The dev team loves airdrops, and in testing, every time we used one, they were highly contested where the person who actually called in the airdrop had to earn it through a gladiator style brawl. They usually weren't the one that ended up with the airdrop but no matter what, the person who called it in was satisfied with the event that they got to make happen. That event is the magic we are trying to capture with everyone. The last thing we want is it to be a boring item that someone can sneak around and quietly get to find gear without it being contested. In our opinion that is basically cheating and nobody should be able to do that.
Whether you agree with us or not, that is how we want airdrops to work. We are going to be tuning them throughout early access until we can get them to work that way, here are the first pass initial changes.
1) Make the plane move slowly (53% of current) This increases the ability for other players to react to the plane coming in.
2) Make the drop fall more slowly (80% of current) This increases the ability for other players to react to the plane coming in.
3) Less accurate maximum drop radius (was 250m now 700m, so with these settings it would drop up to 700m from the calling player)
4) New minimum distance of 250m for airdrops to appear from a player. This is a little less than ½ the player density of 700m distance with 120 players on a server. Therefore more players are likely to be near the airdrop when deployed.
5) Increase the minimum number of required players to 120 (a little higher after more discussion about player density being important to keeping airdrops contested)
jdreyer wrote on Jan 19, 2015, 02:38:HorrorScope wrote on Jan 18, 2015, 15:25:Mordecai Walfish wrote on Jan 18, 2015, 14:18:
Think about this scenario-- what is to stop people from waiting till late night hours when not many people are online, and a large group coordinates to do airdrops and the next day when everyone is playing this group is all of a sudden armed to the teeth because they gave $$ to the devs and ended up with weapons/armor/whatever. It's just a super-shady system for this kind of game, and one that will require a bunch of stupid immersion-breaking rules to enforce so that this seems even remotely fair to players.
Good point. I also considered even though it would be more up for grabs, calling in a drop and being in the area is much better chance for everyone involved than a group of people somewhere else with no drop at all. It still is a arms race advantage.
Watching streams, I like the idea of zombie apoc survival, but a number of these games are really deathmatch games with a little zombie presence, many times a trivial presence.
Apparently, the server has to have a certain minimum population level before you can call in an airdrop to ensure a certain level of competitiveness. I think what you're talking about is still possible, but that might complicate it a bit.
NewMaxx wrote on Jan 17, 2015, 20:18:NKD wrote on Jan 17, 2015, 19:27:
Not speaking to anyone in particular here. Just in general. But yeah, if they want to gamble. Who really cares?
Well I played MWO for a while and (correct me if I'm wrong) you can spend real money on things like artillery strikes and whatnot that can technically be avoided. World of Tanks has stuff like golden ammo or whatever and technically that doesn't help much if you're a terrible shot or a terrible player tactically. I play a lot of Planetside 2 and most of my money is spent on side-grade weapons and aesthetics, the most valuable thing was probably an actual membership which sped up the grind. World of Tanks was similar...speeding up the grind is by far the best use of your money. A hell of a lot of F2P games let you spend money on keys and such that open lockboxes and that's entirely a gamble. I guess what I'm saying is, it's not a black and white question, there are many factors to consider and having the airdrop be a gamble makes for more interesting gameplay and thus a potentially good way to handle a lockbox-like system. I understand that this game is unique from the rest in some ways, too, yet another variable to consider.
HorrorScope wrote on Jan 18, 2015, 15:25:Mordecai Walfish wrote on Jan 18, 2015, 14:18:
Think about this scenario-- what is to stop people from waiting till late night hours when not many people are online, and a large group coordinates to do airdrops and the next day when everyone is playing this group is all of a sudden armed to the teeth because they gave $$ to the devs and ended up with weapons/armor/whatever. It's just a super-shady system for this kind of game, and one that will require a bunch of stupid immersion-breaking rules to enforce so that this seems even remotely fair to players.
Good point. I also considered even though it would be more up for grabs, calling in a drop and being in the area is much better chance for everyone involved than a group of people somewhere else with no drop at all. It still is a arms race advantage.
Watching streams, I like the idea of zombie apoc survival, but a number of these games are really deathmatch games with a little zombie presence, many times a trivial presence.
HorrorScope wrote on Jan 18, 2015, 15:25:
Good point. I also considered even though it would be more up for grabs, calling in a drop and being in the area is much better chance for everyone involved than a group of people somewhere else with no drop at all. It still is a arms race advantage.
Mordecai Walfish wrote on Jan 18, 2015, 14:18:
Think about this scenario-- what is to stop people from waiting till late night hours when not many people are online, and a large group coordinates to do airdrops and the next day when everyone is playing this group is all of a sudden armed to the teeth because they gave $$ to the devs and ended up with weapons/armor/whatever. It's just a super-shady system for this kind of game, and one that will require a bunch of stupid immersion-breaking rules to enforce so that this seems even remotely fair to players.
Creston wrote on Jan 17, 2015, 23:46:
So you pay actual money for other people to wind up with your shit? Well, we can't say games aren't getting more and more scummy about trying to milk every fucking dollar out of you.
HorrorScope wrote on Jan 18, 2015, 12:38:
Now the plane moves slower and the crate falls slower and it isn't nearly as accurate to fall at your feet. Now your $5 loot is at play amongst others equally. Agreed this isn't a lot less PTW than previously. But now it has created this new category. Pay to Have Fun, Pay for Conflict. We're just questioning what type of person would pay $5 for someone else to get your stuff.
Paranoid Jack wrote on Jan 18, 2015, 12:51:
I'm this > < close to purchasing just so I can see what all the angst is about. Hell, I purchased ArmA a second time on Steam just to try DayZ. So now after watching a few more videos I'm very close to pulling the trigger. I haven't played a first/third person zombie game in quite a while.
WTF, I'm going in...
Paranoid Jack wrote on Jan 18, 2015, 12:11:
And we all can agree these things change (back to that early access thingy)? Lastly, the air drops are not mandatory and you will be given them in game on occasion from what I have read/heard. Sounds good to me so far. I don't read that as pay to win... seems a bit of a stretch.
harlock wrote on Jan 17, 2015, 22:10:As opposed to Captain Harlock here who invents new forms of entertainment from whole cloth, because he is just that awesome.Agent.X7 wrote on Jan 17, 2015, 21:21:verybad1 wrote on Jan 17, 2015, 14:38:
So a PTW, Zombie, Early Access game ISN'T a new idea...!
Well gosh golly, I'da thought that would get everyone excited.
Seriously, WTF are there so many damned Zombie games? I don't mind a few sure, but it's effing ridiculous.
As opposed to high fantasy RPGs, MMORPGs, action games, etc, etc, etc.
As opposed to modern military shooters.
And why are there so damn many rock bands, anyway? I mean, who can listen to all those albums?
There are a lot of zombie games because people like zombies. It's not hard to understand.
because people are mindless sheep..
works for the other shit too