I don’t camp or rat but it’s technically a valid way to play. I think more dynamic ways of calling them out such as scav patrols or environmental changes like birds stop chirping, wildlife scuttles away when it’s implemented or other subtle queues that someone could be nearby.
It shifts the punishment of a play style to a reward for good play and attention to queues.
@nikgeneburn Could you take a look at the Terminal guards on Shoreline? If you accidently kill one of the friendlies on terminal and die, when you go back into shoreline, the guards will insta-kill you before you can swipe again. I assume they're working like Rogues, but it's frustrating.
For me, I think the primary disconnect with the Hardcore wipe was on two fronts: 1. Increases in tedium for the sake of challenge with no upside. 2. Major impacts to core game loops/balance that just removed player agency.
1. Reducing loot, restricting traders, restricting quests reducing money earned...this all just increases the time to do a given quest/objective. It isn't a new challenge to overcome, but rather the same old pull at the slot machine with just less odds of getting a favorable outcome. The only incentive was achievements, which is fair because I don't think any other permanent incentive would be received well. There should have been an upside to the restriction. If traders cannot be progressed and therefore I have much less access to items, I should see much more in raid to compensate. There should be some upside to the challenge that excites the player.
2. These restrictions go even further to impact core game loops which then add to the frustration. I cannot progress traders because they're locked, I cannot find items because loot is reduced, CMS are only 3/3 as opposed to 5/5 so I've used it all up and now I have to try to limp out of a raid for 20 minutes. I can't buy a new one from traders, I can try to find one in raid but have a much lower chance of finding one, and it just adds up to more and more frustration for the player which can be seen across several vectors and not just meds(ammo, usd, euros, keys, required items for quests - test drive, etc).
Secure container changes make the med issue even more problematic as no meds are retained raid over raid. Dying now requires even more time to re-gear because every med needs to be re-equipped. Accidently forget something like a splint, now I'm limping out of raid because a scav shotgunned my leg and broke it.
This change was even more frustrating as it exacerbated the issue that the original restrictions on the secure container were meant to address. People just run in with no gear and grab stuff and throw it into their secure container. You spend resources to defeat that player but are rewarded with nothing. (I think this was even more compounded by the need for double the hideout requirements while not being required to be found in raid.)
For me, this wipe was the first since I got kappa that I did not get kappa again in my nearly 8k hours. I boil that down to just death by a thousand cuts. There were just continued frustrations that felt like they were added in the sole sake of being "hardcore" but with no intention to how they actually affect the game.
Moving away from the negativity, I think the fact that you're willing to try and test this stuff out is great. I just think it probably should have been thought through a little better and implemented differently. Here's a few suggestions with my prior feedback in mind.
- Do not limit traders or quests early wipe. If you want to try to prolong things, I would use the trader limits to put slightly more restrictions on people who progress much faster while rewarding them for playing well.
- Keep boss spawns up higher but have their loadouts be much more reflective of the time of the wipe. Early wipe they should have the lesser gear they can sometime spawn with and then get better as the wipe progresses. You could also explore in raid events to spawn bosses a very high percentage of time while keeping natural spawns lower.
- Add more med options to early traders or create more specifically defined, well distributed medical areas that have a large stock of meds to ensure players can deal with medical states.
- Restrict secure containers from adding anything that was found in raid (maybe allow injectors?) to incentives players to survive and have to extract to get rewards from a raid.
- Modify the questions in surveys to follow a strongly disagree to strongly agree criteria. This should help identify better feedback around where the questioned posed may have more nuance.
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