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Derleth

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Everything posted by Derleth

  1. Derleth

    The despawning gardens & fireplaces.

    By default the garden plots are set to last a week, meaning they also get refreshed by the flagpole, while plants have a lifetime of 8 hours. This actually means plants are set to remain longer than in 1.11 when it was set to 6 hours (at least in my backups...). If either despawns faster than that something is clearly bugged. However, a little further back (got backups from last summer) lifetimes of plants were two days, I don't know when that was changed to the 6 hours in 1.11 though. I suspect what has happened here is an accident when revising all lifetimes - searching and replacing - and plants have accidentally received the same base lifetime as a lot of other loot. They should clearly remain longer - although they will probably rot. Maybe @Kyiara can confirm if the short lifefime of plants is intended or not? Either way I agree plants should definitely remain more than a few hours after growing. I think the same thing has happened to the stone fireplace - in previous builds it had a lifetime of a week so the flagpole would refresh it, now it is set to 8 hours just like the plants. Feels like copy/pasting gone awry. Regular fireplaces are temporary things and should have short lifetimes, but that the stone oven requiring a heap of rocks should despawn after a few hours is clearly a mistake. At least I hope so...
  2. Derleth

    Building

    The reality is that console and PC are the exact same games. All the stuff you see from mods is just that - mods - made by the community for the community. The official game doesn't have them on PC either, only community servers. That said, there is definitely room for improvement with vanilla base building. The exaggeratedly restrictive placement makes it nearly impossible to build if the ground is anything but a flat, featureless surface, this needs to be improved - preferably with some kind of snapping function so you don't have to have huge gaps between fences. Also I'd like to see door and window barricades, and some kind of simple cabin and/or shed. But please, none of those enormous complexes of concrete from the more out there mods, those are really not needed. The code lock mod is very convenient but a major immersion killer, I'd prefer to see a 5-digit combo lock implemented instead. Three digits is useless, and a focused player can brute force even the four-digit lock in a matter of hours if he really wants to. Five digits would make a world of difference.
  3. Derleth

    DayZ | +45 QoL suggestions | Part 2

    Great suggestions all of them, I truly hope the devs listen. Off the top of my head I have two things I'd like to add: * Layered clothing. When freezing to death I wouldn't throw away my shirt if I found a jacket - I'd wear the jacket over the shirt! I believe it could be pretty easily implemented by adding an "undergarment" slot where you'd only be able to put t-shirts, shirts, telnyashkas and similar clothes - and clothes worn in that slot would never be able to have any items in their inventory. (Yea, t-shirts shouldn't have any inventory slots in the first place...) * Light firearm melee attack. When low on stamina you can't use the firearm melee attack, and given how disruptive the weapon raise mechanic is this is extremely frustrating. So make it usable even when low on stamina - but with less damage caused and no knockback.
  4. The event trigger thing is how dynamic infected work - if a player comes within the spawn radius the event triggers and spawn the set amount of zeds in a zone defined in the configs. Animal spawns do not work the same, they are events that spawn regardless of player movement. So wolves and other animals are continuously roaming the map around their defined territories. Then if the wolves catch the scent of a player (=player wanders inside their radius) they'll sound the hoot and go for the player. Same thing happens if another animal (except bears) comes close - then they'll hunt them - but players take priority. Previously they would also hunt infected, but as I said in some other thread that was taken out in 1.06. I have re-enabled predator vs infected fighting on my servers, so I have had plenty of opportunity to observe this behaviour. 😄 I'll often drive by a major battle between zeds and one or two wolf packs. Drawback of this - possibly part of the reason devs disabled the feature - is that players are rarely bothered by wolves near villages, since they tend to get taken out by infected instead. Makes sense, but I like being able to "summon" infected to distract a pack of wolves so I can run away.. Btw bears will also attack infected when the feature is enabled.
  5. Derleth

