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Pretty sure they understand this and add will randomly generated maps.
Exactly, I feel like after enough playthroughs then it will be run here, leave run here. Almost a loot pattern that only offers up new loot, in different places.
Hmmm... The maps are hand crafted, and you have to understand as well here that we will have up to 10 maps to play which means they will all be connected.
You can choose which map to start your game, and still have to travel between each one. In turn having it this way is like having one large map, even larger than Chernarus when it's all done.
Having it procedurally generated would make all the maps look the same, and would get very boring after awhile.
Imagine for a moment you are struggling to survive, and you happen to come across a stream or lake you recognize, believe me you will feel relieved that you finally recognize something that could save your life.
If it was procedurally generated you can kiss all that goodbye.
For me, Hand crafted is the way to go....
Believe me 10 maps will be good enough not to mention the other seasons they will be releasing along with I hope the ability to create your own maps, and have them connected to the original 10, now that would be really nice.
Thats all it is in the end. Now that the wolves have taken center stage, thats all the sandbox is about now.. avoiding, fighting and dying to the patrolling wolves.
Great points, so all the smaller maps will make a larger map. Might check it out then, thanks for the information.
My concern mainly, lots of the videos I see regarding it revolve around the sets of houses or areas as well.
Yup thats what I noticed. But they are adding 10 maps seamlessly together. I don't know how that would play out but would be a temp fix for the static maps. Even with this method I can see myself developing the same routine over time. Considering the survival aspect and it isn't that easy to survive you cannot stay in the same area as you have to keep moving looking for more food mostly...this is the type of gameplay that leads to routine as your forced to move on because the area or region has been looted and is now no use.
There are those who like the familiarity of static maps, the "oh, thank god!" when desperate and finally finding a landmark they recognize. Others want the experience, and challenge, of being dropped into a world they know nothing about at the start.
I've already purchased but with each discovery I find myself a little bit sad that I'll never discover that feature again. Finding the trapper's shelter last night was possibly the most rewarding gaming experience I've ever had but now I know precisely how to get there, and I'll never get to enjoy that moment again.
That's how life is, but it doesn't have to be that way in a game.
I disagree that if maps were procedural that you would loose the ability to recognize something that could save your life.
Recognition comes after you have played in a area for long enough and explored it over and over. Even if it were different each time you made a game, this would still happen as you played the new game. The down side to non procedural is even on a new game the more you have played the more you will be familiar with the maps and know where to go, which way to travel etc.
This game is great and don’t get me wrong, currently I’m about 45% complete on the maps and they seem vast and large enough that I get lost all the time. But I would rather see at a minimum a random pool of maps the game would build the world on at random. Think each area has a pool of 3 or 4 maps and one is randomly chosen. This way you have the best of both worlds, in custom crafted maps and surprise and replay value each time you make a game.
The best would be clever and well thought out procedural generation, this seems to be extremely difficult to pull off good in 3D games. Games like Diablo 1 and X-com (the original) did it the best but they were not 3d and everything was built in a 2d grid system. I think it’s a lost art but I think its possible to do it good in 3d but you have to limit it vastly so that it’s a collection of modules that fit together yet still can be made to look good.
We’ll see. So far I’m loving this game tho.