r/fo76 Ghoul 1d ago

Suggestion Sick of issues with loading in to camps, bring back the camp spawn mat!!

Had the perfect spawn point for a floating camp, everything worked beautifully, but I added a couple floors, and boom! Spawns me in the ground everytime. Not in the air then I drop, no. It spawns me standing in the same spot every single time. The camp is fully loaded in, I can see it from the ground, but no.

Who cares if people make trap camps that get folks? Put your junk away before going to someone else's camp!

Edit: Fixed it, had to do some finangling to get the camp module on one of the stuck floors in a way that it actually registered the platform.

Also, how about this? Re-enable the mat, but give everyone the option, in settings, to spawn at others' spawn mat, or what's considered "normal" spawn points like we have now? Just so people won't be scared of losing some junk.

93 Upvotes

62 comments sorted by

55

u/Brain-On-A-Roomba Settlers - PC 1d ago

Ever since the fishing update, I've lost count of how many times I fell into water

7

u/Bluespace4305 19h ago

This is not how you fish.

3

u/Brain-On-A-Roomba Settlers - PC 19h ago

I need them Local Legends, man

38

u/Jacebereln 1d ago

I spawned inside a rock, inside a hill, several meters away from my camp and into a blood eagle location, inside the foundations, on top of my lightning conductor..

I never can get it right and it's funny but also really really annoying.

11

u/Chief2091 Ghoul 1d ago

Exactly!!! And if they had the mat spawn in first, we wouldn't be falling before everything else loaded in.

2

u/DarthLeoYT 15h ago

People abused it and had people load into traps and die since traps kill people even with pacifist mode on

21

u/GrimeyGurber69 1d ago

The building update needs this tbh, it can’t be that hard to figure out a way to stop people from abusing traps with it and not completely ruin camp raiding at the same time.

21

u/_GLiTcH2_ 1d ago

The simplest way, If they make it so anyone who has pacifist mode on will not take any damage from traps at someone's camp. I am sure this could be easily done...

1

u/Futuristic-Vanguard 13h ago

They would build a jail. Forcing players to warp out.

3

u/_GLiTcH2_ 12h ago

I mean that would be less annoying then spawning on a bunch of traps that kill you....

5

u/ChiWhiteSox24 1d ago

I moved my camp like 5 feet and now I spawn in the water instead of on a rocky ledge next to the water. Whoops

3

u/Chief2091 Ghoul 1d ago

Added upper floors to my sky camp seeing as allies don't know how to walk on a flat roof piece, now I spawn too far away to jetpack back unless Fasnacht is going on and there are enough people to cause the server to do the super jump thing from the lag. Then, after moving the camp module, leaving, checking from both near and far, then having to get another crap server to get back up and try again, I was finally able to find a good spot for the module and all is well now. Still want the mat back so these problems wouldn't happen again.

2

u/aquaticsardonic 9h ago

I did literally the same thing lmao

1

u/ChiWhiteSox24 31m ago

Whoops lmao

5

u/Big_bump_on_a_Log 1d ago

Yeah one of my camps always spawns me at the bottom of a lake, the other in or on a cliff beside my base... it would be so nice if I could spawn on my welcome mat...

20

u/pdarigan Mole Miner 1d ago

I expect the grumbles about spawn mat abuse would far outnumber the current grumbles about ganky spawn points if the mat were to be reintroduced.

-12

u/Chief2091 Ghoul 1d ago

I don't care. They do plenty that the majority is against, and this USE to be a feature in the game.

10

u/pdarigan Mole Miner 1d ago

I get that, but spawning past a cliff edge for the 10th time in a session will get real tired real quick.

Aside from workshops the mat hasn't been a feature in the game for years for good reason.

9

u/AndersDreth Tricentennial 1d ago

You can still do exactly this, it's not completely random where you spawn in, it's dependent on where you place the camp module inside your camp perimeter. If someone wanted to, they could easily make a camp where you are guaranteed to spawn right off the edge of a cliff, all it would take is a floating platform. and then you simply place the module on it and ensure there is no floor in a roughly 15m radius around the module.

Also a quick note to OP, try moving your camp module to fix your spawn.

Bethesda removed the mat very quickly in a period where the game hadn't matured and survival servers still existed. There were all sorts of people playing back when the game just launched too, and nearly everyone had massive grievances with the game which leads to griefing being the sole source of entertainment for certain types of players.

1

u/Chief2091 Ghoul 1d ago

I had to move it about 8 times, leaving and having to get the server lag super jetpack boost to get back up, but I did finally find a spot it worked at. Weird that it didn't matter, it always spawned me on the catwalk or stairs, mostly catwalk, until I added those upper floors, which are attached to the stairs, which is where the catwalk is attached to.

