PC New group looking to play 7 days, some thoughts.

Thanks folks!

I'm going to look into my current game, and document just where in the world (0,0) is, and then make a series of new game to test out what spawn points are being generated during game setup (for instance, are all games generated on the same map using exactly the same spawn points?  Or just a few, slightly different one?).  

I'll stop back in and post a pic or two from each game.
Spawn points are generated randomly when creating a new map, not when creating a new save.  0,0 is dead center on the map, which could be in any biome, on a mountain, in a lake, etc. Depending on the map.  If you just pick one spawn point from the generated list, it will be in an appropriate location rather than 0,0 maybe being okay and maybe being bad.  For example, in A22, 0,0 will be in the wasteland on a RWG map, which isn't ideal for most players.

 
Spawn points are generated randomly when creating a new map, not when creating a new save.  0,0 is dead center on the map, which could be in any biome, on a mountain, in a lake, etc. Depending on the map.  If you just pick one spawn point from the generated list, it will be in an appropriate location rather than 0,0 maybe being okay and maybe being bad.  For example, in A22, 0,0 will be in the wasteland on a RWG map, which isn't ideal for most players.
Ahha!  So, checking my (mis)understanding, I have to first use the RWG to make a map, and then all game created using my map will have the same spawn points, from then on?

Here are shots from my current game, making sure I do indeed understand the ingame map gps system.

Current game, centered.jpg

Current game, homw in bed.jpg

Ok, so this is what the settings are for making my first world, and then an in game image of what the spawn point looks like will be posted.

1st world.jpg

 
Ahha!  So, checking my (mis)understanding, I have to first use the RWG to make a map, and then all game created using my map will have the same spawn points, from then on?
Yes.  Or use an existing map that either comes with the game or that someone else made and edit the spawn points and they will always be the same for that map unless you change them.

 
Ok, so here goes something.
first RWG map, first spawning in, and let us see what we can see.

First image is the " Oh so easy to find once I learn how to follow directions properly" file, and let's look at this.

I know nothing about this map (Just like all my friends will when they first play on it), so seeing myselm spawning in over 1.5 klicks east of center doesn't tell me anything, as who knows where the trader is.

spawnpoints for 1st world.jpg

Forgot to share where I spawned in at, lol.

Now I can reload the game, unpause, and play normally and get to the trader.

spawnpoints for 1st world first try.jpg

 
The trader locations (all of the POI locations) should be in some similar file (prefabs.xml, search for "trader"), so you could compare the existing points to the traders and choose a nearby one. Might take a bit of math, but sticking to ~1k accuracy each direction should get you close enough.

Or you can find the trader coords and edit the spawn point (close) to that. Something like [+100, +100] so you don't collide with the trader compound... load in, check that you won't spawn in a tree or fall too far and log out.

Also, technically you could even implement a RP start for your world if you like, by making, let's say a prison cell, and setting the spawn point inside of it - the spawn comes with a height coordinate, it should spawn you nicely right within a structure (or within a wall if you misplace the point .. 😛 )

 
Ok, now I have completed the initial gearing up tutorial quest, and can head out to the trader.  I have to say, I was impressed with the abundance of wood and stone right nearby, and with the trader now so far away, this seems a good spot for party spawns, when we can manage to get some shared time to start a game.

Before I go any further, what would happen if I were to build a supply cache, with all the needed resources to meet the initial quest in it right near the spawn point?  Would a player spawning in wipe the supply cache out if it was too close, or would the supply cache make trouble for a player to spawn there?

quest completed.jpg

 
Would a player spawning in wipe the supply cache out if it was too close, or would the supply cache make trouble for a player to spawn there?
As long as you don't place the cache (or other blocks) exactly on the point where people will spawn, it should be fine.

 
As long as you don't place the cache (or other blocks) exactly on the point where people will spawn, it should be fine.
I'm not sure that would even matter.  They would just spawn on top of it like if you spawn at a POI, unless I'm mistaken.  But better to do it a few meters away anyhow.

 
I'm not sure that would even matter.  They would just spawn on top of it like if you spawn at a POI, unless I'm mistaken.
To be honest, it's been a couple major versions since I last messed with those, to make a spawn for a friend to test out my Indy-style entrance ("only the penitent man shall pass") ... :) Back then it used to happily spawn me either in the air, or within terrain blocks, just based exactly on the altitude defined in the xml. The stuck-resolver would likely deal with it, but it's not a great experience.

 
To be honest, it's been a couple major versions since I last messed with those, to make a spawn for a friend to test out my Indy-style entrance ("only the penitent man shall pass") ... :) Back then it used to happily spawn me either in the air, or within terrain blocks, just based exactly on the altitude defined in the xml. The stuck-resolver would likely deal with it, but it's not a great experience.
That seems to have been fixed. You can set the altitude to 0 or 255 and it will still spawn you on the ground or on top of whatever happens to be there.  The only way it seems to make any difference is if you have something like a multi story building.  In that case, I believe (I haven't tested it) that the elevation will allow you to spawn on a specific floor instead of on top.  How it works if it would spawn you between floors, I am not sure... Perhaps just drop you on top like if it is just an object on the ground and your spawn elevation is set to in the ground or in the object.

Still, I do agree that putting the chest a few meters away from the exact spawn point is just better anyhow.  No need to spawn on top of it.

 
So, good and bad news.

I got a bad case of the shakes, and had to crank up the heat, and had to stop playing and tinkering around with the spawnpoints.

OTOH, the husband and wife team hit me up for a game, and while I had to decline playing, I was able to teach them how to edit their player profiles, and get their game setup with just the single spawnpoint for their games.  :)

Arcgwey-farm.jpg

diwnsraurs.jpg

 
One thing I will mention about spawnpoints that so far as I know use to work back when I was an admin.