    DayZ Update 1.12

    Wolves and Zombies fighting each other used to be a thing but was disabled in 1.06 without mention in the patch notes. Devs have never stated why this was done, but I suspect that it was partly to improve server performance and partly because of the wonky collision physics with AI. AI collliding with each other will occasionally send one or both fly high up in the air. Looks absolutely ridiculous, and it happened more when wolves and zombies would fight one another. Now you still see it when zeds chase cattle around, or when you have a horde outside a house trying to get to a player inside. I hope wolves vs zeds is re-enabled once they have the physics issues ironed out. Agreed. Tanky zeds is not fun, it just gets annoying. There needs to be more of them, and a little more danger from their attacks. In legacy you'd get infected wounds, but this has not been functional since 0.62, I have no idea why such a simple thing is still not back in the game. It has been in the Medical Attention mod for ages, along with zombie scratches also causing a variant of Salmonella (dubbed "Zombienella" by players). In addition to Medical Attention I run a tiny mod that reduces the damage reduction of melee damage to zombies' head hitbox just enough so that a heavy splitting/fire axe or pickaxe attack will again down them with one hit. This, along with a 2-5x increase of zombie population, makes zeds a very real but also interesting threat.
  6. Derleth

    Lets post some screen shots (Standalone)

    Played some 0.62 the past weekend. Dear heavens I want these skies back, it is insane how much better it looked back then.
  7. Derleth

    DayZ Update 1.12

    Yeah. I don't think jogging needs to tap into stamina at all - except when running uphill perhaps - but it definitely should make you warmer than it does now, and some kind of fatigue over time depending on weight carried, that affects weapon sway until you have caught your breath.
  8. Derleth

    DayZ Update 1.12

    I noticed when playing 0.62 that overheating was a real problem when carrying lots of stuff and running a lot - and it made hydration drop like a stone. Currently I don't think heat affects hydration loss in the few cases you manage to get hot (the tunnel vision focus on constantly freezing our butts off kinda stops this from happening...). Anyone who has done military service or a bit of hiking in cold weather knows that even when it is freezing outside, the combination of warm clothing + physical exertion will make you very warm and thirsty. Sprinting greatly increases energy drain in DayZ, but doesn't affect hydration at all. That is just wrong and needs to be fixed. The whole stamina system could do with a major overhaul to be honest. The system 0.62 used instead of stamina was actually superior to how stamina is implemented in current DayZ, even though you could sprint non stop in 0.62. Sprinting was slower to begin with, carrying a weapon in your hands slowed you down even more and you were slowed down when running uphill (although not in a good way, could be done better). Even jogging made you winded when carrying a lot of gear, and catching your breath after getting winded took longer - and weapon sway was violent during that time. To be perfectly honest, current DayZ's stamina is pretty crap by comparison. Sprinting is absurdly fast and you can hold breath and lay down accurate fire instantly even after a long rush.
  9. Derleth

    Altis to DayZ?

    I meant that as an allegory of course. And while it certainly would have been nice to get a free DLC, BI is a business after all and need income, the millions they made on DayZ EA are long gone - devs have a salary, development costs money. Pretty much everyone who want DayZ already have it, and since it is not a subscription based game or has micro-transactions, loot boxes or other crap like that they chose to charge for the DLC. I don't blame them. As for repairs and 1.12 I can seriously not understand many of the complaints about it. It is actually a good patch, not "the worst ever". They fixed a ton of bugs as usual - just read the change log - and addressed gunplay balance issues the pvp crowd have been nagging about for years - and listened to feedback when the first few iterations were violently off. Tougher zombies - I think they're great. Not perfect yet, long way to go before they come near perfection, but way way better than before. Zombies should be a threat, and contrary to what many are saying here there are ways to handle the zombies in melee. The changes promote actually using the tools that have been in place for a long time - blocking, sidestepping, heavy attacks - but were rarely used because zeds were so weak there was simply no need. I still think they need to tweak some things, for example the head hitzone damage reduction needs to be reduced, and blocking a heavy attack from a zed should at least remove the risk of getting a bleeding wound. Vehicles? We already know why they freak out sometimes - underlying issues with the physics system in the game engine, paired with server performance and desync. This is nothing the DayZ team can do on their own - allegedly the people who worked on those things are no longer on the team but are working on Enfusion. Once Enfusion has these issues ironed out the fixes will hopefully be applied to DayZ. Either that or they just go "fudge it" and port DayZ to full Enfusion...
  10. Derleth

    Altis to DayZ?