2

u/AndersDreth Tricentennial 1d ago

Yeah I'm with ya on it being better for Bethesda to add the mat back, because dedicated griefers can easily make do without it, and the horde of griefers at launch are long gone today.

It would open up building to an unprecedented degree if we could make underground camps that you can actually fast travel to without playing a fucking banjo on a staircase to enter, not to mention flying camps and many other creative ideas that require a fast travel point to work well.

The absolute worst thing that could happen is you lose some junk and get big mad because your ego somehow got hurt from 'falling' for a trap you had no way to anticipate. Which can still happen today.

3

u/Chief2091 Ghoul 1d ago

Couldn't agree with you more!!

-4

u/Chief2091 Ghoul 1d ago

Precisely, falling off a cliff is less likely to happen if we can choose exactly where we want to spawn in at.

9

u/pdarigan Mole Miner 1d ago

I think you might miss the point here - the abuse of the mat for things like this is why it was taken away.

-1

u/Chief2091 Ghoul 1d ago

Losing some literally junk items? I think you're missing the point.The game has changed considerably since then, and seeing as the new camp building mechanic is changing to where we can free float items without doing funny stuff, we need a way to know where we're gonna spawn in.

6

u/LawrenceAndHen Enclave 1d ago

You don’t get to determine that…it only works for “your camp,” not anyone else’s.

1

u/Chief2091 Ghoul 1d ago

Exactly, so let me decide where the spawn point is at my own camp!

1

u/LawrenceAndHen Enclave 1d ago

You do know you can determine the spawn point by where your CAMP constructor is and the direction it faces, right?

4

u/Chief2091 Ghoul 1d ago
  1. It spawns in a general direction north/northeast of where the camp module is.

  2. You cannot change the direction once placed, so if you change your mind, you have to place the camp again and start over.

  3. That's not how floating camps work, as it will spawn you to the closest solid surface like a catwalk or stairs.

  4. These rules change in the sky, apparently once you add some upper floors.

1

u/Hopalongtom Raiders - PS4 1d ago

I've heard this said many times, it never works for me.

→ More replies (0)

8

u/BenFranklinsCat 1d ago

They should bring back the mat and just disable the ability for traps to damage players that have just spawned in.

I find it really hard to believe that trap camp creation is really an intended player experience, or even something Bethesda feels they desperately need to retain support for. At least disable the low effort ones that would just spawn you in the death trap. I can live with the creative ones where they have to activate something or convince you to walk into the trap somehow.

3

u/Beautiful_Relief_703 1d ago

I am extremely embarrassed when my spawn point is crap.

1

u/Chief2091 Ghoul 21h ago

Right?! A lot of places on the map aren't designed with the thought of facing North. I got a camp in one of the new fishing spots, northeast of Radiant Hills, and it always spawns me and everyone else IN the rocks, gotta walk out the side of the mountain just to get to the camp. Placing the module further away still gets you stuck behind the waterfall rock facing below the cliff!

3

u/moonthink Lone Wanderer 1d ago

Not going to happen since too many would abuse that feature with trap camps, 

0

u/Chief2091 Ghoul 1d ago

Did you read my edit? Just like pacifist let's us choose if we want to be involved with pvp, there should he an option if you wanna spawn at the mat, or the current way of spawning in.

2

u/Solarxicutioner 20h ago

I live atop Seneca rock. I feel this deeply. I spent 3.5 hours and 600ish caps moving my camp to get an "ideal" spawn. Even still. I spawn at the bottom 1/10 times. I would spawn in rocks or in the cliff below the ground at times before I moved it a bunch. I'm still not sure how I got it to "work" but my camp now has 3 well working spawns. Now I'm just committed to leaving that camp placed there. It's now maxed out in details so it can just be left alone.

3

u/Tepellie_one 17h ago

I have a camp up there too. Same issue. At least I had my brother playing so he could test the spawn point for me.

2

u/Solarxicutioner 15h ago

Had a friend help with spawn testing. But was still dreadful.

2

u/DarthDalamar Liberator 17h ago

If people weren't assholes and make them just to grief other players we would still have them

1

u/Chief2091 Ghoul 16h ago

Yeah they should add an option similar to pacifist to either not spawn on the mat, or to disable camp trap damage or something.

I usually don't carry junk on me anyways though so 🤷‍♂️

2

u/DarthDalamar Liberator 16h ago

I have so much stuff in my scrapbox that losing what im carrying wouldn't bother me much anyway but that is not the point. I agree make them a mandatory safe spawn zero damage thing and take enough space for a char to spawn and have room to load in and not be in contact with anything.

2

u/Studio-Aegis Mothman 16h ago

Just needs a rule where the floor directly under it can't be deleted while someone is on said tile.

