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GENERAL GAMES => DayZ - Flashback / Standalone & Mod => DayZ Flashback => Topic started by: Mitton on December 07, 2015, 01:59:07 PM

Title: Initial Thoughts
Post by: Mitton on December 07, 2015, 01:59:07 PM
Hey

Just a place for people to discuss the game and how the Exile server is configured so far.  Please be honest and don't be afraid to rip my post to bits, I don't take offence!  ;D

I have to start by saying I'm not sure I've figured out what the game is yet, so take everything here with a pinch of salt.  At first it felt like a survival game, like a backstory twist on DayZ mod (without the zombies obviously) but it was so much quicker and easier to get a foothold in Exile than DayZ, it doesn't compare as a survival game for me.  It's an amazing game to launch into and get a foot-hold in, a really quick fix for action, laughs and rewards.  But... there's a plateau and fall soon after (for me at least).  I'm having to seek action and find risks (overplay) to keep me interested, and everyone knows I'm usually the most boring player  ;D  ALL the goodies (gear and vehicles) are so abundant, accessible and affordable that I don't personally have any value for any of it after 1 week of playing, and with the safe zones and ease of building secure bases, there's very little risk of loss.  Without risk and suffering of loss, what exactly is a reward/success?  I'm missing gratification.  That's the word I was looking for  ;D

BUT!  There's obviously one component missing at the moment, and that's the wider public.  Most will have got the Nexus update and won't even be able to see our server in the list, but when the Exile bugs are worked out and we're updated, the visitors will come for sure.  So at the moment, there's a whole pvp/interaction with unknowns thing missing which could (should?) change the game a lot.  But we'll have to see.  I have got some concerns that the backbone of the game, or the way we've got it configured, might not be enough for longevity.  Unless the player interaction is intense, everyone will just chill like kings.  But what's the catalyst for interaction going to be with such abundance freely available?  Please don't day boredom  ;D

Maybe I'm being too cruel to it by comparing it with DayZ mod and Pinkys.  I should know my love for that game and server will forever be hard to match/beat.  Like I said, I'm not sure I've worked out what type of game Exile is yet and maybe it shouldn't even be remotely similar to DayZ.  What I do know is that even after over 1000 hours played on Pinkys, losses hurt.  I'm still just surviving and helping my mates survive.  I love that.  The one consistent compliment I ever got about Pinkys was how great the balancing was.  It's the backbone of what made it such an attractive server I think.  They came for the game, stayed for the people and friends, but the game was always there.  In fact, I'd say the balancing of the Pinkys server is what brings the players together, the need to interact and team work.  I don't think our current Exile formula will cause the same to happen in quite the same way.

Really interested to hear other peoples thoughts.  I've played more hours than most already so I expect many are still feasting on the immediacy of the content, which was admittedly very exciting for me too.  I don't voice my opinion much around here, and I'm certain a lot (or maybe all?  ;D) will disagree with me on this, but I think:

a) the loot quality and quantity needs stripping right down
b) the value of goods we trade needs to be reduced
c) the cost of goods purchased needs to be increased
d) Vehicles stored in safe zones should unlock on server restart
e) Lots more but lets hear others  ;D

I should also say this post isn't a criticism of how you've tuned the server KrisiS!  Not even 0.001%.  We've all chipped in with the ideas for the content/build so far and you've delivered on everything we've asked for which has been better than epic, thanks dude!  In fact, a lot of what we've asked for has made the game a bit harder which was needed, so maybe it's the defaults that are out of whack.  Or maybe it's just me (very very possible!) and everyone else is perfectly happy and have got a new 3 or 4 year game to crunch, on exactly the formula as it is now.  I'll wear my tin hat on TeamSpeak this afternoon  ;D
Title: Re: Initial thoughts
Post by: KrisiS on December 07, 2015, 08:32:29 PM
I think you're making some very valid points here Mitton.
The biggest one, and this has been on my mind since day 1 - was the economy. It for sure is way too easy for people to become top dogs on the server & the reward for it really is quick fading.

I have changed the economy around a small bit there now, ppl should notice a drastic increase in purchase price (generally 100%) & a decrease of sell value from 50% on every Item - to 30% on the majority of items and 12% on Vehicles.

This is for sure going to be balanced properly, people should definitely give some input on the price of buy/sell economy.

Safezone vehicles, I like the idea of having them unlocked after restart.


This is an interesting topic, good job for opening it :)
Title: Re: Initial thoughts
Post by: Multi-Vitamine on December 07, 2015, 09:01:13 PM
first of all: my view on this is as a very seasoned bohemia interactive player and a dayz/arma2/arma3 enthousiast. meaning i have not a 10th of mittons gaming time on our servers, but plenty more on arma-games.

this game is epic. it's the newest and baddest mod out there that ive seen so far. For me its really interesting atm, im still on the feast-time ^^
it will bore people quickly without tweaking stuff.

a) yes, take it down. Not too much, not too little, that is gonna be the hard thing
b) following up on that..
c) yes.. yes... yes to all... ur right.. we need to down shit a lot!

ps: ESPECIALLY if this goes public!! we need donations to keep the server going, who would donate if u can get shit so easily?
keeping all the vehicles accessible and weapons found on mission still top notch, but without the huge selling value.
e.g. doing 5 missions with another mate, looting everything and selling it all, should yield around 5000 in total, so around 1K per mission. (now it can go up to 10K and even more on a great mission)

input needed from rest
Title: Re: Initial thoughts
Post by: KrisiS on December 08, 2015, 09:03:03 AM
Did you know that it was +100 Respect per ai kill? That has been massively dropped. Killing an ai via vehicle weapon was +300 respect also, reduced massively now too.

Everything will be correctly balanced over the next short while! You might find the economy too low at the minute but you need to voice your thoughts and concerns here so it can be addressed.

You can expect vehicles parked on the safezones to be unlocked after restarts later today.

Time to make an actual survival game out of this.


We will likely run a 35% tax on all pops in game to reflect some of the increase on items/vehicles. Remember the increase was 100%!

Want to see how difficult respect has become to increase before taxing what's been gained so far. It won't be a big % though.

The economy was rediculously generous before, it's only fair to balance out for what it is now.
Title: Re: Initial thoughts
Post by: PvtMorph on December 08, 2015, 05:12:29 PM
I disagree with the unlocking of vehicles in the safezone. Its a safezone everything should be safe.
Title: Re: Initial thoughts
Post by: KrisiS on December 08, 2015, 06:06:44 PM
Ah yes, but it's intended to be a player safezone. A place where a person can go to trade without being shot or camped - seeing as you are highly vulnerable when looking at menus etc...

It's not a carpark :)
You can build a garage for that
Title: Re: Initial thoughts
Post by: PvtMorph on December 08, 2015, 06:28:36 PM
True but with the limited time I am on during the evening. Building a base and moving all my vehicles will take time. Don't want to log in and find all my stuff has gone.