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Derleth

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Everything posted by Derleth

  1. Derleth

    Traders in DayZ? (Split from 1.07 topic)

    Thank you. Right now I'd rather be talking about 1.08 expy...
  2. Derleth

    Traders in DayZ? (Split from 1.07 topic)

    Look mate, key word in that entire post from you is "NPC traders don't change the game for me..." We get it, they don't change the game for you. Of course, since you don't play on servers without them - but you need to look at it from other players' perspective too or having a healthy discussion is not possible. And when discussing, please try to refrain from statements like "everybody only pvp" or "everyone uses them". The fact barely anybody here has agreed with you about traders should give you a hint that it isn't exactly how you say. Yes, the trader mod is very popular and most or all the "hot" pewpew servers have them. Nevertheless, to players who appreciate DayZ's original vision there is absolutely no need for npc traders and any other AI beyond animals and mindless things that want to eat you. You say "what prevents me in real life from creating a safe zone..." and I need to ask you what prevents you in DayZ? You can gang up with some other survivors, create a clan/faction, claim a town, fortify it and defend it. Trade with other survivors who want to and fight with other survivors who want to take your stuff. All without any artificial AI. To me and many other players that is what DayZ is about. The minute you plop a magic trader on a server it's all about camping the trader, and yes there is absolutely no way around the fact that economy balance is fudged if there are AI traders. Anyone can get anything he wants from the trader by gathering artificial currency. Since there is no society or government or banks, who controls the currency? Why are those rubles worth something, why would the trader want them? From where does he get his supply? Why would the trader buy useless crap from you in the first place? In servers without traders there is still trading - and the currency tends to be nails or ammo or other things people need, and the trades tend to be tense and paranoid, since you can never trust that the guy is not going to try and kill you instead. That's what makes it interesting. And I didn't say "DayZ is not your kind of game" I said "vanilla DayZ" which seems pretty accurate, since you say yourself the game should have traders and safe zones.
  3. Derleth

    Traders in DayZ? (Split from 1.07 topic)

    Dear heavens, if it's on Youtube it must be true! You never stopped to think that you're watching tubers of a certain category? No DayZ video I ever watched to the end had a trader in it... If you want traders, quests etc vanilla DayZ is not your game, simple as that. It is not an RPG, it's a survival sandbox with zombies. As luck would have it DayZ supports modding so there are tons of servers that turn the game into what you want. Win.
  4. Derleth

    Too Much Emphasis On Hunger And Thirst?

    The DayZ UI will also trick you a bit. When the food indicator goes white it doesn't mean you are full, it means you are just barely out starving. Keep eating as long as the arrows keep pointing upwards. Once you've built up a decent buffer of energy you won't need to look at the food again for hours. Same goes for water although the "reserve" you can build up is not as large for water. Also, sprinting accelerates energy drain three times over. If you are low on energy do not sprint. Jog or walk to conserve energy. Same goes for cold, it you are low on energy get in cover when it rains, being cold will drain energy dangerously fast.
  5. Derleth

    Traders in DayZ? (Split from 1.07 topic)

    That is just pure and utter bollocks and you know it. There is absolutely no need for NPC traders. There are no traders in the vanilla game, there were never any traders in legacy standalone, there were no traders in the vanilla DayZ mod and there are lots of modded servers without traders. I have around 3,000 hours in the game yet I don't even have the trader mod subscribed. Traders were ported over from mods of the mod to facilitate the epoch/exile type of gameplay, which is thankfully not part of the devs' vision for DayZ standalone. Some people like it, but far from everyone. As for player trading, if you try something different from modded-to-kingdom-come pvp servers with traders and whatnot you might find out there are occasional interactions in the game that aren't violent. On some hardcore servers there are trader factions, hell there's even a player-to-player trader mod that automates the process. Players list what they want in exchange for something they turn in at the trader, if another player visiting the trader accepts the deal he gets the item and the one who listed it can pick up the exchanged item(s) later. This kind of trader won't corrupt the server's economy, but it is still too much AI as far as I'm concerned, trades should be made in person with all the risk and potential madness that comes with it.
  6. Improvised tent is in the files, will probably make its comeback to vanilla in time. In the meantime, there are several mods implementing improvised shelters of different kinds.
  7. Derleth

