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Everything posted by repzaj1234
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Server owners will now be able to customize animal and infected spawns on the fly on the DayZ Server Exp\mpmissions\dayzOffline.chernarusplus\env folder. With that being said, I am releasing my completely revamped zombie_territories.xml file to the community. What was wrong with the default config: Spawn points in the middle of nowhere, remote places with only a couple houses spawning 7-13 zombies. (A huge waste of server resources) The different types of infected (InfectedIndustrial, InfectedPolice, InfectedMedic, InfectedReligious, InfectedFirefighter) all had copied and pasted spawn values. They all spawn the same amount of infected regardless of location. The hospital in Cherno spawns the same amount of InfectedMedics as a small clinic in a remote village. Cherno Police Station spawns the same amount of InfectedPolice as a tiny village police station. There was no thought given to it and again a LOT of server resources are getting wasted. A lot of spawn points were just straight up not in the right location. Their coordinates were off, or they were placed to the side (Explains why you see a lot of infected wandering in the fields instead of the actual villages/towns) Almost 80% of villages and small towns have no spawn variety and spawn the same number of infected (7-13). Again, regardless of location. The default config is spawning infected in a HUGE radius (100+ meter radius). This is why we don't see infected in dense numbers. They're always too far spread out with already little numbers spawning. What is different with my config: I have hand combed through EVERY spawn point and adjusted their values up/down corresponding to their location, adjusted their spawn radiuses, gave them better placement. Spawn points now have their location commented on them. You will see a reduction in the InfectedVillage, InfectedIndustrial, InfectedSolitude zombie types. Basically slightly less infected in villages, small towns, industrial areas and one-off hermit houses. These areas are low risk = low reward. The extra infected I have saved have been relocated to major cities, high traffic areas and end-game military camps. Cities appear more infested and military areas are actually dangerous and feel like end-game areas. You will have to sneak, distract or plain old wait for the infected to clear in some areas. If you fire a gun be prepared to fight incoming hordes or get the hell out. High risk = high reward. Slightly lowered spawn radiuses so zombie count would appear more dense. Tweaked almost every spawn point's coordinates for better placement. Added a higher variability to certain spawn points so that every trip to a location feels different. (ie, a spawn point will dynamically spawn anywhere from 3-12 infected). A location won't always be infested or empty. This was made with server stability in mind. There should be minimal impact to server performance as I merely optimized numbers that did not make sense and relocated the spawns. I did not blindly increase numbers and spam new spawn points. Added a few entirely new spawn points placed in once barren locations the devs never bothered with. For comparison, here is my config. And this is B.I.'s default config. I suggest opening it with Notepad++ And some photos of course. My main gripe with the game was how little zombies actually impacted the game or influenced your gameplay. This changes all of that and makes the game an actual zombie survival game. The devs have given us the tools to handle them in the last few patches, zombie dispersion upon losing visual, 1 hit sneak attacks, melee attacks using firearms and most recently, throwing to distract infected. Now go and actually utilize them! 🙂 Installation Any server owners that want to try it once EXP hits stable just copy and paste the contents of my config into zombie_territories.xml within DayZ Server Exp\mpmissions\dayzOffline.chernarusplus\env. If you don't like it, just paste back the default config and restart your server. Please let me know of any bugs, issues or performance impact this brings as I have only been able to test it on my LAN server. You might have to up "ZombieMaxCount" in globals.xml if you are not seeing spawns. I highly suggest following DUG's steps and nerfing zombie drop rate to discourage zed farming. Events.xml tweaks Refer to this guide (https://www.reddit.com/r/dayz/comments/9mr7fm/infected_spawn_research_server_files/) for what the parameters do. Under event name=InfectedCity, InfectedArmy, InfectedSolitude, InfectedIndustrial and InfectedVillage you will have to change <distanceradius> to 0.1. This allows spawn points to trigger close to each other. If anyone wants to customize it to their liking, it's very easy but it takes TIME. This took me hours of combing through every spawn point Legend: Minimum zombie spawn = smin + dmin Maximum zombie spawn = smax + dmax X and Z are the map coordinates. (You can paste them on IZurvive) R is the radius (in meters) of where they can spawn. Locations are commented on the side. smin/smax = static amount of zombies, they will always spawn even if a player isn't near. Better to keep these low. dmin/max = dynamic amount of zombies, these will spawn based on player proximity to the area, gunshots and other possible factors. Shoutout to Sumrak for making this happen! This was inspired by his Namalsk Status update showing off infected density
