Darkwind
DW: Scavenger, is live!

*sam*


Posted Sep 8, 2011, 11:17 am
Darkwind: Scavenger is now live and available to all subscribers!

In case you have been living in Vault 101 and don't know what Scavenger is all about, here's a quick run-down:

1. Subscribers can create a Scavenger gang in addition to their regular gang. You switch between the two from your 'My Gang' page. You only control one at a time. You should exit and re-log into the lobby if you are there when you do a switch.
2. Scavenger gangs and regular gangs cannot scout together.
3. Scavenger gangs have a separate marketplace, so they can only trade with other Scavenger gangs.
4. Scavenger gangs have no access to money, and therefore cannot buy or sell with NPCs.
5. Town $ prizes and $ mission fees are replaced, for Scavenger gangs, with ammunition/bulk goods prizes.
6. Perma-damage is much more severe, and NPCs will tend to field damaged equipment
7. You need decent mechanics to fix equipment or armour. For anyone with less than a 50 skill mechanic, you're basically limited to C armour. But the NPCs are too...
8. Scavengers get a 'starter pack' of ammo and bulk goods. They also get free loan cars in place of the normal rental cars.
9. Food/water must be present in your lockups if you want your characters to stay healthy every Friday at the update. This is calculated at 0.7 units (rounded to the nearest whole number) of food and water per character.
10. Scavenger gangs are all full pvp, everywhere, and have no CR-balancing when their squads are matched up against each other. Return encounters are possible in Scavenger.
11. I have probably forgotten stuff so I'll add things here as necessary

DW: Scavenger is essentially 'DW: Hardcore' and it will be used as a test-bed for new features which are too controversial for immediate launch into the 'regular' game. Features tested here may, of course, be added to the regular game if they are fit for use there.

Some of the features above may be removed/modified in DW:Scavenger if necessary.

Apologies to anyone who hates the idea and prophesises the death of the game due to it. I know it won't be everyone's cup of tea, but the majority of feedback about this idea is very positive so I'm hoping to entice back some old players with it, and I believe the overall impact will be to increase the active player-base as well as providing a safe testbed for new features for the main game. I'll be sending out a newsletter in a few days.
JuaN VaLDeZ


Posted Sep 8, 2011, 11:29 am
Does the morale of one gang affect the other gang? If i do Scavenger mode will it have any effect on my normal gang at all?
*sam*


Posted Sep 8, 2011, 11:32 am
No effect, they are entirely separate gangs.
*Tango*


Posted Sep 8, 2011, 11:52 am
maybe I'm missing it in his post, but FYI you create a scavenger gang by going to your gang page and clicking the button near the top that says "Create Scavenger Gang"
fleau


Posted Sep 8, 2011, 4:43 pm
If i try scavenger mode, do i stay in 'vacation mode' with my normal gang?
*sam*


Posted Sep 8, 2011, 4:47 pm
Only if you set them to vacation mode, fleau
*Grograt*
gary.r.horder@gmail.com

Posted Sep 8, 2011, 4:55 pm
Any chance of some notification of what gang people are using in lobby ?

IE :

(SCAV) In front of user name on lobby list

(scav) *grograt* Heavy Metal Legion

*grograt* Brothers Of Metal

or a different color to green for user name

*grograt* Heavy Metal Legion

*grograt* Brothers Of Metal

Otherwise knowing who is running their scav or original gangs for scouts will be a nightmare

*sam*


Posted Sep 8, 2011, 5:15 pm
Good idea, will do ASAP, thanks grog..
Groove Champion


Posted Sep 8, 2011, 6:51 pm
Are narrative missions available to Scavenger gangs?

If they are, could they possibly be a balance issue?
*sam*


Posted Sep 8, 2011, 6:58 pm
Yeah, I basically removed all $ prizes but left other prizes as they were, groove
Fealty Lost


Posted Sep 8, 2011, 10:52 pm
Do people who start a scav gang keep the same name and gang name?
*sam*


Posted Sep 8, 2011, 10:59 pm
Same screenname, new gangname (it's a new gang..)
*Marc5iver*
marcg@comcast.net

Posted Sep 9, 2011, 12:19 am
Are Scav gangs able to use camps?
*JeeTeeOh*


Posted Sep 9, 2011, 3:31 am
No questions here (yet).

Just wanna say CONGRATULATIONS Sam. Can't wait to test drive this sucker!

