed_IV

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 Ok. Some solutions to the problem.

 

 Via config in your server you could (once programed in):

 

 - Spawn animals and ponds in debug area, around the vicinity of the player. Despawn once player leaves the area. Same system as it is in loot atm but configured for ponds and animals.

 - Restrict items, vehicles as per config setup for debug area.

 - Via config timers could be set for duration of tents in debug area or none at all.

 

 // This improvement "could" introduce 200-500 player servers in future.

 

 This would introduce fixes, which are players talking in this topic. Some players are seriusly short sighted and cannot find the fix for the problem. They instantly crush it with 10 ton hammer.

 

 This would eliminate some of the problems. I fully support nomad's gameplay.

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 Ok. Some solutions to the problem.

 

 Via config in your server you could (once programed in):

 

 - Spawn animals and ponds in debug area, around the vicinity of the player. Despawn once player leaves the area. Same system as it is in loot atm but configured for ponds and animals.

 - Restrict items, vehicles as per config setup for debug area.

 - Via config timers could be set for duration of tents in debug area or none at all.

 

 // This improvement "could" introduce 200-500 player servers in future.

 

 This would introduce fixes, which are players talking in this topic. Some players are seriusly short sighted and cannot find the fix for the problem. They instantly crush it with 10 ton hammer.

 

 This would eliminate some of the problems. I fully support nomad's gameplay.

 

I would like to see that animals etc. will spawn exactly in view/render distance to prevent people from knowing whether there is a player nearby or not. This was one of the most game-breaking issues in the mod.

Edited by robophant

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I would like to see that animals etc. will spawn exactly in view/render distance to prevent people from knowing whether there is a player nearby or not. This was one of the most game-breaking issues in the mod.

 

 Totaly agree.

 

 You could either edit all this via config in server file:

 

 A:

 

 Players that have with count, once the enter nomad teritory. Their food and water would drain dramaticly.

 

 B:

 

 Players with kill count could not see animals.

Edited by metalica24

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I agree that the size of DayZ's map should be expanded. In my opinion the best option would be to expand what we have to the west and south, making a map roughly four times the size of what we have now. There is a world outside of South Zagoria, and we could definitely play on parts of it. A youtuber by the name of Credidred made a video explaining this idea in much greater detail...

https://m.youtube.com/watch?v=s8-JNiKoaDs

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OP still has a point.

 

The entire Western edge of the map is a hotzone because of the military bases, truck spawns, and nearby towns. Even the parts you wouldn't expect to be hotzones are constantly travelled by people moving between milbases and truck spawns - the treeline between Myshkino and Sinistok is thick with looters on a daily basis.

 

The entire Northern edge of the map is cities. Even the Northeasternmost bits are common grounds for base-hunting, have been since the mod days, probably will be forever.

 

On the Southern edges, the only places you can really expect not to be bothered too often are the section of woods between Staroye and Mogilevka, maybe some of the wilderness around Msta, and possibly the area around Rog. Everything else is a common treeline route between population centres or other major points of interest like water pumps and trucks spawns.

 

Now, along the East, there are some options. Black Forest seems not to be travelled too often, though it would not surprise me to learn that vehicle-hunters consider it a regular stop given how there's basically a ring of V3S spawns around it. While the forests immediately around Rify and Klen are common treeline trails, Black Lake seems mostly empty - nobody really stops there, I've even gone fishing for hours and never been disturbed on 50/50 servers.

 

But that's about it. Everywhere else is a link between notable places and lootzones. Keep in mind that almost nobody travels purely by road these days - you don't even need a compass and map to traverse the majority of the map without making a mistake if you've been doing it since summer 2012 like I have. Much of the map is simply not suitable for hiding a base, not even a sedan in a tent, for more than a couple of hours. Places like Devil's Castle and Black Mountain are common grounds for bandit firefights, as two reasonably clever groups using treelines to mask their movement run into eachother. Nothing within 3km of the NWAF is even remotely safe. The rocky cliff walls in the North are regularly patrolled by snipers who will stumble across your camps. Everything in the South, even Windy Mountain, will be picked clean - between the freshspawn camp-hunters looking for a jackpot and the geared-up bandits coming back South for some shitty PvP or perhaps just to resupply on food, you can't leave anything lying around. The entire Western and Northern bits of the map are traditional hiding/hunting grounds for bases, so a base will never last longer than a couple of days there.

 

For all the wilderness and forest on the Chernarus+ map, the devs have done a very good job of ensuring that there's a reason to at least walk through just about anywhere. As long as people move through the trees to avoid bandits and mask their movement, there will never be a safe place. Until you can put a combination lock on your door and be reasonably certain that bolt-cutters are hard to come by, there's really very little point in building bases; you're just looting gear for someone else.

