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Sakhal map design feedback
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Description

Been playing sakhal on most populated sakhal server now for quite a while and would like to give feedback. To me it seems sakhal has only few players, clearly a lot of people tried it after 1.27 came out but since then player numbers have gone lower, people went back to chernarus/livonia as they didnt prefer sakhal.

  • I think one of best ways you could improve sakhal sell rates and number of players is to allow people have their own individual character on each of the maps, atm afaik you can have 2 characters only, forcing people to delete their chernarus/livonia characters in order to play sakhal has been major mistake when it comes to selling the DLC to as many players as possible.
  • Second is that while sakhal has good hide locations for loot stashes, the map is very small and because of that stashes are actually being found quite easily on highly populated server, it doesnt help that forests you painted to south coast of the map and to tier 3 area cant hold stashes, there is so few spots to hide them in those areas that they are found instantly by players like me.

-Third you clearly made tier 3 island very open area, no ways to hide stashes in woods, no bases. Map design of tier 3 area is main problem of sakhal i think, pvp in tier 3 area sucks because of the terrain/woods/general map design, the island is ugly, boring, open, dull, and whole island is basicly same empty barren forest which only provides players with very few combat styles.. And here is the big problem, whats the point of going to tier 3 area if you dont have bases in there and if the PvP in that area is boring because of the map design. No terrain features, no dense forests, no high hills, nothing special, just empty park-like birchforest where you can spot people miles away and that whole island is the same, there is no variety at all for different styles of combat. Atm you just go to tier 3 area for better weapons, then what ? You have to walk BACK to main island in order to enjoy those weapons in fun areas, why did you design it so that tier 3 area is only something boring where you quickly visit and walk long distance back. Wouldnt it be better that after you reach tier 3 area, you would end up being also in the most interesting PvP environment, beautiful terrain and where you can have small base of your own too.

-4th is that sakhal has clearly been designed so that you visit tier 4 ship, visit tier 3 island, and then head back to mainisland with loot, its like travel simulator, it does not appeal to most of your playerbase to do the trip over and over and over again. You gotta remember that they are supposed to repeat this time after time after time, is it fun after couple of first times to travel back and forth especially if the destination is boring, ugly, baseless and basicly all the same without any variety in level design.

-5th is that there isnt really many good base locations either, me and friend built base with 6 layers of walls before raiders would get to loot and raiding / lockpicking is so easy that 6 walls deep base lasted about 1 week on sakhal that is very small and full of experienced players. Raiding with fists, stonespears, crossbowbolts is overpowered. You can spend 1000 nails, 6 locks, loads of tools, wire and sharpening stones but still all it takes is 3 hours, some wooden sticks and small rocks that you can basicly gather freely and easily. Locks are easy to pick at night with macros, basicly loot is 100 times safer in a stash than in a base which renders bases completely useless.

What i believe as old level designer of a wargame would dramatically improve sakhal is complete new level design of tier 3 island, make it very detailed, hilly/cliffy, decorated with mostly pine trees + rocks instead of birch trees, make the environment be most interesting warzone area that supports multiple playstyles/combat styles that is seen in Dayz (aka sniping, stalking, sneaking, running from building to building, camping, ambushing, luring). And it needs to be expanded bigger, i would make full use of the archipelago idea and fill up the sea that is between tier 3 island and main island with 40% more landmass replacing the water in form of beautiful medium/small sized islands and chain of islands, so it becomes much more interesting for players to walk to tier 3 area when there is very beautiful, dense and coverfull/hilly archipelago which is bridged by ice sheets where also PvP is fun, shooting from island to island, waiting for storm to run through open ice.. It would also be better to expand the tier 3 area in form of small/medium islands to south side as well, so there would be dense archipelago there too, basicly point of this is to increase the landmass size of sakhal and combine that with the idea of making tier 3 area most interesting area for PvP.

The landbridge bottleneck design you chose for tier 3 island "main" entrance is extremely difficult design to make fun even in war games, i dont know what your aim was gameplaywise to have that but i dont think its good design for this game, i believe its ok design to make it challenging to enter tier 3 with vehicles. I believe dense archipelago styled access to tier 3 island would be much more interesting for players as long as you make it beautifull and detailed as well, height+cliffs can make islands very interesting looking and interesting for PvP.

Going to tier 3 or tier 4 is not a problem, you setup stashes with dried food, drink from wells and you can pretty much run as a freshspawn without any weapon to tier 3 everytime you die... problem is that once you are there, its dull place to be, so you wanna head back to interesting place which is main island. Which makes you question is it worth traveling back and forth for little bit better weapon while you could just do the PvP with tier 2 gear and save you the traveling.. Developers often dont play the game themselfes as much as the players do and you are blind to issues that comes when you play the game alot, even if something is fun, is it fun if you repeat it many times... also when was the last time you developers tried to make base of your own in the game, see how long it takes to gather supplies and how fast its all raided.. bases on veteran player's server are completely useless features. I can crack all the bases codelocks with macros in 1 night and im not the only one doing it.

Details

Severity
None
Resolution
Open
Reproducibility
N/A
Operating System
Windows 7
Category
General

Event Timeline

Deeri created this task.Tue, Apr 15, 9:08 PM

The lack of individual hives for Sakhal is pretty limiting for official.
I commented about hive hoping during the streamer exclusive.
I got stuck on an empty server because I didn't want to kill my adventure and randomly hop to another unknown location on the map.
Forcing players to take their summer geared survivor and go to the winter realm... just doesn't sound fun imo.