Thanks as always for keeping us entertained. :)
*Bastille*


Posted Sep 9, 2011, 4:35 am
yeah, thanks to all the testers and guys that got this all going too.




d0dger


Posted Sep 9, 2011, 5:56 am
Scavenger seems to have affected the functionality of proper comparisons in DWstats... even when comparing a capture of my non scav gang to a previous capture of my non scav gang.
d0dger


Posted Sep 9, 2011, 5:57 am
something seems wrong on the in game display too, I see my training results, but it also doesn't seem to have reset the weekly count from gains earlier in the week.
Stingray191


Posted Sep 9, 2011, 6:19 am
I've never been this eager to scout in a borrowed bit of crap with completely hopeless gang members before!
*viKKing*


Posted Sep 9, 2011, 7:33 am
Thanks to Sam and beta testers! :cyclops:
4saken


Posted Sep 9, 2011, 7:36 am
I can see I picked a good time to re-sub!

Thanks *Sam*!
*Tinker*


Posted Sep 9, 2011, 11:36 am
*sam* said:
1. Subscribers can create a Scavenger gang in addition to their regular gang. You switch between the two from your 'My Gang' page. You only control one at a time. You should exit and re-log into the lobby if you are there when you do a switch.
2. Scavenger gangs and regular gangs cannot scout together.
3. Scavenger gangs have a separate marketplace, so they can only trade with other Scavenger gangs.
4. Scavenger gangs have no access to money, and therefore cannot buy or sell with NPCs.
5. Town $ prizes and $ mission fees are replaced, for Scavenger gangs, with ammunition/bulk goods prizes.
6. Perma-damage is much more severe, and NPCs will tend to field damaged equipment
7. You need decent mechanics to fix equipment or armour. For anyone with less than a 50 skill mechanic, you're basically limited to C armour. But the NPCs are too...
8. Scavengers get a 'starter pack' of ammo and bulk goods. They also get free loan cars in place of the normal rental cars.
9. Food/water must be present in your lockups if you want your characters to stay healthy every Friday at the update. This is calculated at 0.7 units (rounded to the nearest whole number) of food and water per character.
10. Scavenger gangs are all full pvp, everywhere, and have no CR-balancing when their squads are matched up against each other. Return encounters are possible in Scavenger.
11. I have probably forgotten stuff so I'll add things here as necessary


12. playing scavenger gangs stops weekly training for normal gangs.

why is that so? is it a coding problem? i see no good reason for this, it's just a deterrent for playing scavs IMO
*sam*


Posted Sep 9, 2011, 11:51 am
*Tinker* said:

12. playing scavenger gangs stops weekly training for normal gangs.

why is that so? is it a coding problem? i see no good reason for this, it's just a deterrent for playing scavs IMO



Yes, it was a coding problem, the database query was bringing the database server to its knees. I have figured out a better way of phrasing the query though, so it's fine from now on. Your regular gang will still get training even if you have selected your Scavenger gang as the active one.
*Tinker*


Posted Sep 9, 2011, 12:00 pm
Now would it make sense that any won events in both gangs would give morale to normal gangs? Just saying one more "deterrent" left i believe :)

Just to clairify,

I'm not having much time to play these days, i would love to just jump into scav, but i can barely get my morale to 200 before fridays
*JeeTeeOh*


Posted Sep 9, 2011, 4:14 pm
*Tinker* said:
Now would it make sense that any won events in both gangs would give morale to normal gangs? Just saying one more "deterrent" left i believe :)

Just to clairify,

I'm not having much time to play these days, i would love to just jump into scav, but i can barely get my morale to 200 before fridays


NO NO NO NO NO.  Separate gangs and essentially a separate Evan. No sharing of morale! Or women! Nuthin!
Flaming savage


Posted Sep 9, 2011, 5:07 pm
Is there something wrong with races? Just won a plain race in which you didn't use your on car. Got no reward.
Groove Champion


Posted Sep 9, 2011, 6:23 pm
The Disco Cats online. B)

More importantly: Thank you very much for this addition, Sam. I imagine it wasn't an easy game mode to balance, test and release. The hard work is very much appreciated here!
*Grograt*
gary.r.horder@gmail.com

Posted Sep 9, 2011, 7:10 pm
Scavenger is the prequel
*lumplore*


Posted Sep 9, 2011, 10:55 pm
:cyclops:
Holy crow auto dueling road warriors; this is it! Watch out because I foresee a most entertaining winter and future. I have always believed Dark-Wind needed zounds more PVP plus gutter punk feel, and now we have proper gang warfare here after all. Congratulations on tons of grueling work from all involved for this evolving Dark-Wind masterpiece Sam!

LL of CC
Lord Foul


Posted Sep 10, 2011, 3:17 am
While I like the idea of scavenger there are things to consider by having a game within a game. To me Scavenger is regular DW in slow motion without the uber weapons.
So instead of progressing at 100% in regular DW, you are now progressing at 25% of regular DW.

Now I understand scavenger will be a test bed for other so called “controversial” features that could upset the community. Though I believe those will be few and far between.