    DayZ in 2020

    Are you guys deliberately trolling or just clueless? Go read some factual information (i.e. not reddit rumours angled to fit someone's agenda), it is readily available.
  8. Derleth

    Only female zombies in cities

    I don't know the hows and whys of it, but I realised that the values were percentages when I looked at the server log (spoiler below). Each zombie has en entry like this: " ZmbF_BlueCollarFat_White :: 5 % min: 46, max: 46" where the "5 % min:" corresponds to the value in "min=X" in the event file. Once the % reaches a hundred the server reports 0 infected spawned from the rest of the children for that type. I'm wondering if the intention at some point was that it should be a 5% chance for each spawned zed to be a certain child, but that this has at some point been changed to be a percentage of the total zombies spawned of that type - but the event config was not updated to reflect this? I'm not a coder so I haven't a clue about any of that, all I know is that if I change these values so the total doesn't go above 100 all zombies of each type will spawn. The variety of zeds in the bigger towns is refreshing!
  9. Derleth

    Only female zombies in cities

    Okay, I think I've figured this issue out. In the line for each child under the various infected events, the value min="5" (yellow in the little excerpt below) is the minimum percent of that child that will spawn out of all zombies of that type to spawn. The "infected_city" has 63 children but all of them have 5% minimum... When I check my server log only the first 20 will actually spawn. 20x5=100, so pretty logical... It seems servers will rigidly start from the top and spawn 5% of the total allowed of each child until it reaches 100% and then ignore the ones that come after. So no dudes in cities. So, to get all infected_city to spawn the min="x" values need to be edited so the total is 100 or less. I gave most 2 with enough 1:s to put the total at 100 and now I'm seeing zombies in towns I don't ever remember seeing... Most other zombie types need looking at too, the minimum % is over 100 on several, leading to the same issue only it is less evident since the city type has way more children than any other. @Greensek could you please see if this can be confirmed by the devs? It's a simple fix if there's nothing more to it than the percentages. Ticket T147052 on the feedback tracker. Excerpt from vanilla events.xml: <event name="InfectedCity"> <SNIP> <children> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_BlueCollarFat_White"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_CitizenANormal_Beige"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_CitizenANormal_Blue"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_CitizenANormal_Brown"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_CitizenBSkinny"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_Clerk_Normal_Blue"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_Clerk_Normal_Green"/> <SNIP!> Edit: Was assigned now, yaaay!
  10. Derleth

    Server Admin Abuse Report

    You can't. A private server owner is pretty much Lord and Dictator over his server, they set their own rules and can do pretty much whatever they want. They own it, they pay for it, they run the show. The only thing you can do is not play on their server and possibly spread the word that the server is no good due to badmins. That is not for the official forum, however. Official servers have no admins.
  11. Derleth

    DayZ in 2020

    Apparently some code related to bows has appeared in the last few updates, so they seem to be working on it. Doesn't necessarily mean it will be coming soon, parts for the V3S were spawning in 1.0 but that damn truck is still nowhere to be seen... I cling to hope though 🙂
  12. Aye, especially on servers where they can have headtorches! Personally I think infected work pretty well right now, there just needs to be more of them. Dispatching one or two or even three in melee is not difficult, but it shouldn't be. Once you've stirred up more than that things can go downhill quickly if you haven't planned ahead and know where to run. What needs to come back quickly is the risk of wound infection, devs disabled this a while back and haven't come around to putting it back in. Once getting a scratch can get you sick again, dealing with even a few zeds in melee will come with a risk. I play on a modded server with zombies increased around 5 times and the player cap reduced proportionally - and where zombies can break your arms in melee - and wound infection is in. It is all about PvZ there, looting Chernogorsk as newspawn is extremely dangerous for example, there are zeds everywhere so you really don't want to make too much noise - killing them quickly and silently is critical, and sometimes they're so densely packed it is simply not possible, you need to find another way around. Teaming up with another player to cooperate is much preferable to shooting him.. Just one thing is pretty critical though, infected need to be able to climb on top of cars and break down doors if there's enough of them. It is far too easy to dispatch even a large horde by locking yourself in a house or climbing on top of a car wreck (provided you have enough ammunition).
  13. Derleth

