tNiiick101 Posted March 17, 2020 Share Posted March 17, 2020 (edited) Spawns dictate pacing and thus are massively, utterly, decisively crucial. Unfortunately there exists no definitive spawn guide on the internet, which is a shame. Everything I have seen is not accurate. It makes the game frustratingly random. Take the example of spawning on the 'South Fence Passage' spawn in Shoreline. According to the maps, there exists only one spawn which is next to 'Fountain'. However there is another spawn nearby which isn't listed. All 3 can spawn and engage in a fire fight within 30 seconds of loading in. This can be further cracked opened into a plethora of problems about this game. Why spawn 3 players in a corner of the map within viewing distance of each other. This promotes campish gameplay, where the best course of action is to spawn and sit. This isn't fun, this isn't engaging, this isn't rewarding, this isn't skillful. It's dull. You are encouraged by this system to be the 3rd wheeler in every firefight. Don't engage with anyone, instead wait for others to engage so that you can rush in and kill the victor. If you don't do this, you aren't really playing optimal, you're playing foolishly. So the issue becomes that optimal gameplay is not fun or engaging for anyone. There needs to exist a healthy balance between engangement, but still an encouragement of tacitical and cautious gameplay (This ought be the goal of the game). I currently feel this goal isn't being met, because of the spawns. If you get a spawn closest to the best loot in the map, you rush it. Anything outside of that, you best sit and wait. Doing anything else is a risk you shouldn't take. It can be considered a fundamental flaw of the game, something you have to turn a shoulder to and ignore. If the devs want the game to reward slow gameplay, that's great. You can't however desire this when the maps are inadequate. My opinions: spawns need to be reworked. Maps need to be touched up to better reflect their inteded gameflow. Buildings need more entrances, more exits to allow outplay as they are currently too linear and campish. Sound needs to be muffled accurately when behind objects/walls. Reduce linear interactions with environment. In my opinon, the game runs like I'm playing a tactical shooter, but with maps that weren't originally designed for this game. The maps feel like pre-designed maps made for a military shooter that were paid for by BSG. There is way too much focus on realism and not enough on gameplay. Gameplay > realism, everyone should agree with that. For instance, you don't need Interchange to have every single bathroom properly modeled and able to be walked-in. It isn't necessary, it lowers FPS, it gives players the option to dull the gameplay, but the worst part is it is OPTIMAL to sit there and wait for someone to walk by. And at the end of the day it just frustrates everyone involved. Games can be challenging which makes them rewarding. But they can't be too frustrating or players will quit. This issue becomes when there are times in which a player dies and there is nothing they could have done better EXCEPT find a corner, sit and wait. Why loot? Edited March 17, 2020 by tNiiick101 Quote Link to comment Share on other sites More sharing options...
Zolty47 Posted March 17, 2020 Share Posted March 17, 2020 My opinions: Clean floors: some floors shouldnt sound like they were covered in glass splinters. Also carpets could muffle the sound, campers have it to easy because almost all indoors bottom is covered in noisy durt. Quote Link to comment Share on other sites More sharing options...
tNiiick101 Posted March 18, 2020 Author Share Posted March 18, 2020 20 hours ago, Zolty47 said: My opinions: Clean floors: some floors shouldnt sound like they were covered in glass splinters. Also carpets could muffle the sound, campers have it to easy because almost all indoors bottom is covered in noisy durt. I find it bizarre that there is no way to sneak undetected in a game like this. I find it even more bizarre that there does exist a way to produce less noise, but is locked behind a skill you have to level... (as well as hearing noises better) The skills are whole different problem I have with this game. Quote Link to comment Share on other sites More sharing options...
Zolty47 Posted March 18, 2020 Share Posted March 18, 2020 Yep, same thoughts, is it not enough to know the maps, loot spots, better recoil control / mussle memory, better gear. Where I would agree in a dynamic skill system: Strength, endurance, pain resistance, searching can increase and decrease depending on playstyle. Recoil control, awareness for hidden loot (the white dot) should not exist in the game, because these skills the human can achieve by himself by experience. So dont implement a skill that is combat relevant. People should learn it by themselves. The awareness white dot makes flashlights less relevant too. Also its more difficult to hide gear in bushes without good reason. Map design:/building design: More basement entrances outside the buildings please. Make them very dark without / shot out lights. Light switches, when will they come back? More intact windows Doors possible to close and open stealthly Throwable loot to distract players and AI More bosses, Shoreline needs 2 bosses imo Map central extract points and spawn points, more variety Spread good loot more around the map, dont concentrate it all in 1 or 2 places. There maps can and should differ. Secure container keeps people from fighting for good loot. A. Lock it against any loot, quest items are the only exception. Or B. Only loot worth 30k rubles and below is allowed in secure container. Be first, be rich. ---> hatchling run Be first, be rich ---> defend yourself / or be stealthy avoid others ---> reach extract point --> loot is earned Second game loop is a way more satisfying, fair and survivalistic gameplay experience. More Tarkov-like. If the minimum raid time for PMCs would be 15 minutes then hatchling runs would be way less common. Map design: Fuse boxes in buildings, power supply Destructible wall sections as additional entry points, / hidden loot rooms. Weight system and stamina bars could still be optimaized to emphasize light gear, guns (SMGs, PDWs, MPs), light ammo more. To make light guns / ammo more appealing for "light infantry / agile" runs, agility would come with its own drawbacks. There should be a "best" kit for everything, everything should have its costs and benefits. Impossible to achieve, but a goal worthy to come at least closer. Then the weaponry is not only plentiful, but also useful. Everything should have a niche. Quote Link to comment Share on other sites More sharing options...
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