If there was a maplink mechanic... Like a ship on chernarus and Sakhal... sure... That would be OK imo. Dunno where that link would be on Livonia.. Secret room in the bunker?.. Enter... Go Uncon.. Menu comes up asking which Hive you'd like to transfer to.

-5th is that there isnt really many good base locations either,

Isn't that what the Islands are for?..... Swim over to an abandoned island with a barrel and make camp in the forgotten land.

I just want reasons to go to the islands....

North east Island is perfect for a small Mil base.

Smooth out one of the other northern terrains and throw a little cabin up there. Make it look like something happen there.. few graves and a hatchet embedded in the wall..
just some ideas..

Deeri added a comment.EditedWed, Apr 16, 10:15 AM

Life expectency on full sakhal server is quite short unless you really stay hidden all the time because sakhal is small map, which makes it really not worth traveling back and forth tier3/4 and main island. I believe most players would enjoy the gameplay more if tier 3, shantar island and main island would all be connected via dense archipelagago and beautiful but tactical level design with cover and add whole lot of towns/industrial areas to shantar for base building for example. So that going to tier 3/tier 4 doesnt mean that you have to walk all the way back after that, i believe people would enjoy it much more if tier 3/4 area would be their graveyard as well, to save them from traveling back. Meaning make it a warzone and add loads more landmass in form of islands.

And island archipelago gameplay seems to be completely at a loss, i guess whatever picture you had in mind for that gameplay hasnt worked very well. I would like to see loads more islands, with loads more buildings, even industrial places to provide players with interesting base locations on the islands. I believe boat/archipelago gameplay would be much more interesting if people can have bases on islands and there would be like 40 more islands. Then it could be so that you spawn a fresh --> eat drink loot clothes, sparkplug and basic weapons --> head tier3 or even tier 4 --> if you are still alive you can find a boat and take extra loot to your island base --> have PvP in tier3/4 or in the new islands --> raid bases on islands with boat --> loot base buildings supplies in islands --> build fuel stashes in islands --> have boat vs boat PvP at sea --> Die --> do it again.

2nd route would be to spawn a fresh --> loot basic things and try to find bottles and sparkplug --> get fuel to bottles --> find a boat (which should spawn a lot more and be a lot more common) --> travel to your island base --> continue from there to tier 3 or to find more buildings supplies or you could loot more building supplies on main island before you try to find a boat.

Overall point of this is that sakhal tier 1-2 gameplay is ok, but tier 3-4 gameplay is real crap and it cant be fixed with small tweaks, it needs complete redesign. Asking the question "why players go to tier 3/4 and after they do, what next ?" Then when you have an answer ask "is it fun, do players like it, is it best we can design or is it crap?"

On Hives:
I think there should be official servers free of the hive, maybe it could be reflected by an addition to their title, for example "5092 | Europe - DE | Hive | 1st Person only

Either remove "Hive" for servers outwith the hive, or have "No hive" in it's place

I've also felt some similar hive related frustrations with this current EXP build, as I have a life going on one of the Sakhal servers, but I'm also interested in trying out the "Many Cars" chernarus server, but I don't really want to abandon that life on Sakhal just yet, as I'm in a good position for testing / finding new stuff. I also shared these frustrations during the Streamer early access event too. as I was on a run with some other folks, and was unable to mess about on another server

I do like the idea of hives, for SOME servers, but having hives as the only option is quite prohibitive, For example, I've had the idea of doing a scavenger hunt, where I take one character to Sakhal, collect some specific items (A map, and maybe the briefcase key? / SVD Variant) Then head over to Livonia, and grab something from there (Punch card + Livonia map?) then conclude the journey on Chernarus, I certainly don't want all hive servers to go away! but I believe some servers should stand on their own!

On Sakhal:
I do think the other islands aside from the Main / Military peninsula could do with a makeover, a solid 90% of the other islands feel like they have nothing going on, Sure if you find one of the container keys they can be worth checking for container loot, but if you don't have a key, these are kinda dead space.

I will say that the addition of these dynamic civvy / military boats, Helis, and the dynamic ambulances are a great step in the right direction, Dynamic events at their best, at least in my opinion, should offer a chance of finding some worthwhile loot in a place where it's either
A - Not available
B - In a high traffic area where everything else is likely to be looted
C - Offer a chance to break the monotony of a linear gameplay loop

The map in it's current state feels very linear, As was touched upon in a previous comment, if you want access to the containers, you need a key, To get a key, you need to go to the ship, to get to the ship, it's either a long and treacherous journey involving swimming, crossing ice, and then crossing a (Fairly barren) island "Shantar" I believe the name is.

I believe that either: More opportunities to find these keys, perhaps have them spawn in different locations? Blue key spawns in the ship, Yellow Key spawns in Any tier military, Orange key spawns at the geothermal plant, just as an example.

I think the military containers were, in their original incarnation, a solid dynamic event. If you were willing to venture further afield, and risk braving the cold, you could find yourself rewarded by some high tier military loot. But now until you go all the way to the ship, they're essentially useless to you.

Also about the "Use islands as base locations" point I think that idea was sunk as just in this latest experimental patch, swimming with heavy items was disabled

Geez changed the task status from New to Feedback.Wed, Apr 16, 11:25 AM