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OrganGrinder

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Everything posted by OrganGrinder

  1. OrganGrinder

    Stable Branch - 0.58 Discussion

    Right. That's not in question atm. We're trying to figure out if the respawn of non-tents/barrels/packs, non-player inventory items is not working properly. Until there's some base line metric provided it is all up to perception, which is terribly inaccurate and misleading.
  2. OrganGrinder

    Stable Branch - 0.58 Discussion

    True about the loot economy and server-specific loot tables, but I don't see the need to put anyone down here. I have seen a private hive go fallow on military gear after being all whicked away to camps early on, so something is going on that is out of whack. And I do think "repatriation" of gear off fresh kills is a perfectly valid way to redistribute loot... of course servers that promote a more friendly play type may not see the benefits therein.
  3. OrganGrinder

    Stable Branch - 0.58 Discussion

    Personally I'd like to see wolves - big ones that are fast and quiet and leave a pile of human bones and steak at the kill site - we'll see those camps start freeing up their loot pretty quick I think. :D It would be humorous to see people try to get back to the camps in deep woods after being mauled to death only to be killed again by a wolf :)
  4. OrganGrinder

    Stable Branch - 0.58 Discussion

    Thanks Brian. Based on that I would call my (and friends') experiences a possible bug with the CLE. I believe there are some known issues with private hives in this regard, so maybe it falls within those? I guess I will throw my hat in with others here who are frustrated by being eager to test the CLE functionality but are not sure exactly what the base line is to test against.
  5. OrganGrinder

    Stable Branch - 0.58 Discussion

    Same here - only once though - in Kamensk or Stary Yar
  6. OrganGrinder

    Stable Branch - 0.58 Discussion

    Yes, it is a pretty map showing where all the spawn points in the map are located. Weirdly, the cities have more spawning ;) Found Eugen's post on CLE again - I should have looked harder before posting I guess (https://forums.dayzgame.com/index.php?/topic/223307-central-economy/). A thick read, but can answer the question about the 1 gun falling to the ground while all others are still stored in tents This suggests that after the gun despawns another one will not spawn back because the (nominal-minumum) will not likely have been reached. Also, I think I found my answer about the players having all the Augs on them... Player-inventory-stored items count the same as tents/barrels/packs, so if all the players have the Augs on their backs or have them in tents then more *should* spawn in. Clearly this is something not working right with the current CLE implementation at least on some servers.
  7. OrganGrinder

    Stable Branch - 0.58 Discussion

    Technical question regarding the CLE... My understanding is that there is a "maximum" count of any specific loot item which, if reached on a given server, will cause no more of that item type to be spawned (until that threshold is no longer exceeded). So, for instance, lets say for arguments sake the configured maximum for Augs is 5 (I have no idea). If myself and 4 buddies grab the five Augs as they are introduced to the world (maybe 3 at first, then the other 2 over time as they appear) and store them in tents around that server I would expect no more Augs to spawn until, say, the tents despawn after a month or two. If I carry one of the Augs on me and am killed and my Aug falls to the ground and is never picked up by anyone I presume it will despawn after some amount of time, right? If so then it would respawn again at some point because the maximum is not reached, right? I hope I have this part right so far. Now, if I'm not mistaken, loot on a player is not included in the CLE calculations... if true then if we all carried our Augs on our backs at all times in the server does that mean that 5 more should spawn in eventually? I would think at least a few would rather quickly since the "minimum" count has not been exceeded. And in the worst case scenario, would the repeated pattern of grabbing the Augs and storing them in another server allow for farming? I hope there are protections against this. I ask this because I have been playing on a private shard that I know has a limited number of players and the main players have all made camps and stored every piece of military gear they could find in, say, the first 4 or 5 days of 0.58. The server has become a virtual ghost town because there is no "good" gear to cause people to roam the map over. It is all in tents and simply none of it is respawning. Interestingly, all the M4A1s found so far are (I was told) in players' inventories, yet no more are spawning (the main players still dutifully search). This leaves me scratching my head as to what the rules of the CLE are in this regard. Can anyone shed some light on this? Are my assumptions off the mark?
  8. OrganGrinder

    animal spawns

    I'm fairly new to the survivalist hunter thing... does anyone here know if animals are spawning everywhere in the map dynamically? If not then where are they (or not) in general terms. So, lets say I want to live in the north part of the map... would I be finding animals in clearings there or are they devoid of AI in those areas?
  9. OrganGrinder

    animal spawns

    You're right. I meant to say they can be found near water, not that they spawn there.
  10. OrganGrinder

    animal spawns

    Awesome! thanks a bunch guys. Fully random was what I was hoping for. Just watched the latest WOBO video on tips for 0.58 and he felt that there may be a higher chance of spawn around natural water sources - sounds in keeping with the dev plan for animal AI. I seem to remember reading a dev post that animals will keep to the edges of clearings as well but I don't know if that pertains to this version.
  11. OrganGrinder

    Stable Branch - 0.57 Discussion

    The current loot dispersal system is very temporary - a placeholder until the devs come up with the mechanics of a more equitable system.... which funny enough should be arriving any day now. in 0.58 Guardhouses will no longer be lootgasms, military loot will be focused on the north and west, mostly civilian gear will be along the coast, etc. This is one train you missed by a long shot but your complaint is quite legitimate by the standards of many of us here. EDIT: Ha! I said "very temporary"... sure, if you consider 10 weeks since the last release as "temporary" ;)
  12. OrganGrinder

    Stable Branch - 0.57 Discussion

    You might not realize it but probably everyone active in this forum has had success in playing this game in this version. Yes, we encounter bugs and annoyances but we are able to overcome them and have a meaningful session of play for the most part. That doesn't reconcile with your account of the game and I suspect it may be more the way you are playing it than the game itself. Do you think this is possible?
  13. OrganGrinder

    What are you looking forward to most with 0.58 stable?

