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  1. Let me preface, this suggestion is to remove some of the information we have around picking our battles to make looting more immersive. If it is an intended feature for players to avoid all confrontation with other players in every situation then this whole post is moot. Even assuming the bulk of this has no practical implementation, hopefully there is still a brainstorm that can result from some of the ideas I want to present. An issue I notice due to the small active player base, quite obviously, is there are not many active servers where you can Pvp. This is a given, since the game is still in development, but players who want small scale Pvp, or want to loot on a mid-tier pop and maybe run into a duo, isn't really a common occurrence at the moment. If I join a server with 1 person, right now, that other player within 5minutes will leave. You may think that its silly for me to go into a '1 pop' server, but for the sake of my preferred game-play, I only join first person servers, and I will take what I can get. That is really lame, and perfectly up to them to join and leave to avoid losing loot. At the same time, I asked my self, "Is that fun for me?" Of course, what I want shouldn't infringe on what another player wants, but where it stands, their avoidance of me when I join the server reduces my chance of actually playing the game and interacting with other players, even if I am probably just going to go kill them. So I thought of some ideas to very reasonably increase small scale Pvp but not infringe on the present game-play for those who just Pvp in the '35 pop' server that is active for the day. Ranges My first idea was that it would be very effective to have the server lists in ranges for the players in them. For example, a server with less than 10 people could display the same range as a server with 1 player. What I mean by this is, a server with the following amounts connected to them, 1, 2, 3, 4, 5, 6, 7, 8, 9 would say on the server list: Players: 1-9. At the moment the server list describes the exact amount of players in each server. Certainly these ranges could, and should, be adjusted upon adoption of this idea and with the future change to max server sizes. Now once you join, you can hit P and look who is there. That would be nice and all, but for the 'lame occurrence' that I described earlier, if a loot oriented player wants to avoid the interaction of other players, then they join a '0 pop' and hit 'P' every time they pick up an item. They would then leave the server, and it would in no way conform to my ideal I am trying to achieve. Player Menu So to in conjunction with the player range on the server list taking on a nature similar to what I described above, I would find it necessary to remove the player menu while out in the world. A great way to keep this in the game would be to provide use of the player menu while in the safe-zone to view the list, or to put up an in-game bulletin board in both safe-zones that would have to be visibly viewed or interacted with to bring up the player menu. This bulletin board could also be ripped out of this whole suggestion and put into the game as a way to view leader-boards in-game and the player profiles that are being added in the future. That was slightly off-topic, but an example of how, even though my whole post here has a focus, these ideas can be spun in other ways. Now, with the inability to view how many, and specifically who is in your server, via the player menu, it could result in an uneasy feeling, personally, I would describe that as immersion. Thinking you saw a robot aggro, then you hit 'P' and you completely disregard any doubts as the server is empty, would instead be a really embarrassing but momentarily thrilling moment for some players. Event Log I am aware that with the new events some of the players feel the urge to go to them to Pvp, and that's great. But I brain stormed some really good ideas to provide a very similar game-play experience that benefits more people.Everyone thinks, especially when you are solo looting with no one to talk to. With that same mentality I thought about why the white 'fists' weren't turning red because there was a great chance to loot at a compound event shown on the map. What I came to realize, those solo looters avoided the 'fist' or purposefully activated and drove away on ATV s, to protect themselves from being found on a low population server. This is a much better way for players to avoid confrontation than just leaving a server. On the same hand I think this could be expanded upon and made more meaningful and immersive. My idea is to have an event log, and in this log, it has relevant events normally shown on the map. I know that an airdrop de-spawns on its own, the exact timer not so much, but for the sake of explanation I will say 15 minutes. The same thing occurs for crashed helicopters, which I know to be 25 minutes. When an airdrop spawns, people on the server get an audio cue saying, "We've got some supplies on the way, we've marked it on your map." What change could be made here is the airdrop audio cue could say, "There is an airdrop (insert direction) of your position." or, "There is an airdrop in the (quadrant) of the map." Without actually displaying its exact location, it could display on the map in a general area, just keep the big red signal flare we already have. I don't know what message you get for the newer events, given that I have only seen one helicopter crash on first person so far. But my idea can easily apply to the new events and even compound events(fists). The event log would be like another server chat menu, and it would fade away like the chat does when there isn't a recent update to it. We could get a hotkey for viewing it, and it could self clear relevant events. I don't have any visual aids for my ideas, so bear with me for an explanation. Upon server restart, your first time in a server, all the compound events should be able to be activated(white). Of course you don't get audio cues for them presently, but with this event log it could say, "A compound in (F3, C4, or in C5) is up for grabs!" Being that you just joined the server, you wouldn't get an audio cue at this time of course, because it would be all 3 at once, or annoying having to listen to each one play out. Which is why I see they aren't presently given an audio cue because the 'fists' could very easily re-spawn on a server at the same time as an airdrop or another 'fist' and that would be a lot of unnecessary noise. I still think there is merit to a feature like this, it would increase immersion, because you aren't just handed a very accurate map with a clear indication of where something is. For newer players it would be a little bit like exploring, most of us know exactly where the compound events are, and will know where the 6 helicopter spawns are in time, but this event log is future assurance for other features. But my favorite part would be how airdrops would be handled. It could be the airdrop's location is somewhere in a marked area, either by circle, or highlighting grid boxes. The airdrop message in your new event log chat would clear its self with-in 15minutes, as would helicopters messages with-in 25minutes, as thats an indication that a relevant event is no longer relevant. Another way the messages would clear, is if you were nearby when the airdrop was looted, but if not in a set range, maybe 510 meters or whatever render distance for players is, it wont clear on your event log until the de-spawn clear takes place. This would result in players doing a short scavenger hunt and running into each other. To reduce this being a boring occurrence, airdrops could be moved to places with actual things to do, which would normally just be looting or other features in the future. Sadly, this system that I described doesn't hold up very well in a small player base. Since it is more immersion based, certain elements I described only work if there is other players to run into. But when the player base grows, I think this system would hold up to a much greater standard for new players and veterans alike. The way the game is at the moment, is its either you run towards gunshots, or you run towards ROCKDALE. This is a poor generalization, but that is all there is to do to interact with other players when there is no events up. But since the events are so streamlined and clear cut where they are and what not, they are over saturated in a very large upheaval the moment they spawn or are activated. Then when there is not much going on, a majority of players head back to ROCKDALE or they might bait each other with messages similar to this one: "Whoa I found a sniper in REDSVILLE CITY, but my E key is broken!" None the wiser that they need the E key for most of the letters in the sentence. Obviously they know, but people don't care, when the events are down, there is nothing to do if you have a really good 'G.I.'. I made a previous post that explains why the loot is too common and how that's causing a staleness in game-play. ~~If you have an questions, or something doesn't make sense, please reply. This is for improving the game, and if something doesn't make sense, we can not have a conversation and collaborate. Even if its just to agree, let me know what you think because all of us as a present player base have a voice and you should make yourself heard.
  2. You should be able to see your team mates on the map, it would help so much
  3. Hello survivors, I am here to share my map rework, removed some useless places. Add a bugly city and hill (A new city for pvp) Rework eden camp ( I think the map need 1 more military base, airport, bunker, nator and eden camp) Move trailer park to under Move redsville city to the top (pvp city) Moved the Golden Eagle Settlement a little bit to the corner. OBS: Right now, we have zones on the map cleaned up and ready to be built. Best regards.
  4. Hi Guys, Congratulations of the games release :) I've made an interactive map of the map to help the community get familiar with whats what and maybe start planning some strategies. https://www.gamermaps.net/map/xera-survival/redwood-valley Cheers, -Xaiin
  5. Joshua

    Map Progress Update #2

    Here are some new screenshots of the map.
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