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First off, congrats to Sumrak for the promotion. It puts me at ease knowing the lead of the project will truly turn this game more towards survival and is a passionate fan of the game. The dude loves survival games like The Long Dark which I know he'll use for inspiration to better PvE/Survival in this game. It is sad that the dev team has been cut to post-release support levels when this game clearly isn't on that phase yet. This reality is a kick in the gut for us that truly love DayZ, because this thing is my dream game. Knowing that it won't live up to its true potential is pretty disheartening. I won't bring up the obvious things missing here, but I'm pretty disappointed that there's no mention of improving infected in general. I'm not talking about simply crunking up their spawn values, but making them an actual threat in this game. This is what I've been waiting for, ever since the announcement for DayZ Standalone 7 years ago. Infected being an actual threat will change the feel of this game significantly compared to other survival features/polishing and with the team being this limited in numbers, we're looking for "bang for your buck" changes. What needs to be tweaked? Well, we need to take away the easy way outs against infected. 1. Jumping on top of low hanging objects gives you an instant safe space from infected. Infected should be able to follow you on top of car roofs, dumpsters, low walls, sand crates(?) etc. If improving their climbing AI is too much of a task, give them an upwards swinging attack. 2. Not every building should be an instant safe space from infected. If giving them the ability to break down doors is too much of a task, randomize doors or change certain structures so that some of them have busted doors that can't be opened/closed. 3. Make the initial scream when infected spot you attract other infected from a slightly larger distance. That initial scream is so loud but infected that are only a few feet away don't even bat an eye. The huge spawn radiuses set in the zombie territories file don't help either. The community already knows that hordes and more infected in general isn't a possibility with how server performance is, this will at least make them a threat even with the current low numbers coupled with the tweaks in this list. It will also put more emphasis into sneaky gameplay, utilize sneak 1 shot kills, throwing distractions etc. Makes for more tactical gameplay when dealing with zeds. All I want is for infected to become somewhat of a threat, right now they are just an annoyance. My main gripe with the game was how little zombies actually impacted the game or influenced your gameplay. The devs have given us the tools to handle them in the last few patches, zombie dispersion upon losing visual, 1 hit sneak attacks, melee attacks using firearms and throwing to distract infected. We can handle them being tough.
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looking for hardcore survival server (more infected)
repzaj1234 replied to Buakaw's topic in Server Advertisement
Depending on where you're located, in my opinion DayzDownUnder is hands down the best one (That actually has a decent player count) and I've played on many. Hardcore survival/PvE is the most important thing for me in DayZ. They are located in Australia though, I'm on the US west coast and I get 150-170 ping there. -
I don't think they'd be a struggle 1v1 even with that 2 second window where you catch your breath after depleting all your stamina. Most infected can be 1 shotted with a precisely timed heavy attack (Which I think only consumes 1/4 of the stamina bar?) or 2-4 light attacks which shouldn't drain your stamina at all. But yeah, I feel like melee PvP would benefit from this more than infected melee combat but will definitely improve both. Tbh I've just kinda resigned with the idea of getting more infected spawns cause high population servers with multiple persistent objects and bases and cars just can't seem to handle it. I think the best way to make infected a threat is to take away all the shortcuts against them. Don't get me wrong, I wish we can just crank up the numbers. I tried. But being completely honest, I think they're going to up the max number of players before they increase infected population. Namalsk supposedly is going to be way smaller than Livonia and Chernarus but with the same amount of infected so I'm excited for that.