    I can't think of an aspect of the game where we are nearing that line. What are you alluding to?
  14. OrganGrinder

    What are you looking forward to most with 0.58 stable?

    I get your point, but following that line of logic it seems unreasonable that in a city full of stuff and few other people there, one's first instinct would be to arm to the teeth and murder everyone else - that is your stated reason for wanting all that loot easily at hand. How is that "living like kings"? Sounds like you have two opposing perspectives. To your bigger point, there's plenty of room in this game for both styles of play and both will have to coexist. No doubt there will end up being pure PVP servers/hives and others just for survival. When modding is introduced (and it is coming) everyone will be able to find their perfect DayZ. But for now, first and foremost, this is a survival genre game despite how people end up playing it differently. That slurry of playing styles coupled with the time and resources required to gear up are its hallmarks. If you only take 5 minutes to fully gear up then you are not really invested in your character and the game loses its luster. While character investment is what makes this game different, the long periods of silence (gathering, traveling) interspersed with explosive moments of fear and exhilarating action is what makes the game great. If you care about the game don't try to change it away from that.
  15. OrganGrinder

    What are you looking forward to most with 0.58 stable?

    Sounds like an update to the classic is in order,,, "What's best in life? Crush your enemies. See them driven before you. Hear the puckering of their bungholes." :P Anyhow, back OT... No brainer! Having persistence/CLE back again. The rest is just icing. I do hope they fix some of the stupid bugs that piss us all off though. They've had plenty of time to address the high aggravation issues.
  16. OrganGrinder

    Wednesday maint?

    I would think they have to wipe with 0.58 because they are reintroducing the Central Loot Economy. It would be daft of them to start it with all those assault rifles and such floating around. Would likely throw the whole CLE off from the start.
  17. OrganGrinder

    Stable Branch - 0.55 Discussion

    Read this: "we'll be disabling..." as "We will be disabling..."... as in the future... when they finally release 0.57 to stable. They clearly have not done so yet. If you think we all have it wrong then I suggest you post a link to the report you are referencing so we can all work from the same source of information and agree on what has actually happened.
  18. OrganGrinder

    Stable Branch - 0.55 Discussion

    I agree with most of the sentiment in your post but I hate hearing this inflammatory, self-congratulatory crap. You hear the same thing with voting (at least here in the US): "If you didn't vote in the last election then you don't have the right to complain about the current president." Bullshit! As a citizen I have the right to complain about anything I want regarding civics regardless of my level of participation -- just like as a purchaser of DayZ I have the right to complain about the development process even if I don't report issues. The real point is that, within this forum, we all have the right to voice our opinions AND tell other people we don't like or agree with their opinions. So you're doing a great job.... Just don't turn it into dogmatic rants that redefine the rules in your vision please. It diminishes us all.
  19. OrganGrinder

    Stable Branch - 0.55 Discussion

    I wonder if they hold classes on chainsaw juggling ;)
  20. OrganGrinder

    Stable Branch - 0.55 Discussion

    ...Unless it is a summer camp, which has buildings.
  21. OrganGrinder

    Stable Branch - 0.55 Discussion

    Since we have been discussing it... this is in the change logs for v. 0.57 (exp.): Spinal fractures should be fixed now Not sure who creates the content on that wiki page so accept the info at your own risk I guess.
  22. OrganGrinder

    Stable Branch - 0.55 Discussion

    Hmm. Guess it never sunk in for me.. was wondering why sometimes my character screamed but had no messages about limbs being broken or about being in pain. I guess that satisfies my request above to have some indicator when my body damage is low. Thanks.
  23. OrganGrinder

    Stable Branch - 0.55 Discussion

    This happened to me recently as well on the streets of Vavilovo. My explanation at the time is that this is the result of the "spinal fracture" metric that WOBO has championed and it sounds very reasonable as an explanation for your episode. You character has a limited and defined amount of bodily damage that it can take (zeds, falls, being shot) and when that threshold is reached or surpassed you instantly die. I was one-hitted by a zed as well, and I was just as pissed about it. On the other hand I had an event in a few days so I was *very* happy I didn't find out during that event. Gave me time to re-gear with a fresh body. It would be nice if they told us through a status update with delayed death or on the death screen itself or gave us a warning like "I feel brittle" or "I dreamed of dying last night" ;) [Edit] Sorry about missing the spoiler tags
  24. OrganGrinder

    Stable Branch - 0.55 Discussion

    I agree with the point behind your sarcasm. @ShoobieStomper: I find that the most fun I have in this game is when I stop caring about my gear. I know its not how you want to play the game so I'm sure its little consolation.
  25. OrganGrinder

    Stable Branch - 0.55 Discussion

    I think you're underselling the value of early adopters if you see us as only "investors"... and that may be how most of the games doing this type of thing are thinking as well, which is why I made my point. I'm pointing to an untapped potential that could be solved with a little shift in attitude and marketing. If we are going to be "let in" on the game's development why not encourage more of a sense of ownership in the process. We may actually try harder to find and, importantly, report bugs. We may do more to spread word of mouth or produce user content ( I know - DayZ has enough players, but I'm talking scope beyond DayZ). One of the most important things to achieve in selling a product is to have the consumer feel a connection to the product and identity with the brand. It may help make the difference between make or break for some other game in the future without the initial momentum and presence that DayZ had. Really though, why would you not want the same people playing the game at each step in the process?!? Those are your ambassadors and potentially your greatest assets for feedback.
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