    DayZ in 2020

    All that said, I'll be annoying and put together a list of all the stuff that was in 0.62 and is still missing: Improvised bow and crafting of arrows Tanning leather and leathercrafting Spray paint (guns, ghillies, helmets, axes) Atlas bipod Broken bones Stabbing animations Heart attacks (the defibrillator is working but not spawning currently since there is no condition to treat with it, you can knock people out with them though!) A bunch of melee weapons (Chainsaw, fire extinguisher, baton, telescopic baton, stun baton, cattle prod, sword, mace, pipe wrench, hockey stick, pitch fork, farming hoe, paddle, broom, sickle, hay hook, cleaver, meat tenderizer, any more that I forgot?) A bunch of guns (AUG, RAK, magnum, derringer, trumpet, sporter, pistol-grip shotty, long horn, crossbow, P1, Red9) V3S truck and Transit Bus Rabbit snares & trip wire traps (to be fair these were not functional in 0.62, but I mention them since they were in a few previous builds) Fish traps Flare gun and flares Planned stuff that never made it: Desert Eagle, M249, Groza, M203, RPG, Scout and a few other weapons Littlebird helicopter and Cropduster plane Ambient birds (crows, gulls, pheasants) Ambient animals (rabbits, hedgehogs, foxes) Bikes and motorbikes Barricading buildings Zombie hordes (made a brief appearance in Survivor GameZ however...) Zombies breaking down doors Did I forget anything? Get all that stuff in and rebalance the loot tiers and we're all good. Toss in boats on top and we're golden. Helis can stay out for all I care, although I know not everyone will agree...
  14. Derleth

    DayZ in 2020

    Memory fades quick, and as it does glasses tend to become tinted in pink. First of all 0.63 was not the last "legacy" build, 0.63 was the first build with the new enfusion-based player controller. 0.63 was what we got when the legacy branch was frozen and development started more or less from scratch. I played nearly every single stress test of 0.63 and spent many hours on 0.63 experimental all the way up to 1.0. The first few public 0.63 builds were so basic it was downright silly. Makarov and IZH-18 were the only guns, there was no vaulting or climbing so you auto-levitated over obstacles, just a fraction of items were implemented, chickens were the only animals that were spawning, there were no persistent containers, no diseases or exposure, no cars. What it had though was the new controller which was what made people play it even though 0.62 was still live all the way until beta. 0.62 was just so extremely clunky and broken when you could play it side by side with 0.63, the only thing objectively "better" with 0.62 was content and balance. It was a slower and more hardcore game. It did have a bunch of features that are still missing from what we have now - but everything was broken in one way or another. If you tried to throw something you'd rubberband around that item until you relogged. A five-foot fall would kill you. It was impossible to run in the slightest slope, you'd stupidly start slow walking. Zombies could punch you through walls, cars were even less reliable than now and the bow - as much as I miss it myself - was terribly constructed. Hitting anything with it was a science in itself. There are lots of things that were in 0.62 that I miss dearly, but that doesn't change the fact it was a broken mess that couldn't be improved on anymore. There was a reason player numbers were down at one or two thousand a day around the time the 0.63 stress tests started. There was a reason 0.63 revived interest in the game even though it was barely a skeleton of a game. However, in my opionion it went public too early, it should not have been put on experimental until most survival features were in place. As it happened 0.63 was very arcadey for a long time so lots of players got used to a run'n gun gameplay that was simply not practical in 0.62. Attempts to rein it in now are met with howls of bloody murder ("NO LOOT NO FOOD YOU JUST GET SICK AND DIE REEEE") even though gearing up and surviving is still way easier than in 0.62. Lastly, let's remember everything up to 0.62 and 0.63 exp was alpha early access, devs could add half finished things for testing and leave them in as long as they weren't so buggy it rendered they game unplayable. They can't work like that now, any new or returning item, mechanic or feature needs to be fully working before being added. Exp is used to find bugs that only surface in high load multiplayer situations, but beyond that things need to be complete. Edit: Bugger, my previous post should have been my last ever.
  15. Derleth