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You hit the nail on the head about server performance limiting what the game can be. Hopefully the devs can improve performance somehow. Good points about infected. My main gripe with them too is melee combat against them is a spamfest and requires no skill (if you choose to do it that way). If you spam the light melee attack on ANY weapon, the infected can't even get an attack off. You get off scratch free as long as you do 1v1 and even though you completely deplete your stamina you can still spam it . If anyone's played Chivalry Medieval Warfare, on that game if you completely deplete your stamina spamming attacks there's a 2 second period where you struggle to catch your breath, your weapons lower and your vision narrows and you can't attack or block. Melee fights would be more drawn out and not complete spamfests. Overencumbered survivors will be at a disadvantage against someone who travels light. Attacks would have to be somewhat timed. Could be a step in the right direction to improving melee combat. Make it happen devs 🙂
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3 Main threats in DayZ: 1. Other survivors - ✓ 2. Hunger and thirst - ✓ 3. Infected - nope. Last puzzle piece to the PvE dilemma.
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All I'm waiting for is a melee combat rework and infected polishing. I hope those two are part of your early 2020 goals. Probably 90% of infected kills are done via melee combat. Improving both these aspects will make the game a hell of a lot smoother. - Introduce a blocking sound indicator so it actually feels like you're blocking attacks. - Infected somehow ending up behind you as you attack really needs to get taken care of. - Different melee weapons should have different properties (Sledgehammer having a higher chance of KOing somebody, sharp weapons bleed you out faster) - Infected climbing AI really needs to get improved. They should be able to hop on car hoods and follow you up there or at least have an upwards swinging attack so that jumping on top of low hanging objects isn't an instant safe space from infected anymore. - Give infected the ability to bash doors open after a reasonable amount of time OR if that's too complicated to implement, randomize the doors in buildings so that some buildings have broken doors that can't be interacted with. That way, not every building can be a safe space from infected. DayZ as a survival game is really coming along, hopefully these things are on the priority list for the dev team. Happy holidays!
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I recently tried the Exclusion Zone map, I had the itch to explore new places after Livonia's free weekend. One thing that stood out to me was that you can actually encounter wolves in the early game in this map. I stumbled upon a military camp with just a melee weapon with me, as I was headed out I got ambushed by a pack of wolves. They are not a joke when you only have a melee weapon. They are also hard to shake off if you run out of buildings to hide in. In Chernarus, wolves mostly spawn along the corners of the map or the very far north, by the time players reach these parts most are already decently geared with at least a viable gun/enough bullets to defend themselves with. With the addition of bears to Chernarus I think some wolf pack spawns can be relocated and spread out more... Some of them lingering on the outskirts of small remote towns. Lone wolf spawns placed in this early-mid game zone would make a huge difference imo. Even having one wolf stalk you when you only have a baseball bat or a chambered gun is pretty scary and challenging. Wolf steak drops will need a nerf. Honestly, meat yield on all animals except the chicken needs a nerf or at least buff the detection radius of animal AI. Hunting is a walk in the park right now, you can literally jog up to a chicken a just punch it for an easy meal. PvE in general just needs some love. When hunger, dehydration, zombies and predators actually pose a threat it'll really change the feel of this game towards survival and away from a drawn out battle royale. I mean think about your last playthrough, what's the percentage of your playtime that was spent engaging in PvP? Probably less than 10%. Majority of play time spent on DayZ is spent on PvE, show it some love devs. Take away the easy way outs against zombies, polish their climbing AI so players can't just hop on top of low objects to avoid them. Give them the ability to break down small doors OR have random houses have open doorways where the door was broken into. Buff their visual detection and buff the aggro scream they make so it attracts other infected further out. When they are in the "aggressive state" they need to generate more noise that can draw in other infected so players need to dispose of them quickly. From what I saw in Livonia and EXP, zombie spawns are getting cleaned up which is really appreciated. It just sucks cause this game is clearly being held back by server performance. Other survivors can already be pretty harsh, the game itself just needs to catch up.
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Was the infected count increased further? I jumped in and tried Livonia on Saturday-Sunday and there were noticeably more infected in Livonia's starting towns compared to Chernarus. It's great that the devs are monitoring performance with more infected and high player counts. The base game could really use the increase in infected. Hopefully, 1.06 brings this danger to Chernarus.