If I wanted to spawn someone at a particular spot I would change the height number to -1.

So I would type it like this...

535, -1, 796

from what I remember the -1 was a default to have the player spawn at the "ground level" of those coordinates.

Ground level would be the height of whatever was at that spot so the player didn't spawn in ground or up in the air.

If there was a hill at that spot they would spawn on the hill, if there was a building they would spawn on the roof, etc.

Not sure if it still works that way now or not.

 
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Got a very nice playing session in Sunday with the husband and wife team, and despite some ongoing computer issues, had a very positive playing session.  The biggest failings were because I my stupidity, because I wanted to teach them about the need/usefulness of mission stash's, twice we lost loot because I positioned them within the respawn radius of the POI's that we were clearing.  :(

I was having such a good time playing, I didn't take a single screen shot during our joint session.  We made it to day 5 with our latest game, so will be looking forward to our ongoing adventures...

hours sunday, feb25th.jpg

 
Multiple play sessions, some solo, some pairs, and a tri in the last week, learning the game as I make new characters and play with different folks.

Sundays totals..jpg

 
Lots has happened, got several characters playing with several different peeps.  Hard to keep all the different games sorted out, but that is helping me explore this great game!

I've had the game now for 36 days, and I can truthfully say, it doesn't take me any 7 days to die.

I die much faster than that, lol.  I've gotten 5 people to play with so far, 1 experienced player from back n the day, and 4 other brand spanking new players, most of whom can shoot farther and faster than I can.

Current hours played to date:

Hours played  march 6rg.jpg

 
Many good things happening.

dnncngnvbn.jpg

Looks like not quite 700 hours played so far.

Had a good time playing with the husband and wife team last night, and might be able to play with them again this afternoon.

 
Just about got things figured out enough to get things rolling.

Got 4 of us (in addition to myself) that play legit private games, and know others that play on public servers/modded versions of the game.  Our core group of five play different amounts, 2 play quite often/daily, while the husband/wife team play a bit less than that.  Our most experienced player doesn't get to play more than 1-2 times a week (and sometimes, not at all), but is a good sport about letting all of us newbs make an effort to explore the map, and explore the game for ourselves, and doesn't ruin the adventure for us with spoilers.

All games have only so much content after all, and the faster you run through it, the sooner you run out of new things to do.  I am deliberately going as slow as I can, so that, even though I have a huge number of hours in the game (considering I was downloading it on the 2nd of Feb), I'm still playing starter areas and concepts.  I spend lots of time making new characters, trying out new openings, and ways to build my character(s), discovering different way to build bases (and yes, how NOT to build a base), and having a blast as I explore things.

Current total hours played as of today, March 19th, 2024:

744.5.jpg

 
Some thoughts.

Spawning in the same place for all team members has been achieved by editing the spawnpoint file.  While this works, and in no way could be considered hard, I'd like to put forward that making some such thing a part of the game creation GUI/settings would be a better option.  Let me post the game settings that my group and I are currently using while we learn the game.:

General Tab.jpg

We are learning, and so are using the easiest settings the interface allows us to select, while giving us the best loot currently possible.  None of us want to play on public servers, and allowing an in-game day to take up 2 real hours seems good.

Basic tab.jpg

On the Basic tab, we see blood moon disabled (new players, remember), and no one wants to be chased down and swarmed, so zombies don't get to move faster than a walk.  Air Drops come every day, because reasons.

adv tab.jpg

On the Advanced Tab, we see everything designed for the players to have the easiest time we can arrange, with the exception of leaving the second to last setting set to "ON", as we do want to have new/replacement zombies in our games.

mp tab.jpg

The MultiPlayer Tab is how we roll.

This last Tab, would be where and how I would build my own settings, and just serves as an easy way of showing how it could be implemented in game at some point.  Replace the titles amd options to whatever you want, so this notional 5th Tab gives us space for 12 nre options to be implemented in an easy to work with interface.

1)  Initial Spawn locations option.  Right now, all initial spawn locations are randomly determined, and the players currently have no ability to spawn as a group, so perhaps the first one could be where the player could setup the "Party Spawn" from a list of options.

2)  Looking back at the experiences of my and my groups poor characters, I would set the second line to bedroll respawns, where one selectable option would be to keep the most recently laid down bedroll as the only one a player could select, but other options would allow for more than a single bedroll to be active (and therefore selectable for respawning at).  My own preferences would be to allow multiple bedrolls to be active, as long as all the others were in the land claim blocks radius of the player.  As I understand it, currently any player can have up to three land claim blocks at a given time.

3)  About the land claim blocks limit, I would want options here as well.  Maybe players might want to just allow folks to have a single claim, but I myself would prefer to have a higher limit, and use a bit of roleplay in the process, say something like, basic 1 land claim block, plus one additional block for each and every trader that their stalwart character has contacted/completed all tier one missions for.

3a)  This ties in with the multiple bedroll respawn points idea above, have the more renowned characters being allowed better respawn options than those that don't bother with land claims.  If your playstyle is "Back-Pack AD&D" style, no change would be affected by this option, but for those that wanted to build up their respawn options list, by being allowed to select one bedroll from each of their bases, in addition to the one they are presumably laying down before attempting a particularly hard PoI.

Anyway, just a few quick options for the notional "New Options" Tab in the game creation GuI.  I see 12 options max per tab, and if the 5th Tab were to become a thing, how would you folks fill out the remaining 9 potential spaces?

New GUI Options.jpg

 
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Note that that's not for "respawns" - that setting controls if you have enemies At All.
Are you sure about that?  I was told that all enemies would still populate (Once), and then no new foes would get placed.  I have not tested this out myself in A21, but can anyone either confirm or deny this, so I can avoid the time needed to test this out?

 
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