No matter the view, at times scavenger will be partially splitting up the non vet community that does not solo scout. A newer player may be looking to scout in regular dw and have no interest in scavenger, but there may be 5 other newer players getting ready to do a scavenger scout. So the newer player will have to decide to wait for other players, wait for the scavenger group to return in hopes of doing a regular scout, scout on their own or go do something else. This kind of situation will be exasperated by times of the year, like summer when there is less than a page of players during non peak hours.

Scavenger will most likely cause a cascading effect in regular DW at first and could become more permanent as time goes by if that part of the game becomes popular.

Example: For every current player that decides to convert fully or partially to scavenger to scout there is one less scout run in regular DW. This then means less use and loss of chassis, engines, weapons, characters etc..

This in turn means less need to replace chassis, weapons etc.. Which will trickle into the regular DW economy and less and less product will sell over time. For a short time this will have a good effect on prices as regular DW players will be forced to sell for a lot less, which will be good until most items will simply not sell anymore as very few will have a need for them. As time goes on this will affect any camps making product to sell on the market as there will be less players around or have enough time to want to buy and use the product as less will be lost as well. While this may not hurt regular DW as some players have had mentioned there’s to much money in DW, it will change the economy of DW. Players will still be able to make plenty of money doing other things, but the interaction between players in the market will diminish and the solo aspect of DW may become more prominent than it currently is as players will not be able to acquire funds through the markets as they once could.

What currently helps counter the above from happening is fresh blood and as time goes on new players may simply bypass regular DW and join scavenger full time if it becomes popular. Doing this will slowly break the cycle of new players becoming vets to provide product to new players who in turn become vets and so on. Many NPC gangs may become high famed for longer periods with lots of encounters in travels and much more camp attacks than is normally seen.

I could go on, but I think you’ll get the idea that scavenger may be good in one aspect, but may end up affecting regular DW in a negative way as time goes on. Scavenger will probably affect dw in some way no matter your view and both are connected to the most important part of the equation, the player.

Now on top of all that, we still only have one developer with the same amount of time he had before, but now has to divide that time up between the two games. At some point something has to give somewhere as we will now have bugs reports for two games and suggestions for two games etc..

One thing still puzzles me that I mentioned elsewhere, if food and water are working properly in scavenger towns, why are they not working properly in regular DW where the code was originally installed a few years back but was broken/not working for the towns.

I personally would have preferred a community poll like we used to have about what the community wanted to see worked on next. This way we could have chosen from a list of things, like -into the ruins, morgan, scavenger etc.. Unfortunately this did not happen and Sam was convinced through a thread and pms to go in this direction.

I hope things turn out well, but one should consider that it may not.
Juris


Posted Sep 10, 2011, 3:26 am
C'mon Foul, its not a zero sum game. No way vets who worked for 2+ years irl are gonna abandon their gang for scavenger (okay, maybe 1 or 2, but they would've left DW anyway). Besides, how many SS scouts in C grade armor can you do before you want to hop in a twin CC buzzer in BL...

Edit: And I believe the extra time Sam spent on Scab already helped the main game by giving us ped weapons in loot. I'm sure they'll be more stuff like that. I do wonder if he could've spent the same amount of time designing cycles though... :rolleyes:
*Tango*


Posted Sep 10, 2011, 3:43 am
I like vanilla and chocolate ice cream. Some days I'm in the mood for one, some for another. Having another flavor doesn't mean I eat less ice cream. It's nice to have a different kind of challenge.

I'm not worried about new players not getting into scouts because everyone is in scavenger mode. Isn't scouting with newbies a function of marshals and anyone who wants to grow the player base? I started scouting with Moth recently, he's gotten pretty good in the past month. If I find another new player with promise who will use vent I'll be scouting with him too.

I am worried we don't have enough active marshals. Lately I've seen the lobby with no *'s in it a good bit as some of our marshals have gone missing. And no I'm not looking for a badge, I'd consider myself a marshal of the last resort.

Sam has already said that the games share 99% of the same code. I don't think comparing it to two different games is a fair comparison.
4saken


Posted Sep 10, 2011, 5:56 pm
Question: Are there going to be any camps in DW:Scav?


Also, in response to Foul...

1) This game didn't always have so many players and it did just fine.

2) New players really shouldn't be playing the hardcore version in the first place. Much like other games with a higher difficulty setting, hardcore is for when you've already beaten the game. And although there's still plenty to see and do in regular DW, for all intents and purposes if you have millions in the bank and a bunch of apaches and a few buzzers and such, it's safe to say that you've "beaten" the game.

