Hi all,
I've played on a few Servers now and all of these Servers had the same Problem. After the Servers got wiped, the population was quite high because many starters joined the server. The run on the mostly desired items (M4, Bolt Action, Explosives, Explosive Charges etc.) begins and some players get them on the first day.
On the second day some players with unsecure bases got raided already and the players who got the Explosive Charges on the first day are further ahead than others. Others will also get their hands on these items and the number of raid groups increases. Now all the players that didn't achive that much get raided pretty fast and their bases are destroyed entirely, doors are replaced and w/e.
A player who lost everything won't start over an a server that runs for five days already. He'll look for a freshly wiped server to start again.
The population on the server goes down by ~75% after 5-6 days and all left over players have pretty secure bases and pretty good items. Now the raid groups have to target each other because there isn't much else left to raid and the game becomes boring. The Air drops are decreased due to the lower player base and the few groups that have survived without getting their hands on explosives have a way harder time getting it. A server with 150 players at peak times now has 25 players at peak times. The raid groups can't find stuff to raid, the bandits can't find people to shoot and the former Minecraft players have towers with 20 floors no one can raid.
It's just boring to play on this kind of server. The game needs some mechanics that help new players to start on a server that is running for a few days, otherwise new players won't join this server but old players will leave it. It has kind of an survival aspect, because the last raid group on the server wins the game somehow but it's not an achivement if other players got bored away.
The game is full of positive feedback systems and has too less (maybe none) negative feedback systems. In terms of game design this is really silly actually because without negative feedback it's impossible to balance the game. It might be a real world simulation and in the real word negative feedback is pretty rare but it's still a game and it has to be balanced to be fun for the majority of players.
For the people that don't know what I mean with feedback systems in Video games ... two examples:
Positive Feedback: A player gets an item which makes it easier to get to another item. (See: Rust -> getting C4 will increase your chances of getting a M4 because you can raid houses)
Negative Feedback: A player is on the last place in the racing game. His chance to get the best powerup of the game increases. Vice versa the chance of the player in first position has lower chances to get the best powerup. (See: Mario Kart)
The positive Feedback systems are needed in a game like this but there have to be more negative feedback systems as well.
i totally agree with you
I think this Problem is solved in the future by the game itself, becausee things like c4 and m4 are super high end gear, which is almost impossible to get. For now, these weapons are just early available to test them out. There is so much stuff coming in the future that this shit has lesser chance to happen.
Let's hope so because as you said it before this is a reason the game gets unbalanced.
The game should act intelligent, like you mentioned with the "feedback system", but not to much so that you still need to put effort in the game.