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I wanna thank you for this extensive thought process/suggestion post, it does show you're really invested in the game.
I do hope more people jump in and comment on this, as I'm also interested to see a discussion about this. Good luck! :D
Large squads would just camp the trader and kill and loot any player trying to enter.
For official server i don't like it, do what you on your private server!
A new player logging on or a solo will have no chance and more than likely if they never played before get a quick feeling this game sucks and quit!
Any "large" squad who tried to roll an entire faction would find out that even the biggest fish get eaten by a shark once they swim into the ocean. If you tried to go into a trade post, with a large squad, you might be able to temporarily cause some havoc, but the faction would muster their resources and/or allies and wipe out your squad pretty fast.
It is possible that a well organized squad could overthrow a weak faction and using the game's mechanics over take the flags with the 24 hour timer, if that was their objective, good on them. If they can overtake a well defended tradepost then they become the new faction in control of it. Those kind of natural organic gameplay events would be a welcome change to the monotony of logging into full decked out base on a 5X server full of loots, guns, defenses, and stores and stocks but only 2 out of 10 squad members logging in because everybody else is super bored.
When everybody has to defend against everybody else the game doesn't really work all that well. Especially with the snowball effect of chain raiding, and offline raiding. If you take offline raiding out of the equation and also take inactivity out of the equation, you always have players able to log in and form up into groups and either do group activities of their choice rather than necessity, or do something solo, maybe suntan during base defense, or level up their engineering skill by fixing walls, or farm and tend to crops, grab a chain saw and cut logs and stock up the log supply etc.
New players, need only join a faction in order to not be KOS at a trader. New players want others to play with, both to contribute, but also to learn the game. Factions want members, because that is both how they identify who is friendly and who is a foe, i.e. who should be KOS within their territory. Factions also grow strong, via strength in numbers. The few players, interlopers perhaps, who don't like the idea of joining a squad (faction) could either live out on the edges of the big azz map, away from the borderlands between faction territories where PVP would be common, or they could play in a big PVE/RP area in the middle.
It is pretty clear that plenty of players are already quitting the game, even those who love it because the cycle of gameplay doesn't sustain enough interactions to keep them from playing something else. Which is why those of us who love the game are playing with our 5th, 10th, 20th or 26th squad.
We need to try new things, the squad system we have is very limiting. The bot shop servers completely remove scarcity from the game, and the gameplay loop of day 1-day 5 survival and excitement are gone after you have a base fully stocked and piles of loot. This is a new idea to solve a lot of problems that drive people to quit from boredom.
Long story short....game is too focued on BB, raiding and squads.
Already said many times.
Devs should switch focus only to the PvE part of the game.
Raiding/BB/squads affect few players and steal resources from development that will impact all kind of experiences (from SP to Hardcore pvp)
I'm also used to say :
if PvP is predominant in SCUM, game experience will depend on server population and will totally change from official to PvE servers, to SP.
if PvE part is hard and predominant, game experience will mostly be the same from SP to Hardcore PvP.
And devs should also understand that a PvPer is not attached to a single game. For even minor reason thet easily lose interested in a game and switch to another
Devs should stop listening to those kind of players and focus more on PvE part of the game.
This was somehow planned. Tomislav said that in future they could remove safe zone around outposts. But turning outposts into factions....hmm
it seems just a shift from BB/raiding to a similar situation but in larger scale. Not sure if it will help.
In a survival game there should be 2 basic elements :
limited resources and hostile environment.
And this is not present at the moment. And I'm not talking about NPCs.
Some missions should require multiple players to accept, but player number limits should also be a thing. This way solos would be forced to make friends to do some missions.
All missions should drive player interaction/pvp by increasing likelihood of players encountering each other during missions. You can see a dip in the steam charts after the map expansion, on a map this size we need 100 players minimum, and missions that drive pvp.
Low tier weapons, like the ♥♥♥♥♥♥ revolver needs to be more common all over the civilian areas. Loot needs to be reworked so that it starts to respawn after 5 minutes of no one being around. players going from one poi to another and finding nothing because of a respawn time that is too long is not a good thing, but it needs to be low tier loot that respawns sooner. Allowing ALT loot farming is another issue.
Death needs to be balanced, established players returning to their body minutes after death needs to be changed. Victors being robbed of their victories because of quick respawns is another thing holding this game back. The quick respawn makes squads unstoppable, when the majority of the player base is solo and duo.
Agree with arm bands and doing away with name/squad tags. Makes so much more sense. One department that has been very consistent with the SCUM team is the art department. Pushing out content every few weeks. Armbands/headbands are something they could accomplish within an update or two.
