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repzaj1234

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Posts posted by repzaj1234


  1. 5 hours ago, hemmo said:

    Just no! For raising weapon spawns rates are mods and traders. 

    And since yits still impossible to place barrels near tries, these crates are fairy balanced. 

     

    I think you misunderstood what I said. If you don't already know, certain military grade weapons have a global limit to how many guns can be spawned in the world. Let's say the cap is 30 for SVDs. You won't notice the changes in the loot economy right now, but 2 months down the road when 28 out of 30 SVDs are either in the hands of a player or buried in one of these boxes, people will be complaining. 

     

    Believe me, all I've ever wanted was this game to be a harsh, unforgiving survival game like the mod was. 


  2. Are there plans on upping the global limits for high-end weapons? These new wooden crates can store rare long rifles and can be buried.

    Buried items are significantly harder to find than visible above-ground storage. I'm sure there will be more posts of people saying "Where are the X guns?". They're all gonna be buried in this easy to craft wooden container, lost to the rest of the world.

    Honestly I'd prefer having a craftable makeshift tent above ground than this bury-able box. Above ground storage have a more natural cleaning process with people raiding them and what not.

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  3. 1 hour ago, RaptorM60 said:

    we have, for example, truly wanted to expand upon the survival elements in the 1.02 update, but eventually had to postpone these changes for various reasons

    Thank you, it is nice to know that survival elements are a true focus for the dev team. It's just little things like this that the community wants. What's being prioritized and what not. 

     

    Also I agree with the first post, please bring back communication in the official forums and not solely on Twitter. 

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  4. 26 minutes ago, IMT said:

    Let's just hope that in 1.04 we can see some more survival features come back like fishing, tanning leather, coloring items in barrels, setting traps to catch rabbits, etc. Like @amadieus already mentioned, they're not as big as helicopters so you would expect them soon. I think with the team they've got, something like fishing should be done easily in 1 month.

     

     

    - Deadly diseases

    - An improved medical system

    - Significantly slower health/blood regeneration

    - Broken bones

    - Less abundant food/drinks (Including zombie drops, forest spawns)

    - Wider detection distance for animal AI (so you can't just run up to them and be set on food for days)

    - Reworked zombie spawns


    Give us these for that coming "survival update" and I'm sold. I don't think they're prioritizing fishing or throwing. They've stated before that those are just added "flavor" for the game and are not a priority. Come back in a year for those I guess ¯\_(ツ)_/¯


  5. 3 hours ago, ThePugman said:

    In their defence, I spent much of my time on EXP last night fixing up cars. Managed to get the Olga going, and drove it at great speed halfway around the map. Didn’t encounter any performance issues at all. It ran like a dream.

    1

    This is because there isn't much persistent items, faction bases in Experimental servers. Server performance starts degrading once those things pile up. And they do pile up, for official servers and community servers alike. Add that to a full 60 person server and that's when you start seeing those killer cars. It's sad, we likely won't be seeing an official increase in max players or an increase in zombies because of this ongoing issue.

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  6. Awesome, awesome list. I'd like to add the one thing I'd like to see from 1.03. You already touched on the food/water abundance in 1.02. HP/Blood regeneration needs a much more significant nerf (A third slower does not cut it and is barely noticeable.

    More zombie spawns are always welcome (If server performance allows it). If there's no room for the performance hit, possibly just diversify the current zombie spawns? Particularly, lessening the amounts of infected in remote villages/small towns and increasing them in high traffic areas like Military camps (NWAF, Stary, Tisy, Zeleno) or the 3 major coastal cities (Cherno, Elektro, Berezino). I would not mind only seeing 1 or 2 zombies in a remote village or smallish town at all. For military areas, those are endgame areas and they should feel like it. The only threat right now are other players. Military Camps should still present some sort of threat even if there's no other player there. It'd bring a new dynamic to PvP there too. Imagine wounding a player and letting zombies finish the job. Or as a fresh spawn running into a mini horde of 18 zombies in one of the coastal cities with barely any tools to fight, struggling to find food and water (Another reason why resources need to be scarce). I think it could enhance the starting and the endgame experience. It would also make the game less predictable and routine. I'd like my loot runs to have some variance with the number of infected I come across.

     

    I've looked into the zombie_territories.xml file on the worlds_ai_chernarus.pbo and the zombie spawns are mostly minimum=7, maximum 13 copied and pasted over and over for villages and small towns. I'd say you can do high variance spawn points for villages/small towns (min=1, max 13). That way every loot run feels different. For high traffic areas maybe use a higher minimum number, with a possibility of rolling a mini horde (min=8, max=20). The global count for zombies can stay the same. Just put more zombies in just the right spots and don't use the same values over and over again and this game will feel very different.

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  7. Man this thread was a rollercoaster. Just have some thoughts on 1.02 and what can be built on in the upcoming 1.03 update.
     