Also, I feel that this is not just a typical "what to work on next" item. Many of us have been wanting something like this for years and I'm pretty sure it's more what *Sam* had intended to make in the first place. Regular DW makes alot of concessions to what people expect out of an MMO and over time that has made it less of what it was supposed to be. But this was necessary IMO, since you would have to pretty much be a vet in that game to have any chance to do well in this one.

*Sam* could not have rolled out this game to begin with. It would have just been too frustrating and would never build a playerbase. I used to play a little Vietnam squad game, and although I know full well it was supposed to be gritty and hand me my ass, the difficulty curve was just too damn hard, and I would build up guys just to see some random mortar take them out. It was too hard for me to ever get any good at, and I gave up on it and went on to something else.

DW:Scav exists for vets. But it also only exists because of vets, and because of years of developing DW.
Groove Champion


Posted Sep 10, 2011, 6:04 pm
Scavenger may fragment the community, but no more or no less than incessant forum flame wars fueled by divergent play styles and requests.
*Bastille*


Posted Sep 10, 2011, 7:03 pm
I think there will be much possitive for DW normal.

I got a bit 'going through the motions' and goat starting all this up made me think about the world a lot more again. Both scav, and now. I've found it really refreshing. That alone is a big bonus.

Groove, can I borrow you underpants?
*Tango*


Posted Sep 10, 2011, 7:46 pm
Groove Champion said:
Scavenger may fragment the community, but no less than incessant forum flame wars fueled by divergent play styles and requests.


Well said.
*Bastille*


Posted Sep 11, 2011, 5:55 am
Yeah, nothing like dousing flame with Methanol :rolleyes:

Just saying
*Maxxed*


Posted Sep 12, 2011, 4:35 pm
*sam* said:
Your regular gang will still get training even if you have selected your Scavenger gang as the active one.


I assume that this is not retroactive.

i.e. My normal gang still has not received training this week nor have they been charged for training fees as I was logged into ScavMode when training hit this week.

Unfortunately didn't see your warning post till after training hit...was trying to be clever by playing Scav when the rollover occured so that I would have as many doods in town for the bonus from training centres when the week rolled over.
*Maxxed*


Posted Sep 12, 2011, 5:28 pm
Lord Foul said:
For every current player that decides to convert fully or partially to scavenger to scout there is one less scout run in regular DW.


Should this become a problem I can think of a few ideas that might address the issue.


*Scavenger as an unlockable feature - perhaps via completion of one, some or all missions.

*Scav as a rules set for some towns eg. Morgan (poss Shanty) - This could also allow progression of characters from standard to hardcare mode and provide a retirement home of brutal dignity for the maimed, geriatric, capped and sack-on-the-spot-after-pinchin-his-handgun doods.

*Scav or Normal mode only available to subscribers.

*Scav as Valhalla/Reincarnation Zone

*Limiting available characters in Scavwind - possibly with a relationship to 'souls' as per above

*Scav as a deluxe add-on to standard sub.

*Scav as an old boys club - like a golf club, requires nomination and acceptance by the fraternity.

*Fade-South: Towns become increasingly Scav like as you go south.

And I'm sure Sam and the community could hatch a dozen more...

However Lord Foul does bring up some interesting and valid points one of which could be addressed with the use of something like this:

Perhaps each interested subscriber (or RC member or whatever) could put forward a concept or feature that they would like implemented, improved or resolved and from this data a list of priorities or focal areas could be created.

In a manner akin to the voting sytems in use in camp environments each week(or determined time period)interested parties could add a vote to the cause of their choice(often but not always their own) which would shift the priorities list.

Obviously Sam could still develop the game in whatever fashion he deems appropriate but it would give him a finger on the pulse of community attitudes as well as building up a database of non-specific demographic information.

As issues brought forward were resolved they would naturally lose prioritization as players put their votes towards unresolved issues.

Having a list such as this could also promote ideas channels in forum discussion and may allow for natural focus groups to occur and further facililitate the deconstruction of the core issues of game mechanics and environmental mythology.

Furthermore I believe that a device such as this could free up Sams time from considering proposals put forward either articulately or vehemently by the lobbyists of various virtual causes...

Through natural synergies and global adoption of core DW values dynamic factors will enage in interplay with social forces to alleviate and elucidate the non-rubber like entity of spacetime critically amassing on Sam further facilitating temporal vacancies allowing Sam to get on and do what he should be doing....spending our subscription money on fine stout and finer whiskey. 

Personally I'm digging what has come from Scav into what i still see as the main game.

Pragmatically ped weapons in loot spawns is the most significant change as the accessability of handguns in DW has always struck me as odd(i loved handguns in CW) (BTW reckon maybe a handful more ammo clips and slightly less rifles would keep the balance right and maybe the occasional prestige wpn like a sword or blk1 combat knife) but I believe the conceptual changes are more significant.