I don't think forcing anybody to do anything int he game is the right move though, Solos or groups, the game suffers from too many restrictions as it is.
More ♥♥♥♥♥♥ weapons in houses would work for me. I think heavy weapons in general should be much more rare. I think traders should work different. The stock that exists in the trader should be wholly player supplied by sold items. Both in quantity and durability. Buying only brand new stuff that is created out of thin air, NO! These things should have to be scavenged in the world, someone should have had to craft it or have looted it. Would make for much more compelling game play.
I also think you could eliminate sector and random respawns. Could turn that off in server settings, and make it so you like now you can only put your bed down in an area with a flag. I'm not convinced there should be a cost for dying, only that you lose fame and gear, which impacts your ability to procure stuff at the trader, and also requires you to re-gear before you go back into battle. If you die you'd have to respawn back at your shelter only. Then you either stand up a forward operating base, so have to pre-plan for a forward respawn, i.e. requiring coordination and some combat engineering, or you come back to the battle from shelter spawn at the homebase i.e. the trade post.
Its shocking the number of requests for name tag removal and it has not happened. Then you look at all the more successful survival games without name tags...
I think there should be missions for solos, duos, and trios for example, so you are not forced, but there is incentive to group up with others, perhaps other faction members.
I agree that traders need changes. I think they should have 3rd tier items for sale, 2nd tier items sometimes, but never 1st tier weapons/items.
Respawn mechanics that are allowing hundreds, maybe thousands of SCUM players get robbed of their victories daily is a great way to grow a game.
I think SCUM doesn't consider the player experience much and leans too hard towards making things painful and tedious. For example gearing up with a gun is intentionally slow, you never find a gun that's loaded with a mag which is unrealistic. It's a lot harder to get a working car now than before. Together with the recent poor introduction of hand abrasions and fatigue, every player can see it's all aimed at slowing and hurting them. The problem isn't with the players gearing up fast. In Dayz the players keep scavenging and looting and lose their gear when they die. And there's players that keep playing, gearing up and pvp encounters are addictive. In SCUM the large map, scattered spawn in and many military POIs everywhere and base building all discourage PvP encounters. When you lack interesting AI enemies and NPCs to fight player encounters are critical, usually it's a fight but encounters can be social too.
That is stupid when players do that. Again, that was a decisions made by the devs years ago before base building and some of them are lockable some aren't. There are still plenty of search points outside of prefab lockups however.
Agree with not finding mags with guns, however if you had the resources of the faction you'd be able to mate up mags with guns really quickly, even with the huge itemization that exists in the game, which is why factions make more sense than squads. Additionally, you could leverage the power of the traders to buy the mag if you didn't have enough of them.
Most PVP are KOS because the opportunity cost of not KOS is almost higher than taking the risk of no just KOS. With the great wide azz open world of the map, players see each other so rarely, both are thinking KOS because if one is thinking maybe I'll try to be nice, they end up dead.
If you detect another player first, you are 90% chance going to win a PVP encounter with them, 95% chance if you lay eyes on them first and 99% if you shoot them first. If you choose to talk instead of shoot, you give away this huge advantage, expose yourself to the whim of a potential or probable enemy taking your gear instead of trading with you. If they kill you they can take what they want of yours, without having to give up anything in return, which is why players KOS.
You clearly identified one of the biggest problems though, which is huge map + too many POIs, + not enough players. If we had just 4 factions, instead of hundreds of squads, you would be playing with people daily, splitting into the group focused on the task of your choosing, and able to call for support if needed via discord immediately. Also since you can communicate exactly precisely where help is needed to the whole faction, you'd get help, rather than relying on some ambigious "kill feed" "B3" -Yeah where the F in B3? Trainyard, Castle, on the East West Highway, the big field, the corner of the map nobody goes to, the other corner, Bootcamp? B3 Bunker? Totally superior way to play in my opinion.
Could totally play a stealth game outside in the woods, building on the outskirts far from the traders. Nothing against playing as solo and not joining one of the four squads except if you want to respawn as you need to put money into the bank. I think a neutral PVE recruit point in the town of B2 where each faction has a recruiter would allow you to join a faction in order to go to their trader, and then when you leave the trader you can leave that faction if you don't like playing with others but still like playing PVP. You'd almost always be out numbered in combat however if you tried to take on a faction, but again maybe that is your play style "never tell me the odds"
EDIT: Like where a huge squad can have their game on overwhelming anyone with numbers, a tiny squad could have the ability to play completely hidden.