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Settlement? PVP? Trade?

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Aonus684

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TLDR Version: Centralized Settlement would be a good addition to the game. yes? no? discuss?

Will there be a centralized settlement made to allow for trade of equipment? guns and ammunition? fuel and vehicles? food and water? We talk about the need to keep the game based on realism, etc; so i was wondering if there would be one?

* How Realistic would this be?

- Human nature tends to move us to be more social than most people think. After such an Event, The most obvious of places people would head to would be Super Markets for food, Police Stations or Army Bases for weapons and Ammunition, and secluded locations to avoid once populated areas for fear that the very population would be infected/turned. though, High chances are people would end up meeting up at likely these locations and firing at them wouldnt be the first thing that comes to mind. A small group would form and the more people they come across the bigger the group will get. in time, they will look to live/base somewhere safe, and fortify it to defend the new home from known threats. whether that may be in the middle of the forest, under a subway tunnel, or a refortified building. there will be nonetheless settlements after such an event. What makes us different from other animals in the animal kingdom is that we can think around problems...that and porn. anyhow, humans would find ways to get vehicles, fuel them, food sources, water sources, and more efficient ways to fight zombies and surviving in general.

* The Question: Would this be a viable thing in the game? and what benefits would it have on an ingame player base?

- Lets take some of the recent mmos providing pretty much similar ingame aspects and look at their usual player to player interaction at a glance? such as:

Rust: ur tossed in naked, to fend for yourself. When Players first encounter other players i have seen it 90% of the time coming out as hostile.. and theyre trying to bash each other with ROCKS.

DayZ: IF you make it past the first hour. Entering a Town usually winds up in a headshot or being shot at by some sniper stealing the 1 can of beans you found after scraping through all the buildings for about an hour.

H1Z1: Yah... same as the 2 above. At one point.. because of the "shoot first ask questions later" i ended up being in a firefight with about 3 dudes. 1 trying to run me over and the other 2 i shot before they could get out of the car as they pulled up on me while i was scavenging. and i hear over ingame comms "well, hes got all of our stuff.... and we just wanted to scavenge"

- The usual interaction is going to be easily summed up to "oh look theres a player." then to "shoot em, we dont know if theyre friendly." that has been the most common thing in all of these games. no matter how Devs would add limitations or rules to discourage pvp becoming the bigger part of the game. It would still become a big part of the game. the reason being is that, its a game. theres no real life consequences to players shooting other players. so they do it because they can. Shoot you because they can, steal your stuff because they can. So how will players ever really interact with each other when their first initial impression is to shoot them in the face every time they see a player in fear that they risk their stuff being stolen if the unknown player is left alive? very hard to get around that. Though a place where people can meet, see other players without the worry bout being shot at as the first impression would be the best way to allow folks to socialize, and even build groups they would and could venture out with. such as how all successful MMOs/Sandbox MMOs apply this knowledge. They build centralized locations or for certain other successful Sandbox MMOs such as EVE-Online. The Developers, give the Tools to Players and let the players build it themselves. Of course there has to be a worthwhile reason to do such things. Ingame Currency, resources, etc;

Weve already seen some posts on the forums about how during the stress tests. players would enter a location and all they hear are gunfire going off and then them getting killed. It is a clear sign that pvp is going to be a big part of the "Survival" aspect of the game. whether or not the supposed "mental breakdown" mechanics are applied.

* Suggestion is as follows:

1. Allow a built Centralized Settlement, Controlled by NPCs (Other Survivors)
2. Trade for resources can happen
3. Settlement is Overly Defended by NPCs and enforces peace within the settlement grounds.
4. Settlement has general and trade chat

Benefits:
* Allows players to rally at a location
* Allows players to communicate with other Server dwellers
* Gives players a chance to form connections with other players and build survival groups/parties.
* Allows New players to look for help and allows Older players to recruit new players into their group.


and thats about it. Of course this can all be simply dismissed due to the idea of "Survival by any means necessary" allowing players to only focus on whatever they can find. Though, itll just be another H1Z1/DayZ/Rust variant.
 