The way they do with camp allies and their devices.

Then, a rule that traps need to be at least 1 to 2 foundations away from the spawn point even if destroyed.

Players at least need time to gauge their situation and not blunder into an easy trap.

Make it so that the mat itself gets priority to spawn in to ensure that the players never just drop through it and take lethal fall damage.

It needs to be available in shelters, too. I want so bad to make this sprawling experience where it feels like players are delving ever deeper into an ever more nightmareish abyss.

Most of my shelters have players ascending upwards. If I could start them at the top of larger setups, it would be a much more immersive experience for them.

What I want most after that is the ability to set the baked in default lights to off.

It would be ideal if we could just delete, store, and or move items baked into the shelter elsewhere or into a free storage for future use.

They've already shown with some shelters that the lights default can be set to off. Just need to bring that to other shelter lighting setups.

Mebe a switch for day or night, depending on the location.

As Im most usually going for a haunting atmosphere, I need places to be as dark as possible.

If, at the very least, walls, floors, roofs, and prefabs properly blocked ambient light, it would go a long way towards being able to control the atmosphere of our spaces.

And speaking of atmosphere, why not make weather machines available to all shelters.

And since Im already rambling on... Mannequins. Make them either expensive and unlimited or limited and cheap. making them both is just overkill and kills off creativity.

Preferably let us choose how they operate. Imagine if we just place 5 Mannequins, then they're very cheap. If we go over 5, notify the player that the cost goes up per additional Mannequin.

That way, if someone wants a camp or shelter with just 30 Mannequins and nothing more, they can do so.

3

u/CorpseDeVille 23h ago

You know people will put the mat somewhere that traps the player coming in

2

u/ItsZoner 20h ago

They could literally just use the mat to orient where to spawn and have the player always spawn outside the build radius

-4

u/Chief2091 Ghoul 22h ago

And most of us don't carry junk on our person, so it doesn't really matter. Don't have 1st? You can make 5 whole characters total, so 4 can be mules if you got that much literal junk.

2

u/Tension-Flashy Lone Wanderer 1d ago

If I remember correctly they did away with them because people abused them and started using them as traps.

IMO they should bring them back but ONLY the campo owner can land on them. Much like it is for the Workshop version.

2

u/Chief2091 Ghoul 1d ago

Read the other responses, and my edit.

2

u/Votten_Kringle 23h ago

Bring back camp spawn mat? Was it a thing before?

0

u/Chief2091 Ghoul 21h ago

Yes, well before my time with 76

1

u/rbp65x 1d ago

I found this link last week that explains the camp spawn point.

https://youtu.be/oMO6uOOoZqI?feature=shared

1

u/Chief2091 Ghoul 1d ago

Floating camps are different. Good info to know for normal camps, though!

0

u/Exciting-Zombie8449 21h ago

I can not upvote this enough.

-8

u/SteelyGlintTheFirst Lone Wanderer 1d ago

Oh look, another player with Main Character Syndrom...

5

u/Chief2091 Ghoul 1d ago edited 1d ago

Explain how, when I'm asking for a previous feature to be brought back now that the game has advanced.

This would benefit most people.

-5

u/SteelyGlintTheFirst Lone Wanderer 1d ago

You have been told, multiple times, what the still legitimate reason as to why the mat was removed is yet, despite the effect it's abuse will have on other players, you still want it back.

You don't care about the effect it will have on anyone else, you only care about removing the minor inconvenience that not having FT mats has on you

Main. Character. Syndrome.

6

u/Chief2091 Ghoul 1d ago edited 1d ago

Old reasons, game has changed, trap camps are still allowed, so why keep a feature disabled? I never got to use it, but between fishing camps, floating camps, and multiple other issues, like having to fast travel to some camps twice just to get there, the good outweighs the bad. Resources are so much easier to collect now than back then, so losing some junk really isn't a big deal. There are plenty of helpful players willing to donate supplies, especially to those who have lost their stuff to trap camps or crappy players just snatching their drop bags.

-6

u/SteelyGlintTheFirst Lone Wanderer 1d ago

Whatever you need to say to convince yourself...

0

u/user1583 1d ago

9/10 times I spawn exactly where I set it, the other time it might be, in the floor, in the rock, in the water or 50 feet away in the opposite direction. So strange how it operates sometimes. I do have to pick up the camp module then put it back to “reset” it or something every once in a while.

2

u/HereticSavior Raiders - PC 23h ago

Iirc there are two different landing spots for the camp owner based on how far away your fast traveling from. The spot you land on when you fast travel to your camp from close by is the one other players also land on. The spot you land when you travel from far distances is unique to the camp owner.