 

Personally, I'd like Chernarus+ to be about four times its current size, but that's simply not realistic. DayZ already pushes a lot of limits.

Edited by Funkmaster Rick

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If mapsize stays as limited as it is right now the game will just end up being either crowded by massive bases or (if no massive bases allowed) it will just be another shooter (but with extremely long and painful loot-up sessions before you can even start to think about fighting).

 

Either way it will be really frustrating.

 

I am not going around for hours to get fishing equipment just to get shot at the next lake. Same goes for growing plants or even maintaining a car/truck

 

It just doesn't make sense as it is right now.

 

Although I am not sure the devs are aware of it (current work in progress is amongst other stuff.... new guns *yawns*), you are definitely right. I doubt DayZ will be a sandbox game, it could easily become an oversized, slow shooter game. But since I dunno whats in the pipeline, I will wait and hope ;)

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Although I am not sure the devs are aware of it (current work in progress is amongst other stuff.... new guns *yawns*), you are definitely right. I doubt DayZ will be a sandbox game, it could easily become an oversized, slow shooter game. But since I dunno whats in the pipeline, I will wait and hope ;)

 

yes, so far there was no statement about this at all. I really hope they are aware of this and will provide some info on what we can expect in the future.

Edited by robophant

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Hello there

 

You can probably expect Avatars and vehicles to be able to travel so quickly overland. At the moment its far too fast.

 

also, theres a new interview coming up where Hicks will describe "No go zones" (radiation?) etc. Keep an eye open for that.

 

Rgds

 

LoK

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OP still has a point.

 

The entire Western edge of the map is a hotzone because of the military bases, truck spawns, and nearby towns. Even the parts you wouldn't expect to be hotzones are constantly travelled by people moving between milbases and truck spawns - the treeline between Myshkino and Sinistok is thick with looters on a daily basis.

 

The entire Northern edge of the map is cities. Even the Northeasternmost bits are common grounds for base-hunting, have been since the mod days, probably will be forever.

 

On the Southern edges, the only places you can really expect not to be bothered too often are the section of woods between Staroye and Mogilevka, maybe some of the wilderness around Msta, and possibly the area around Rog. Everything else is a common treeline route between population centres or other major points of interest like water pumps and trucks spawns.

 

Now, along the East, there are some options. Black Forest seems not to be travelled too often, though it would not surprise me to learn that vehicle-hunters consider it a regular stop given how there's basically a ring of V3S spawns around it. While the forests immediately around Rify and Klen are common treeline trails, Black Lake seems mostly empty - nobody really stops there, I've even gone fishing for hours and never been disturbed on 50/50 servers.

 

But that's about it. Everywhere else is a link between notable places and lootzones. Keep in mind that almost nobody travels purely by road these days - you don't even need a compass and map to traverse the majority of the map without making a mistake if you've been doing it since summer 2012 like I have. Much of the map is simply not suitable for hiding a base, not even a sedan in a tent, for more than a couple of hours. Places like Devil's Castle and Black Mountain are common grounds for bandit firefights, as two reasonably clever groups using treelines to mask their movement run into eachother. Nothing within 3km of the NWAF is even remotely safe. The rocky cliff walls in the North are regularly patrolled by snipers who will stumble across your camps. Everything in the South, even Windy Mountain, will be picked clean - between the freshspawn camp-hunters looking for a jackpot and the geared-up bandits coming back South for some shitty PvP or perhaps just to resupply on food, you can't leave anything lying around. The entire Western and Northern bits of the map are traditional hiding/hunting grounds for bases, so a base will never last longer than a couple of days there.

 

For all the wilderness and forest on the Chernarus+ map, the devs have done a very good job of ensuring that there's a reason to at least walk through just about anywhere. As long as people move through the trees to avoid bandits and mask their movement, there will never be a safe place. Until you can put a combination lock on your door and be reasonably certain that bolt-cutters are hard to come by, there's really very little point in building bases; you're just looting gear for someone else.

 

Personally, I'd like Chernarus+ to be about four times its current size, but that's simply not realistic. DayZ already pushes a lot of limits.

 

thanks for your detailed input. :D

 

I may edit my original post or start a new one right away, putting in all the input I've got here so far. Unfortunately english is not my native language and my thread seemed a bit whiny overall.

 

With more datails and suggestions I hope this will become more appealing for the devs to give a statement or some info about what they are up to :p

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Hello there

 

You can probably expect Avatars and vehicles to be able to travel so quickly overland. At the moment its far too fast.

 

also, theres a new interview coming up where Hicks will describe "No go zones" (radiation?) etc. Keep an eye open for that.

 

Rgds

 

LoK

 

awright, thanks :D

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