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Might have discovered a bug that allowed me to hear my killer talk long after I died. Pretty hilarious hearing them get inconvenienced though. Anyway, that marks the end of my Livonia experience. Is it worth a buy? Sure, just depends on the price. One thing that definitely stood out was the survival aspect of Livonia. The scarcity of food and clean water made for some interesting situations. (I'm not sure if the scarcity was just because of the influx of freshies). And the most important thing for me was the zombies. Their numbers actually affect gameplay now. If anyone's visited the prison I somehow got chased by 30+ zombies there. Got into multiple firefights that got overrun by zombies too. Imo, zombies are almost there. Their vision needs a slight buff, their aggro scream should attract a bigger area, the melee combat clunkiness vs infected needs to be smoothened out (Engaging in melee is like 90% of PvZ situations, please improve it), gunshots should attract zombies from a wider area. And of course the usual zombie climbing AI improvement and ability to break doors. This game can be pretty fun when PvE/surviving is somewhat challenging. It's been refreshing having to worry about resources and sickness and weather and infected over the weekend... Not just other players. (A lot of balancing needs to be done but it's a good start). Hopefully Chernarus' weather, zombies and resources get harsher too.
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I appreciate more weather diversity but hypothermia onsets too fast from the rain. Raincoats and other rain protective clothing do not work too so that just makes it worse. I like survival and think that it's supposed to be the main focus for DayZ but not like this. Players are coming up with ridiculous ways like sprinting while having cooked meat in their clothes lol at least make heatpacks more common civilian loot or make the raincoat a "vest" slot item and actually give rain/wetness protection. On another note, whoever designed the zombie spawns file did a hell of a job. Zombies are dense and dangerous in military areas. It's sad hearing about performance issues on full servers though, cause we already know zombie spawns will be the first to get reduced 😞 sigh. Sucks cause moments like this are almost non existent in Chernarus. (Although when I saw this random guy, I was already dying of hunger cause I couldn't open my canned spaghetti with anything fml, I had to run to this guy and ask if he had a knife). Lots of changes that are under the radar like new zombie models and sounds. Also, in 1 day of playing I've experienced more weathers than a hundred hours in Chernarus lol Overall, I like the theme of Livonia. Guns are common which means gunshots and firefights are common, zombies are plenty and actually a threat, food is scarce as hell and clean water is hard to find. So far, I like that trio. It's pretty action packed. The obvious bugs just need to be crushed. Hypothermia, sickness from water sources just need a little more balancing. The zombie spawner needs to be fixed as well, I came across a few zombies stuck inside buildings or roofs or on props on the ground. I think they're being spawned there and get stuck.
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Disappointed to only see 1 tweak to infected (Slight damage increase). You can still jog and zig zag and they cannot attack you at all. They cannot climb small objects like car hoods, dumpsters, low walls, granting players with "safe spaces" from infected. I really hope the zombie_territories.xml file for Livonia isn't like the one for Chernarus where it was basically copied and pasted for multiple spawn points. Please diversify the spawns, make high variance spawn points and make high traffic areas hot zones for infected.
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Namalsk is going to be fun. Sumrak already mentioned infected density will be greater because of the 53km map size. We're going to have wolves, bears, loads of infected, scarcer food/water and hypothermia to worry about. I am looking forward to that.
