Ok. The complaints about static spawn seem to fall into the following categories, so I’m gonna try and set up a defence against each point.
Please feel free to take issue with any of my suggestions, or point out ideas I haven’t addressed. I’d like to see this discussion become productive, rather than go down the road of pointless bickering, as it seems to be at the moment (props to GlyphGryph, and a couple of others, for rising above it and being nice!)
Also bear in mind that most of these approaches are based on playing version 0.2, which was actually harder and less forgiving than 0.3 seems to be.
1) Static Spawn is too hard
As has been mentioned, static spawn merely requires some adjustment. The traditional strategy of grabbing basic gear in the grace period no longer works, and I’ll be the first to admit that the stealth element is currently lacking, but the game is by no means impossible.
I’ve honestly found static spawn far easier, and certainly less frustrating than the old system ever was. It rewards a far greater variety of playstyles, and adds a depth to the game that I’d always felt was lacking.
2) There are no viable strategies other than combat/vehicles
I’ll admit that this was my initial reaction too. Combat is a highly rewarding approach to taking on a city, at the moment, and if properly executed, it has a much higher reward than it ever did in the old spawning system. This is a good thing, though. Before static spawns, combat was essentially a pointless endeavour. It served to avoid taking damage, and to farm for drops and skills, but nothing more. There was no progress in killing a Z.
That said, I’ve realised that there are far more subtle ways to handle static spawn than to employ brute force.
The first is cautious combat - characters can employ various strategies to depopulate a city which don’t require them to be combat orientated. I managed to clear most of a mid-sized town by day 4 with a character in 0.2, simply by using careful luring tactics, and judicious applications of fire and bottlenecking. It was slow, and tactical, but it was absolutely not “Walk in and kill shit”. It was only combat in that it occasionally involved killing stuff, but there were no pitched battles.
The second is using your environment. Spawns only appear some way into the town - sometimes up to two map squares in. This makes it possible to sneak around the edges, with a mind to speedy escapes if necessary. It is also possible to use misdirection - say getting a group of Zs trapped behind a wire-fence, while you quickly loot a shop.
The third is realising that there are no longer infinite Zs in an area. Anything which removes them from a certain location, frees it up for you to revisit - there are more ways to achieve this than just killing them dead. It is actually quite trivial to lead groups of weaker Zs away from the outskirts of town, and lose them in a forest. Likewise, with only a few stimulants, the same can be achieved for brutes, fast zombies, skeletons, and even Hulks (with cocaine/meth/crack and some planning). Combat is not, and should not be, your only approach.
3) Static Spawn forces you to adopt a survivalist playstyle
It may make living in/near towns more difficult at first, but it is by no means impossible to base your entire early game around clearing a town out. Survivalists may have an easier time of it, but I’ve played characters who have been successful in clearing out sections of residential areas by day 1. The risks are higher, sure, but so are the rewards. Cata has always followed that basic risk/reward structure.
4) The design is simply shit
I’ve seen a few people assert this, but nobody seems to be backing it up with any reasons why.
Why is the game shallower now that there are static spawns? Is it just because it’s harder? It seems to me that there are far more varied strategies open to players under the new system than the old one (which basically forced you to be stealthy unless you were a combat god - and nothing else.)
In fact, the only thing that appears to have been lost through the static spawn system (as it currently exists) is the stealth aspect. And the devs have been very clear that they want to reintroduce this asap.