
Deadside is fully PvP everywhere, which works for clans and hardcore players, but can be punishing for solo or casual players who want to survive, loot, and build without constant raids. One way to balance this is by splitting the map into PvP zones and PvE sections:
PvP zones: High-risk, high-reward. Players face danger for the best loot. Bases here still require upkeep, but significantly reduced compared to PvE zones, making high-risk building manageable while keeping PvP meaningful. (Similar in concept to the “Dark Zone” from The Division or the deep desert in dune awakening specifically for pvp but still retain one procedual map with zones specified.
PvE sections: Safer areas outside PvP zones with no base raiding. Players can gear up, build, and survive without constant griefing. PvE bases require both taxes selling items to the vender for currency used to pay tax and to maintain base upkeep, similar to Dune Awakening that must be logged in weekly or biweekly to maintain upkeep, ensuring that safety comes with a cost and players actively manage resources.
High-Tier Loot & Extraction
High-tier loot only spawns in PvP zones.
Players must extract loot back into PvE zones to store it safely, creating a natural risk/reward loop.
With all the different modding and building poi implimented such as building a wall and corridors throughout the pvp zone exiting or entering will give a challenge to make it back safelty into the pve zones.
PvE areas have limited loot, encouraging players to venture into PvP zones for the best gear.
Benefits
Solo and casual players can safely build and progress while still engaging in survival gameplay.
Hardcore PvP remains meaningful with high-tier loot and raiding concentrated in dangerous areas.
Encourages long-term engagement without requiring frequent wipes, similar to how Dune Awakening retain players using taxes and upkeep.
Keeps Deadside’s core identity: full PvP, strategic and meaningful risk/reward gameplay.
Another note: right now, players focus mostly on survival, looting, and PvP, but giving them goals to shoot for could add another layer of progression.
Quests could include things like:
Enter into the pve zones
Completing specific PvP objectives
hunting specific wildlife or clearing specific poi or bounties pve bosses starting location.
Gathering or crafting specific materials
Could litteraly add anything as a quest to farm for does not need to be that meaningfull just enough to grind towards a reward system.
Rewards could unlock:
Unlock vendors that sell better loot beside turning in scrap like possibly unlocking new blueprints for weapon crafting weapon modifications
Unique building skins for walls, foundations, or roof or simply charecter cosmetics.
With PVE servers already implemented, this might be a long-term goal, but it could help retain both hardcore and casual players. Other games have successfully used this approach to balance progression and engagement across player types.
Adding questing and reward systems could also justify a price increase or expansion, making Deadside feel more meaningful and setting the stage for potential future projects, or simply for another survival pvpve shooter game similar to deadside.