    1. Blood/Health regeneration needs a more significant adjustment. It took 15 minutes to fully heal up in 1.01, tweaking that amount by a third barely makes a noticeable difference.

    2. There is still a food/drink abundance in the loot economy including infected drops. Food stats need a rebalance, my ass has been saved from dehydration by some dry as fuck foods. It's coming to the point where community servers have to make hardcore tweaks to make the game actually feel like survival.

    3. More zombie spawns are always welcome (If server performance allows it). If there's no room for the performance hit, possibly just a diversification of the zombie count numbers for the spawn points? Particularly, lessening the amounts of infected in remote villages or small towns and increasing them in high traffic areas like Military camps (NWAF, Stary, Tisy, Zeleno) or the 3 major coastal cities (Cherno, Elektro, Berezino). I would not mind only seeing 2 zombies in a remote village at all. Possibly even none. For military areas, those are endgame areas. The only threat right now are other players. Military Camps should still present some sort of threat even if there's no other player there. It'd bring a new dynamic to PvP there too. Imagine wounding a player and letting zombies do the job. I think it could enhance the starting and endgame experience. Anyways, I've looked into the zombie_territories.xml file and the spawn values are mostly minimum=7, maximum 13 infected over and over for village spawns points. I'd say you can do high variance spawn points for villages (min=1, max 13). That way every trip to a town or village feels different. For high traffic areas maybe use a higher constant number, with a possibility of rolling a mini horde (min=8, max=20). The global count for zombies can stay the same. Just put zombies in just the right spots and this game will feel very different.

    That's about it. I've heard the next stable update is mainly focused on survival. If so, I think these would definitely help. The same amount of fixes/tweaks/additions as 1.01 and 1.02 but mainly survival focused and I'm sold.

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  8. Quote

    They said on the livestream that the next coming patches will be heavily focused on survival.

    I am for sure looking forward to that. The community has been clamoring for survival elements. Actually scratch that, the community has been waiting for .62 features to get re-integrated to this new engine.


  9. Honestly, I hope someone makes a mod that makes starting a new character more immersive.

    Spawn flat on your face by the beach, maybe have the same effects as regaining consciousness where the black slowly fades away. You regain consciousness hungry and thirsty. (at 50% for both). Take away the hoodie, just pants and shoes.

    That would be rad.

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  10. It always seems like every other small town/village has almost the same amount of infected. It's because majority of spawn points have exactly the same values (minimum of 7, maximum of 13 spawns). Look, I know it's all about server optimization when it comes to tweaking infected amounts. I'm just saying, seeing the same things over and over again gets pretty boring. Sometimes I wanna run into a heavily infested area y'know. Editing the zombie_territories.xml file and putting additional spawn points in the just the right places can alter the game heavily.

    Quote

    <zone name="InfectedCity" smin="0" smax="0" dmin="1" dmax="15" x="10486.1" z="2309.12" r="80"/>

     

    A spawn point like this will spawn anywhere from 1 to 15 infected. These spawn points would be dynamic meaning the area won't always be crawling with infected. A player can come by one day and only roll 4 zeds, the next day 14 show up. The radius of where they spawn should also be smaller for higher density of infected. Placement of these zones is key. Obviously, you can't put too much of these with how servers are performing right now. Placing them in the high traffic areas of the three major coastal cities (Cherno, Elektro and Berezino) and high traffic military bases (NWAF, Tisy, Stary) would be a good idea to enhance the starting experience and the endgame.

    I feel like all military areas should have these dynamic spawn points. Maybe not the same 1-15 infected values, a little lower than that. Military areas are part of the DayZ end-game. They should present some sort of challenge even if there are no players around. It might actually deter server hoppers as well if they hop into a military camp that's heavily infested.

    I'm not asking to double or triple zombie counts,t his game can't support hordes at all or have high infected count due to server performance issues... but there are creative ways of making it seem so.
    I've been doing some editing as far as the zombie_territories.xml file goes, here's my copy in case anyone is interested.

    https://pastebin.com/4L5TpeUE
     


  11. People have said it in the previous EXP threads, there are better temporary band-aids than this artificial light. All this thing does is erase all the progress dating from when gamma abuse was a thing. I really do not want to squint at my monitor because everyone else is doing it.

    I gotta give props to @krazikilla I always see you posting good feedback here and on Reddit, man. You're one hell of a tester for this game. A lot of us have great passion for DayZ. It's our dream game and we actually want it to live up to its potential. I hope the devs are taking our feedback seriously.

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  12. Good stuff Derleth and I agree. In fact I made a similar post to yours.
     

    Quote

    this renders all other light sources in the game more or less obsolete, since players do not want to give their position away by using a light source.

    This is the main thing here, I remember when gamma abuse was rampant in the mod days and in Standalone. All this night light does is erase all the progress made with this. Night time 1.0 had everyone on an even field at night because we all had to use a light source.