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Make Dayz Great Again! PLEASE! (English translated at the end)
repzaj1234 replied to ZinMas 101's topic in General Discussion
DayZ Underground (US) and DayZ Down Under (AUS) are the closest servers to that with decent population. If 1.06 releases with Livonia in November I hope they finally bring us that survival focused patch. I couldn't care less for another car or military weaponry. Give us two civilian guns and a bunch of survival & PvE tweaks/balancing/fixes. Hell, maybe even throw in an improvement to the clunky melee system to that. -
Make Dayz Great Again! PLEASE! (English translated at the end)
repzaj1234 replied to ZinMas 101's topic in General Discussion
Give infected the ability to break down certain doors, climb objects that they should be able to climb (No more safe spaces on top of low hanging objects), increase infected spawns and density, awareness to gunshots etc. There are a ton of things they can improve on for PvE. I'm not even gonna go into how they can flesh out the different stages of starvation/dehydration/diseases.... improve animal AI and awareness for more challenging hunting. This is the problem right here, there's lazy workarounds that don't make sense. Players can jump on top of a car and shoot all the infected cause they can't seem to hop on the hood for some reason, close a flimsy door on a building and you have an instant safe space from infected. These shouldn't be legitimate ways of dealing with infected. B.I. just has to take away these easy way outs. Sure, PvE will never be the main threat in DayZ but they can at least improve it from the complete joke that it is right now to something more challenging and less exploitable. This game isn't all about PvP and player encounters. It needs a good balance of PvP and PvE. -
Spent $30 at 1.0 release and probably 400ish hours. The game just sucks you in. The dozens of experiences w friends and randoms was sure worth that $30. Just let the community know if it's more than $10-$15 or not. Would end all this price speculation. No doubt in my mind every single DayZ player is excited to get lost in a brand new land again. Make the right choice BI and price it reasonably. $20+ would tank their already horrible reputation with the community. The same community that's most likely to buy this DLC lol
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Lotta backlash from the community but that is expected. They released an incomplete and buggy game for $45 and now we have to pay for DLC. Either way $5 is a day 1 buy for me, just the feeling of exploring a new map for the first time time in DayZ is well worth $5. If it's $10 I'll be on the fence, probably take a look at gameplay/server pop if it's worth it. Anything more than $15 they can go fk off a cliff. Especially because they're just reusing arma 3 assets and building on it. Honestly, this dlc should be $5 to $7.99 tops. Anything more expensive and you piss off 3 gaming platforms full of players that are already pissed off and feel ripped off to begin with. Price it right and more people will buy it and possibly rejuvenate the playerbase. Don't make the same mistake you did on the 1.0 release. I still think that if the game was in a much better state when they released 1.0, they mightve won back the community. So many people who've left Dayz for years or bought it when it was $10 something bucks reinstalled to be slapped in the face with the same buggy shitshow that was the "1.0" release. Huge wasted opportunity caused by greed and incompetence from BI. Honestly the devs just need to keep rolling out updates every 2 months and this game will be great by this time next year. Problem is, can they sustain this pace? And will they focus on what the community has been asking for all this time? Bows/silent weapons, focusing on fleshing out survival aspects cause it's really barebones right now, better/more dangerous zombies and PVE, balanced basebuilding, infected breaking down doors, actually working cars, rebalanced gun damages etc etc. If most of these can get improved within the next 3-5 patches I'd be stoked. Fuck it, I've waited since 2013 for this game to finally get good, I feel like it's really close. We've had Throwing, vaulting and bears in back to back to back updates. There's progress, at least. I'd be so pissed if the pace of the updates dropped and development ended before that 2 year span that I think Eugen stated before when we are THIS close to what we've been expecting for when Dean Hall first made the announcement. Or at least somewhat close to it and passable lol
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I don't thjnk so. I was going based on the reddit guide in the main post and kinda fiddled with the values. I tried setting distanceradius and cleanupradius to extremely low levels and kept the lifetime to 3 (In theory every Z that is 1M away from me should despawn in 3 seconds) but it didn't. I think there's something hardcoded that if something is within the players sight it doesn't despawn. Not sure though, I kinda gave up playing around with it after some time. The servers I actually play on won't adapt any zombie spawn changes lol Don't blame them as they have 70ish players and are wary of the performance hit. I tried hitting up the devs as well for a better explanation of the events.xml file and how it affects zombies but got nothing. Honestly don't even touch events.xml and you should be fine.
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I kept all default spawn locations (Slightly adjusted a few of their locations and tweaked their numbers up/down depending on where they are). I added a few city and military camp spawns myself, you'll see it commented in. You can easily build on this and customize it to your liking, I feel like this can be used as a foundation that server owners can use and build upon. As for the strays wandering around, you'll probably have to adjust a specific zombie type's lifetime in events.xml or possibly the cleanupradius/distanceradius of let's say the InfectedSolitude type. Might have negative effects on server performance though.
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This is the only thing missing to make the zeds an actual challenge. They also need an upwards attack so you can't just stand on top of a car/whatever object and you're safe.
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See my post. Locations are commented so you don't have to go through each coordinate.
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Base building rebalance | Comprehensive list of suggestions
repzaj1234 replied to Asmondian's topic in Suggestions
Doing the lords work. Have my beans.