Rasputin_XIII Posted March 27, 2020 Share Posted March 27, 2020 Good Morning fellow PMCs & Scavs, As we all know this has been been a problem since the very beginning; Hatchlings, Pistolings & Moselings. Unfortunately, the problem grows more and more. How many times do you go on Reserve to wipe out the entire map filled with such abominations? Or How many times has a Pistoling beat you to getting to the loot spawns on Interchange and then get clapped by a moseling picking up the scraps? This has got to change. The new added weight system was supposed to help this situation but simply encouraged this type of gameplay. Very little has been done to remove said problems and it seems as though BSG is only encouraging this type of gameplay. If they are, what is the point of gathering anything? Why not just camp extract and wait for those SOBs with everyone's loot? See the problem? Not only is this a direct problem, but an indirect one by causing frustrated players and a lack of any type of worth-while gameplay. I ask that BSG and the community work together to find a solution to this problem. Signing out. - F.D.L. 1 Quote Link to comment Share on other sites More sharing options...
Zolty47 Posted March 27, 2020 Share Posted March 27, 2020 (edited) I am aware that I already posted that multiple times in the last week, but you asked for it. All suggested features and changes interlock with each other and are optimaized in this regard: 1. A step-less weight system, instead of the current harsh 2-step system Let it start by 0 kg ---> + 1 pound / 500 gramm ----> 75 kg, many tiny steps instead of only big 2. Will be much smoother and realistic this way. Being a 39 kg bunny hopper, and by 41 kg a turtle isnt realistic, fun or a smart feature, just too harsh of a difference. Less punishing and lets find every player his own balance in caliber size, armour, rig, backpack, grenade amount, ammo / magazine size and amount. Will also solve bunny hoppers. 2. Secure container changes for above level 15 players: A. Is locked against loot, except this that is part of an active quest B. Locked against ammo 3. Minimal raid time of 20 minutes for all above level 15 players. ---> point 2 & 3 will bring hatchlings to a fair economical value strat-wise. 4. More random loot spawns. 5. Stamina bar depletion levels: Green: 100 % Yellow: 75 % Orange: 50 % Red: 25 % Every level has its own effects. Carried weight, endurance, strength and done actions determine how fast you burn through your stamina. 6. A. Flea market is for "found in raid" items only. B. Certain top 25 % gear mods, guns, armour vests, ammo is not allowed on flea market: ---> Either found in raid, or bought by traders against Dollar, Euro or traded against "found in raid" goods. ---> loot for gear, no only for money. Edited March 27, 2020 by Zolty47 1 Quote Link to comment Share on other sites More sharing options...
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