Crazypineapple55

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I am a bit on the fence with this one. I see where you are coming from and all and its got its pros and cons. You ever heard of a game called Nether? Nether isn't a zombie survival but rather more of these terrifying monsters, but other then that it holds the same concept as other survival games. Well in Nether there are these "Safe Zones" where players can do just that, communicate, trade with players or npc's etc. Well it didn't take long before people would camp outside these settlements and shoot you right before you got in and take your gear. Or would add you to their group and then after leaving shoot you and take your gear. It is a very hard thing to get players to not do bad deeds, they will usually find a way. Plus I would like the players to be playing the main role in this world, I don't want some AI with a settings on how they should act to rule the world. Players should be the ones to start this community and enforce/ protect that community. I know I probably expect a lot out of players, especially when you look at games like DayZ but it just doesn't feel right seeing a community of Npc's. They didn't earn what they got they were just generated into the world. I don't if i would like to see this in the game, although this is just my opinion on the matter. I thank you for putting interest into the game and apologize for the block of text. <3
 
Thread starter #3

Aonus684

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I am a bit on the fence with this one. I see where you are coming from and all and its got its pros and cons. You ever heard of a game called Nether? Nether isn't a zombie survival but rather more of these terrifying monsters, but other then that it holds the same concept as other survival games. Well in Nether there are these "Safe Zones" where players can do just that, communicate, trade with players or npc's etc. Well it didn't take long before people would camp outside these settlements and shoot you right before you got in and take your gear. Or would add you to their group and then after leaving shoot you and take your gear. It is a very hard thing to get players to not do bad deeds, they will usually find a way. Plus I would like the players to be playing the main role in this world, I don't want some AI with a settings on how they should act to rule the world. Players should be the ones to start this community and enforce/ protect that community. I know I probably expect a lot out of players, especially when you look at games like DayZ but it just doesn't feel right seeing a community of Npc's. They didn't earn what they got they were just generated into the world. I don't if i would like to see this in the game, although this is just my opinion on the matter. I thank you for putting interest into the game and apologize for the block of text. <3
No worries, im glad that there is some kind of feedback to the idea of a npc settlement.

Well the reason i put in a suggestion to such as this is i feel there should be a place where players can go. You are n fact correct, there wont be anything holding players back from camping roads or be it outside of such a settlement. but every mmo ive played that had such an option would also find groups that that build around the "good" concept and play the role of "defender" and patrol for campers. i can say this to be true as ive on more than one occassion played that role to go and shoot campers. these settlements also bring diversity into the game. allows players to choose to help other survivors get to safe havens or just watch em die or be the ones to shoot em on the way over. There is always going to be the pros and cons of such a place in a sandbox. Ive mentioned a sandbox MMO called Eve-online. while it is no way a survival game, it carries a bit of the same concept where players can come together and meet and so forth. this so called place/trade hub was a centralized area that EVERYONE went to. Going there would also mean u risk being ganked even if ur taking protected routes by players who find their way around defensive npcs. it comes as a risk going to such a place. but because its a centralized hub getting there meant u were able to make money, sell what goods you had, and so forth. i dont believe there shouldnt be some kind of risk, but there should be mechanics to minimize those risks. For others, it be a solid way to steal stuff from the campers griefing players.

Though, as for NPCs. their placement in the game can play an important part for any game. trade, resources, maybe even missions for the pvers who want them. As mentioned prior, in an event such as the armageddon there will be people who will band together to build a home. the npcs mentioned would mimic exactly that. a group whos settled in before the player. not npcs to rule or play or direct us in any way shape or form. they are simply there to allow this fort/settlement/tradehub to exist for the players.
 

MrJingles705

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I think the end goal (a safe settlement) isn't unreasonable; but I think it has to develop over time, by the actions of players themselves. We've implemented similar ideas on our 7DTD server - started off with us each buildling our our individual dwelling, then we combined resources to build an outer wall and moat.
 

MrJingles705

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Admitedly building options planned for here may be less ambitious.... but you could replicate the same by fortifying an office or a hospital for example, with players having their own rooms/floors but sharing the defence costs of setting up mines and other external defences.

This way the settlement grows organically, rather than being an artificial construct from day zero.
 
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