Food, Water and Fuel matter. Skill classes matter more.

Money means nothing.

B)
Parapsycho


Posted Sep 12, 2011, 10:08 pm
4saken said:
Question: Are there going to be any camps in DW:Scav?


If there are, I hope there are less barriers to having a camp than in DW:Lite. Camps there always seemed to have a "rich get richer" feel to them, and seemed to contribute to the 'broken-ness' of the economy. Maybe if you gather enough starting materials (wood, stone, metal), anyone can build their own camp, even if it had just a single building to start out with, and you could build it up over time. That's how I first thought camps would work...
Groove Champion


Posted Sep 13, 2011, 5:16 pm
ParaPsycho said:
4saken said:
Question: Are there going to be any camps in DW:Scav?


If there are, I hope there are less barriers to having a camp than in DW:Lite. Camps there always seemed to have a "rich get richer" feel to them, and seemed to contribute to the 'broken-ness' of the economy. Maybe if you gather enough starting materials (wood, stone, metal), anyone can build their own camp, even if it had just a single building to start out with, and you could build it up over time. That's how I first thought camps would work...


I agree with parapsycho here. The "rich get richer" comment rings particularly true to my ears.
JS


Posted Sep 13, 2011, 6:05 pm
ParaPsycho said:
4saken said:
Question: Are there going to be any camps in DW:Scav?


If there are, I hope there are less barriers to having a camp than in DW:Lite. Camps there always seemed to have a "rich get richer" feel to them, and seemed to contribute to the 'broken-ness' of the economy. Maybe if you gather enough starting materials (wood, stone, metal), anyone can build their own camp, even if it had just a single building to start out with, and you could build it up over time. That's how I first thought camps would work...


What are the "Barriers"?
*Grograt*
gary.r.horder@gmail.com

Posted Sep 13, 2011, 7:00 pm
money ! :rolleyes:

I would like to see feudal type gatherings of gangs creating fortress type affairs rather than camps..... more like the oil refinery in mad max than a corporate affair
JS


Posted Sep 13, 2011, 9:25 pm
*Grograt* said:
money !  :rolleyes:

I would like to see feudal type gatherings of gangs creating fortress type affairs rather than camps..... more like the oil refinery in mad max than a corporate affair


Money is a hurdle, not a barrier.  Your idea would work in Scav I'd imagine.
*Grograt*
gary.r.horder@gmail.com

Posted Sep 13, 2011, 9:40 pm
Sorry, i thought this was about camps in scav, my mistake
JS


Posted Sep 13, 2011, 9:59 pm
*Grograt* said:
Sorry, i thought this was about camps in scav, my mistake


Yes, it is.  But there was a coment about "rich getting richer", and "Barriers" which I repsonded to.  But you are correct, that belongs in another thread.  However, the gratutous comments that started this offshoot don't belong either.
*Bastille*


Posted Sep 14, 2011, 2:33 am
*Grograt* said:
money !  :rolleyes:

I would like to see feudal type gatherings of gangs creating fortress type affairs rather than camps..... more like the oil refinery in mad max than a corporate affair


yes

Yes, yes, yes...

YES!!! (and no I don't mean that prog rock band from before the solar flare)

p.s. neat new avatar
*Bastille*


Posted Sep 14, 2011, 2:47 am
This is a little off topic from Scav, but relavant to the later conversation.

JS said:
ParaPsycho said:
4saken said:
Question: Are there going to be any camps in DW:Scav?


If there are, I hope there are less barriers to having a camp than in DW:Lite. Camps there always seemed to have a "rich get richer" feel to them, and seemed to contribute to the 'broken-ness' of the economy. Maybe if you gather enough starting materials (wood, stone, metal), anyone can build their own camp, even if it had just a single building to start out with, and you could build it up over time. That's how I first thought camps would work...


What are the "Barriers"?


Poor JS, don't take it too much to heart bud :)

I have held this pov for a long time about the rich getting richer in 'normal' but now I think of it, there is quite the place for that sort of thing. Camps do sponsor the major leagues. I would like to see less of their product out in the world though, and more activity supplying the leagues and local shops.

Maybe camps in Scavenger could work in this way? Rather than production going into individual chassis or weapons for direct sale, they interact with towns. Camp production is rewarded with Food and supplies. Camp wars are over who supplies what to where.