    Again, there are a lot better temporary band-aids than this artificial light. I really do not want to squint at my monitor because everyone else is doing it.

     


  13. Quote

    Food and water is so plentiful I haven't had to hunt a single animal since before 0.63, I'm pretty much always in the white and I barely loot for food. Diseases have next to no negative effect on you. They even decreased your food and water needs by 20% this experimental. This game is so fucking easy right now it's not even funny.

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    It's time for a balance pass on the amount of food and water spawned. This includes the zombie drop rate. Gun down multiple infected and you have a buffet of canned goods and sodas.

    And it's not only the amount spawned, certain types of food should not satiate thirst. And the ones that do, their thirst satiation values need to be nerfed hard. You shouldn't be able to chow down random food like cereal, powdered milk, mushrooms and be magically in the yellow again for thirst.


  14. What made night time so nice was that EVERYBODY had to use a light source. Everyone's on an even field. Playing at night with just this personal light is doable, but it is a HUGE pain in the ass to the eyes. What will happen is players who are heavily invested in their character's life would rather squint and just suck it up rather than risk using a light source and attract attention. If you go to high ground and look at a city on a high pop server, you'll see all the lights moving around. There's a lot of exposure that can lead to more interaction. With this, people will just be running around in the dark squinting at their monitor while killing interaction. Same thing with the gamma abuse before, they made all that progress of having everyone at an even field and they'll end up fucking it up if they keep this night light.

    Imo, the main reason for this was so fresh spawns who spawn at night aren't shit out of luck once their flare runs out. A better "band-aid" for this would be to spawn with a chemlight instead AND have the ability to attach it to your clothing. Or hell fuck it, having them spawn with a flashlight with batteries would be a better "band aid" than this.

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  15. Quote

    Health. We still heal up way to fast, I know it takes 33% longer now from the "tweaked notes", but this really needs more drastic change. Make it 3-5 times as long as this patch, and I feel that's a minimum, I whould like to see 5 times as long. Example: Today I stepped on a bear trap in Novy summer camp which took me down to blinking red health. I walked up to Novy Police station and was already yellow health, looted the Police station and walked to the western long white barns and I was full health. This took about 10 minutes. 10 minutes from minimum health to full is quite frankly ridiculous. Isn't low health supposed to have an impact on your gameplay? I feel when you're shot in a firefight or slapped silly by the infected, mauled by wolves etc, you should have to be carefull, thinking of ways to get yourself out of the situation and escape to heal.

    If you make it 5 times as long, that whould be around 50 minutes from barely alive to full health. This gives us something to worry about, we need to have more consequenses from serious damage. Right now we just wait 5-10 minutes no matter how bad we are messed up and we just sprint away, back in the fight. Please make this harder. Same for blood, give the saline/bloodbags meaning again.

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    On point. You can be clobbered to near death levels by zombies and then be back at 100% in 10 minutes (was 5 minutes before). Blood bags, transfusions were a big part of the mod. They're non-existent in today's gameplay.

     

    Quote

    -Get rid of the "personal night light". I looted the entire Tisy military base at the middle of night without a flashlight and I didn't take a single infected hit, nor did I need to slow down, because I could see everything.

    What made night time so nice was that EVERYBODY had to use a light source. Everyone's on an even field. Playing at night with just this personal light is doable, but it is a HUGE pain in the ass to the eyes. What will happen is players who are heavily invested in their character's life would rather squint and just suck it up rather than risk using a light source. If you go to high ground and look at a city on a high pop server, you'll see all the lights moving around. There's a lot of exposure that can lead to more interaction. With this, people will just be running around in the dark squinting at their monitor while killing interaction. Same thing with the gamma abuse before, they made all that progress of having everyone at an even field and they'll end up fucking it up if they keep this night light.

    Imo, the main reason for this change was so fresh spawns who spawn at night aren't shit out of luck once their flare runs out. A better "band-aid" for this would be to spawn with a chemlight instead AND have the ability to attach it to your clothing. Or hell fuck it, having them spawn with a flashlight with batteries would be a better "band aid" than this.

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  16. Quote

    Tweaked: Sneak attack on the Infected now also works when hitting the torso

    Tweaked: Infected are less perceptive in terms of sounds in general, limited vision at night

    Tweaked: Blood and health regeneration slowed by roughly 1/3rd

    Tweaked: Water and energy metabolism slowed down by roughly 1/5th

    Tweaked: Increased water, energy and healthy penalty by roughly 1/2 when heat comfort is low/high

    @Impulz thank you for listening to the community and applying these tweaks/balancing to survival. In my opinion 1/3rd slower regen is not enough but I understand the team doesn't want to start with drastic changes. Please continue to gather feedback from the community and kudos to you all.

    P.S. Still waiting for the day when powdered milk doesn't satiate my thirst :)

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