    DayZ in 2020

    Er, unreleased vehicles? Console version is identical to PC. You just don't have mods and never will, so if you want to smoke pot in-game you'll need to get a PC or face disappointment.
  16. Derleth

    No bears in Cherno

    We have, you just haven't found one. I have killed and been killed by bears on official Cherno servers. Keep looking!
  17. Derleth

    Trademarked names in game

    Nice, good find. Remains to be seen if it is sufficient for BI to change their strategy, since it is a US court ruling while not every company aggressively chasing game developers for license money is American. Iirc Kalashnikov is particularly notorious. Interesting nevertheless!
  18. Derleth

    DayZ in 2020

    Microtransactions does not fit all games. I know it helps keep the revenue coming, enabling continued development and support, but I dearly hope nothing of the sort ever comes to DayZ. We do not want folks running around in pink onesies in Chernarus, or even worse (like someone suggested) purchases that actually affect game mechanics, making the game essentially pay-to-win. 🤮 I would prefer a monthly subscription to that crap every day of the week. Anyway I seriously doubt Bohemia would ever consider it for DayZ, it is simply not a game you can fit micro-transactions into without damaging the game core. In Vigor it works, as with any session-based run-n-gun game. For DayZ, paid DLC will likely be the main source of recurring revenue. Also, I wouldn't be too surprised if Survivor GameZ makes another comeback in a year or two, but as a standalone game without the constrictions of DayZ's hybrid engine, enormous map and survival/persistence mechanics. What the SG alpha lacked (other than functional matchmaking) was replay value, add map variety and better server performance (doable with smaller dedicated maps) and they could have a hit. If and when SG returns it will probably have cosmetic microtransactions.
  19. It was planned at some stage. Even quickly implemented in some 0.5X experimental and then gone again. They have the mo-cap for animations already so it is not unthinkable that they'd decide to do it one day. (I noticed wolves eating dead infected the other day.) https://i.imgur.com/nI1iDsL.mp4
  20. Derleth

    "Nominal" in Events.xml

    What does that parameter actually signify? I used to think it was the amount of events of a certain type that can be active, but for bears the value is 0 and I know for a fact (ouch) that they spawn, so - what does it actually do? Also, the <min> and <max> values are supposedly the min and maximum total of that type of unit that can be active at any time, is that correct? I'm trying to improve my zombie spawns and thought about increasing the <max> value in the various infected events, in order to avoid that, for example, a bunch of players triggering spawns in Cherno and fighting hordes there has the side effect that players approaching Berezino finds it empty of zombies, since the Cherno incident has already saturated the "city" type. Is this how it works?
  21. Derleth