To take the Mad Max picture, that camp supplies crude oil. Another may refine it. Another may make some form of makeshift tires. Many would work as farms as open farm land in Scav does not seem right. I don't know if getting too involved in details about what is being manufactured is important, just that they are doing something and that receives some form of perk.
Blaer


Posted Sep 16, 2011, 9:13 am
Awesome mad max goings on IMH(and noob)O...
As such I don't know spit about camps but I assume that if they only produced one type of commodity it would force a more bartering community that a place that was capable of covering all that you're struggling to get and therefore deminish the whole idea (as I naively see it) that is behind the Scavwind...
Looking forward to it though... So much smexy potential... Very glad my years long vacation ended today =D
*Maxxed*


Posted Sep 16, 2011, 10:22 am
What i reckon would be awesome is if scavenger mode worked more like Roadwar 2000...you can have stashes in town but your gang always stays together food and fuel usage is absed on movement so you wouldnt have to log in constanly to maintain your gang.

If you are timepoor it is going to bcome a choice of running your old gang or playing scav for many people as garage costs and upkeep fees in southerly towns is so high.

On the subject of costs also reckon $10 a week for hospital and $100 for traing is too low...so token it might as well be autoselected...$1000 a week for either would seem a bit more realistic...possibly offset with a reduction in garage fees.
Blaer


Posted Sep 16, 2011, 10:29 am
Just finished reading the earlier scavenger thread... I was liking the one-upping, and would like to voice one here... Camps... Everyone needs one... Towns should let you store minimal stuff and maybe a couple cars max. If I read it correctly, camps take storage levels and garage space all into account... And who says camps 'produce' anything... It's just what you put the communal fire in the middle of, where I know to meet up with everyone if I survived today's "berry-picking"... Just gotta wash the blood... Errr... Juice off before din-dins...
GrowlingBadger


Posted Sep 16, 2011, 12:11 pm
cheers for the free 2 weeks Sam!

GB
*sam*


Posted Sep 16, 2011, 12:29 pm
You're welcome GB B)

I'm hoping it brings back a few of the old faces ;)
GrowlingBadger


Posted Sep 16, 2011, 12:33 pm
why not offer it to noobs that are not subbing?

GB
*sam*


Posted Sep 16, 2011, 12:36 pm
I think it's an 'advanced' feature.. mostly of interest to those who already like the game and who have started to find it too easy
GrowlingBadger


Posted Sep 16, 2011, 12:53 pm
furry muff.
*Bastille*


Posted Sep 16, 2011, 4:56 pm
Sam man, this is awesome!

Have not had this much fun since Stanley 'Moonshine' Rodriguez (Bastilles first leader) was driving around in a chomper.

On ya Goatus B)
GrowlingBadger


Posted Sep 16, 2011, 5:13 pm
The Goat has gone awfully quiet since Scav came out? Are he and Sam really the same?!
*Bastille*


Posted Sep 16, 2011, 5:25 pm
yeah! how dare he subject us to this and then go A.W.O.L.

Next he's on, I say we shoots him. :cyclops:
*sam*


Posted Sep 17, 2011, 4:02 pm
He was busy with a conference earlier this month, not sure if that's over now
*Ninesticks*


Posted Sep 17, 2011, 4:30 pm
You need a reason to shoot Goat?

In direct contradiction to some of the predicted gloom I have been scouting with some players I never really got to scout with in normal DW - becaue of Scav. I find my interest in the game regenerated, the struggle has begun anew and by goodness I am always aware that my scant progress hangs by the thinnest of threads. I think that the economics/barter system of Scav will force players to have smaller gangs and be less geographically diverse, this is for the better for all sorts of reasons. I have met quite a few players in encounters, had a really great fight with JS and even considered taking 1 fresh car vs 2 damaged rentals and 2 loot cars just for the fun of it.

Gread addition to the game, you can forget the normal DW issues/pressures and just have a laugh.
*Bastille*


Posted Sep 17, 2011, 4:51 pm
yeah exactly.

Went back to norm today so I can run some goods south to camp. Man, what a chore. the only fun was racing my flail through the fray. All the, what is targetting what for several vehicles, is quite the headache.

Quote:
You need a reason to shoot Goat?

well, I don't need one, but .....  :rolleyes:

I would never have thought of doing such in norm, I was too scared to lose .. something, not sure what. Now that I know he was at a conference, theres another excuse to go shoot him.  :cyclops:

I was even smack talking in the arena the other day. Not like me at all. How fabulous.
wrestle


Posted Sep 18, 2011, 1:10 am
wow this seems neat i only opened the announcement to unsubscribe from the newsletter but it caught my attention as a great idea

what is the "griefing" policy in dw scav

*Bastille*


Posted Sep 18, 2011, 3:07 am
It shouldn't really be any different to normal.

Beating up on each other is the name of the game, but continual hounding of a player against their enjoyment is frownded upon. Its all dependant on the player really, as to how you go about it. (myself, Im rather the softy, and have been known to chuck dummys out the side of my stroller)

Theres lots to lose here so it can get quite personal at times. Just remember that its all in good fun. If someone is obviously not enjoying the torment, back off a bit. Many may call Foul (... all sorts of colourful names, hes got almost every lap record after all  :cyclops:), but then will shoot you in the back when you give them a break, so, feelers out and know your enemy. ITS ALL IN GOOD FUN  :D Griefing is deliberatley breaking someone elses enjoyment in my book. If you do so, verbally or physically in game, expect some recourse, usually in the form of the wrath of the community (or some std from the Cestus Die). we're all quite close here, word gets around quick. We will find you, and we will kill you. (man I love that line, especially when he finally catches up with his daughters kidnappers)

But as stated, its the name of the game as in Normal DW. We are all here for a fight for survival and sometimes that means you have to shoot your local Reverend or Goat.. ahhh I mean man.

Truces and honourable behaviour is probably equally frowned upon. Its a game of grit, risk and death. Run with the pack, get shot at, shoot your friends as enemies.

While Im here....

Some whinny little Marshall(hehe I can call myself that now) said:
Went back to norm today so I can run some goods south to camp. Man, what a chore. the only fun was racing my flail through the fray. All the, what is targetting what for several vehicles, is quite the headache.


I still love a big scout, hitting multiple targets with Car Cannons and Tank Guns is damn fun, but its really refreshing to go back to the basics.
*sam*


Posted Sep 29, 2011, 4:19 pm
The webpage for town events will now let you know before-hand what the prize type (water, food, ammo etc.) will be, for Scav gangs
*Longo*


Posted Sep 29, 2011, 5:12 pm
*sam* said:
The webpage for town events will now let you know before-hand what the prize type (water, food, ammo etc.) will be, for Scav gangs


Nice addition Sam.
Juris


Posted Sep 29, 2011, 5:35 pm
Longo said:
*sam* said:
The webpage for town events will now let you know before-hand what the prize type (water, food, ammo etc.) will be, for Scav gangs


Nice addition Sam.


+1
*Longo*


Posted Sep 29, 2011, 6:07 pm
Sam-

Already issues with the new addition. I just checked 2 events upcoming, and they dont have anything listed as a scav prize. As they havent occurred yet, no # for them. But here they are -

Race 2011-09-29 18:15:00 2011-09-29 13:15:00 Somerset Rally Circuit Racing Symphony $16800

Deathrace 2011-09-29 18:30:00 2011-09-29 13:30:00 Somerset Dirt Racing Track Min CR: 50
Max Engine: 3.2L
2 entries each $31881

*jimmylogan*


Posted Sep 29, 2011, 7:11 pm
Longo - are you logged in as your Scav gang? If not, you won't see it.

*Longo*


Posted Sep 29, 2011, 8:20 pm
*jimmylogan* said:
Longo - are you logged in as your Scav gang? If not, you won't see it.



I thought of that, and I am logged in the lobby and browser as my scav gang. I saw scav prizes in some of the events, but not all.
Stingray191


Posted Sep 29, 2011, 10:50 pm
I can see this being highly amusing as people jockey for the water in 3rd place!
But damn glad to see it as I'm aaaallll stocked up on food!
Juris


Posted Sep 30, 2011, 12:54 am
Longo said:
*jimmylogan* said:
Longo - are you logged in as your Scav gang? If not, you won't see it.



I thought of that, and I am logged in the lobby and browser as my scav gang. I saw scav prizes in some of the events, but not all.


I couldn't find it in the lobby but it is listed on the website for the event
*sam*


Posted Sep 30, 2011, 8:19 am
It's currently only listed on the website, not the lobby.
BTW all Scav prizes for an event are of the same type.
4saken


Posted Sep 30, 2011, 9:07 pm
Longo said:
I saw scav prizes in some of the events, but not all.


Me, too. Mostly when I do Elms. It will be blank, or when I win it will say "3 x ammo" but not what kind of ammo.
JS


Posted Oct 1, 2011, 10:50 am
*sam* said:
It's currently only listed on the website, not the lobby.
BTW all Scav prizes for an event are of the same type.


Sam, I must be missing something because I do not see a list of prizes even on the web site.  It still says scav gangs will not win money but will win "water and other items".
*viKKing*


Posted Oct 1, 2011, 2:45 pm
Look a little bit up to the text in bold.
*Longo*


Posted Oct 1, 2011, 4:30 pm
It appears to be fixed.

Jake Nikodemus


Posted Oct 8, 2011, 3:52 am
Town events for scavenger should dole out prizes in the same way looting is done. Once the event is over, those that placed, stroll on down to the prize table to get what they want/need. You have a buncha crap, say edibles and tyres and mebbe a clip or two, first place gets first crack at the loot, second place gets next crack at the loot, and so on.

To make it a bit more interesting, maybe add a small chance that loot from the race might make it to the table, for instance, in a deathrace, some scrap items from one of the derelict chassis?