    "Nominal" in Events.xml

    Right, I think I've got the nominal/min/max now. As for children, on infected I've noticed that they don't have a max value: <event name="InfectedCity"> <waves>0</waves> <nominal>50</nominal> <min>25</min> <max>250</max> <lifetime>3</lifetime> <restock>0</restock> <saferadius>300</saferadius> <distanceradius>0.1</distanceradius> <cleanupradius>300</cleanupradius> <flags deletable="0" init_random="0" remove_damaged="1"/> <position>player</position> <limit>custom</limit> <active>1</active> <children> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_BlueCollarFat_White"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_CitizenANormal_Beige"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_CitizenANormal_Blue"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_CitizenANormal_Brown"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_CitizenBSkinny"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_Clerk_Normal_Blue"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_Clerk_Normal_Green"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_Clerk_Normal_Red"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_Clerk_Normal_White"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_JournalistNormal_Blue"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_JournalistNormal_Green"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_JournalistNormal_Red"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_JournalistNormal_White"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_ShortSkirt_beige"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_ShortSkirt_black"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_ShortSkirt_brown"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_ShortSkirt_checks"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_ShortSkirt_green"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_ShortSkirt_grey"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_ShortSkirt_red"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_ShortSkirt_stripes"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_ShortSkirt_white"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_ShortSkirt_yellow"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_SkaterYoung_Brown"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_SkaterYoung_Striped"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_SkaterYoung_Violet"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_SurvivorNormal_Blue"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_SurvivorNormal_Orange"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_SurvivorNormal_Red"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbF_SurvivorNormal_White"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_CitizenASkinny_Blue"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_CitizenASkinny_Brown"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_CitizenASkinny_Grey"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_CitizenASkinny_Red"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_CitizenBFat_Blue"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_CitizenBFat_Green"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_CitizenBFat_Red"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_ClerkFat_Brown"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_ClerkFat_Grey"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_ClerkFat_Khaki"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_ClerkFat_White"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_CommercialPilotOld_Blue"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_CommercialPilotOld_Brown"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_CommercialPilotOld_Grey"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_CommercialPilotOld_Olive"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_Jacket_beige"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_Jacket_black"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_Jacket_blue"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_Jacket_bluechecks"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_Jacket_brown"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_Jacket_greenchecks"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_Jacket_grey"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_Jacket_khaki"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_Jacket_magenta"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_Jacket_stripes"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_JournalistSkinny"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_MotobikerFat_Beige"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_MotobikerFat_Black"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_SkaterYoung_Blue"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_SkaterYoung_Brown"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_SkaterYoung_Green"/> <child lootmax="5" lootmin="0" max="0" min="5" type="ZmbM_SkaterYoung_Grey"/> </children> </event> On the City type they all have a minimum value of 5 but max is set to 0, so I suppose that means there is no upper limit. However in the vanilla zombieterritories no city spawn has more than 15 infected as maximum amount, so it would be hard to jam 5 of each city zombie (61 children in the list) into that spawn... I guess the figure is used for some randomisation logic to pick among the listed children for each zombie spawned for the encounter. I've noticed - got another topic on that subject - that events with many possible children tend to only pick from the first 10 or so in the list. To get a mix of female and male zeds in cities I have changed the order of the children in my events.xml so there's one zmbf, one zmbm, one zmbf and so on through the whole list. I haven't tried reversing this in 1.07 so I don't know if it has changed, but in 1.06 there were only female infected spawning from the city type until I reordered the list. Opened a feedback ticket on that but it hasn't been reviewed yet. Does anyone know what the "lootmax" value does? Maximum amount of possible loot items in cargo of the infected? Don't think I've ever seen a zed with more than 2 or maybe 3 items on it. I doubt their inventory would fit five items anyway...
  22. Derleth

    server 3942

    If your server is on that list you are out of luck. There has been plenty of warnings about this. If it is not on the list it should be back soon.
  23. Derleth

    Graceful shutdown of server

    Ok, thanks for the answer. Maybe just my paranoia then...
  24. Derleth

    "Nominal" in Events.xml

    Thanks, this helps me understand a bit more. Would be nice with some documentation so configuring servers was a little less trial and error..
  25. Derleth

    DayZ in 2020

    Agreed. Once those are back, the tiring focus on guns and gunplay can be brought down a notch or two. Official servers are mostly unplayable for me and have been so for a long, long time. Getting geared is just too quick, which makes survival an objective that few players really care about. With no fear of death there is little incentive to work on survival, hence the get-gunz-shoot-die-respawn-repeat loop. Which is boring. If I wanted to play PUBG I'd play that. I totally get that many players like that - that's why we have modding - but I dearly hope vanilla DayZ will soon move back properly towards the slower paced survival sandbox it was when I started playing. 0.62 was broken in so many ways, but pace and gameplay balance was near perfect. Sadly, when 0.63 hit experimental the game took a huge leap down a more arcadey road. By appearances not intentionally, it just happened because so many systems were simply not finished but they had to get 0.63 out anyway, and now parts of the playerbase are firmly accustomed to the arcadey survival. So the devs need to be careful when rolling out rebalancing towards survival gameplay, or folks will cry bloody murder. (They still do, as easy as it is to survive there are plenty of no loot/noo food threads.)
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