The current method of earning loot in town events in scavenger mode still seems like it doesnt fit. SO far very impressed with the work done for scavenger. Good work Sam.

-Jake
*Tinker*


Posted Oct 8, 2011, 4:44 pm
Jake Nikodemus said:
Town events for scavenger should dole out prizes in the same way looting is done. Once the event is over, those that placed, stroll on  down to the prize table to get what they want/need. You have a buncha crap, say edibles and tyres and mebbe a clip or two, first place gets first crack at the loot, second place gets next crack at the loot, and so on.

To make it a bit more interesting, maybe add a small chance that loot from the race might make it to the table, for instance, in a deathrace, some scrap items from one of the derelict chassis?

The current method of earning loot in town events in scavenger mode still seems like it doesnt fit.  SO far very impressed with the work done for scavenger. Good work Sam.

-Jake


From a game design perspective wouldn't want it to look like a cheap clone of the scout loot screen, but we def need some hardware prizes, chassis and weapons, think Sam said he was going ahead with the amateur night event
Rokkitz


Posted Oct 9, 2011, 9:08 am
*Tinker* said:
.......but we def need some hardware prizes, chassis and weapons, think Sam said he was going ahead with the amateur night event


That is the way to go I think. The way I imagine townevents in Scav is:

1) Most events are bring your own car.
2) Few events are races and more proportion of DRs and combats.
3) Amateur night (combats or perhaps deathrallies) where you may win chassis (these should be fierce and desperate fights, not a way to grind..)
4) More deathrallies!!

Getting amateur night game balancing right will be tricky, but you should feel that entering IS extremely dangerous. Best way of doing this is to avoid heavy armor. Weaponry is less important. It would actually make it more fun if it was less FAIR. Randomized weaponry, random amount of armor per sizes? Randomize pre-fight damage (ensuring that no 100% eng, chassi or weapons exist).
*Bastille*


Posted Oct 9, 2011, 1:44 pm
Some designs especially for scav would be cool.

Roughed up cars for the ring.
All cars being really beaten out of shape. Opperation for all components and armor with a random deviation of 25% from 75% standard. DRM members get an advantage, others may suffer a penalty to the roll of the damage level of stuff in their cars.

Scav  Symph  thingy

F:6 L/R:2/2 Re:4 T:2 B:2

spikes Front
VSG side
FT other side



Rokkitz


Posted Oct 9, 2011, 8:54 pm
Double that armor Bastille, its still not much.
I like the choice of weapons, not too damaging, which makes ramming all the more valid! Heavy front and back armor makes it a real destruction derby kind of event.
Crazy AL


Posted Oct 9, 2011, 10:09 pm
Rokkitz said:
Double that armor Bastille, its still not much.
I like the choice of weapons, not too damaging, which makes ramming all the more valid! Heavy front and back armor makes it a real destruction derby kind of event.


Yeah, bear in mind that 10 armor on all sides across the board on a 70% chassis is really 7 armor on all sides across the board. If the combat is over in 5 turns because of breaches, what's the sake of strategy?
Blaer


Posted Oct 10, 2011, 1:27 am
I'm all for easy slaughter on the poor buggers... the strategy? live, the tactics? run like bloody smeg if you're not armoured enough? lol
theHumungous


Posted Nov 9, 2011, 5:41 am
Need ammo. Scavenger is cool so far, but the lack of ammo is ridiculous. There's no way to get any.
Damage the cars, and the ammo gets blown. Not sure what to do .
*Longo*


Posted Nov 9, 2011, 12:57 pm
if you trash a weapon an dit has 50% or more ammo in the weapon itself, you will get a clip of ammo for it.
theHumungous


Posted Nov 11, 2011, 4:54 pm
Do mechanics gain any skill in Scavenger when solo? It doesn't seem like it. I've done a fair few number of solo scouts, but haven't gotten a single point that way.
I do one 'group' scout (one other player) and I got a mechanic point...
Coincidence, or something else?

Because if a solo player can't gain mechanic skill, it's over for me. Especially because there are about 10 people online when I play, most of them AFK.
Juris


Posted Nov 11, 2011, 4:58 pm
Its because you are driving away loot, not stripping it or wrecking it - both give you mech points. I was having the same problem. Now I deliberately strip salvageable loot just to gain the points.
theHumungous


Posted Nov 11, 2011, 5:06 pm
Ok. Makes sense. Wreck 'em, rip 'em and strip 'em. Thanks for the quick response.
theHumungous


Posted Nov 12, 2011, 12:10 am
How about town attacks? I know scavs can't scout with non-scavs, but if there are no other players in a town attack, can scavs jump in there? Because that would be awesome for scavs.

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