    It's a hypothetical discussion anyway, there are no plans for more DLC:s for DayZ in the foreseeable future. Livonia was a bit of a gift from above - if I remember right the map had been originally drafted for DayZ but ended up being used for an Arma3 DLC, then they realised they had this map that basically only needed mission configurations to be ready for DayZ so they did it - and I for one like it a lot. The same can't happen with other Arma3 maps, simply because it would require extensive conversion work of nearly all assets to make them work in DayZ. They don't have the manpower to do something like that at this point - and indeed they have more important work to do with the game itself still. This might change in the future if and when Enfusion is completed and Arma4 is a thing - I wouldn't be at all surprised if DayZ is remastered into a full Enfusion "DayZ 2" before we see any more DLC:s. But for anyone aching for new maps to play on I can warmly recommend taking a good look at the steam workshop - Deer Isle, Namalsk and Esseker are well known and popular and very well constructed map mods. There is a port of Takistan coming soon, plus a large map set in Australia was teased in a podcast recently. This will of course not help console players who want in on this, but what can you do...
  11. Derleth

    Altis to DayZ?

    I think that all comes down to perspective - what you want and expect from the game. Some players want nothing but high-octane "interactions" - which translates to all out pewpew - and to them the map is too big - or Livonia's south too empty - because people can avoid them. Chernarus is pretty much perfectly designed for a mix of playstyles, they have done a good job on that. PvP focused players will converge on the major hotspots - or fight it out on the coast - while nomads can avoid these areas and thrive. Now, while I can definitely understand the frustration some players feel about Livonia I personally - and more than a few other players to be fair - love the way it has no major hotspots and how the south is mostly empty. It gives the map a very different dynamic to Chernarus which is refreshing. And the way you can build a discreet base in the south and not have it raided within hours is a very nice change to Chernarus. As for bigger maps, I doublt server performance is really a problem, not unless you make a map twice the size of Chernarus with the same density of hotspots and loot. With a map roughly twice its size but with more "empty" areas between the villages, server performance would hardly be impacted - while vehicles would become more important. It would be interesting to play on such a map. DayZ-ish Arma servers on Altis work really well (most of those have roaming AI patrols too...)
  12. Derleth

    Altis to DayZ?

    Even Chernarus feels too small on a crowded server. Partly that is because of how it is populated all over with "interesting" stuff. Livonia feels bigger because of the mostly empty south, I love that about it. Anyway DayZ could probably handle much bigger maps without problems as long as they don't fall into the trap of filling it up with too many points of interest. Allow for some wilderness - and give nomads somewhere to actually hide their camps for some time...
  13. Derleth

    Altis to DayZ?

    Exactly this. A big map with completely different terrain, climate and assets. Altis would be a great DayZ map - I've played DayZ-ish Arma3 servers on it - and so would Tanoa. Maybe even more so. I wouldn't mind if both came as DLC:s - provided all buildings were opened up and there were new animals and infected to match the settings. Wouldn't do to have Chernarusian peasants running around on Tanoa. And Tanoa would pretty much require boats.
  14. Derleth

    1.12 Lots of food

    What they did 2-3 updates back, to somewhat compensate for when newspawn areas are picked clean on busy servers, was to give zombies in those areas a greater chance to drop food and other useful items. Zombies are triggered by players, so even if the CLE hasn't had time to sprinkle out some new regular loot, a newspawn can always beat a few zombies to death and survive on what they can loot off their bodies. I thought it was a pretty clever way to do it actually, because I really do not like the idea of an adaptive economy that always provides whatever the players need. That's just not DayZ, it's more what you would expect from a linear single player game. With the recent buff to zombies it brings a certain risk vs reward dynamic to it too that works out pretty well, previously it was a bit too easy to simply farm coastal zeds for survival essentials and then head inland. No need to loot...
  15. Derleth

    DayZ Update 1.12

    Their perception is definitely affected by weather - in storms you can move with much less care around them, but I don't think light affects them at all, or if it does not enough. They can definitely see me long before I can see them, regardless of what light source I use. Walking around with a torch in a town I hear the familiar "heeuh?!?" long before I see them come running at me out of the dark. And that happens even if I'm not using a light source...
  16. Derleth

    DayZ Update 1.12

    Official 3PP servers have the bright night setting, while 1PP servers have the darker nights*. Namalsk has lighting settings of its own, both for hardcore and regular missions. Sadly the game engine's limitations apparently make it impossible to have a proper interaction between weather and moon phase & position regarding the ambient brightness. The moon doesn't actually illuminate anything, all it does is paint shadows when it is visible - so when it is not visible the night is perceived as brighter, because there are no shadows from the moon. And in the dark night setting the moon is basically a dead texture in the sky since the shadows it casts are invisible (because there is no light reflection from the ground that can contrast against the shadows). You notice this when you use NVG:s and can suddenly see the shadows the moon is casting... Ideally there would be no need for different light configs - a clear moonlit night would be bright as on 3PP official servers, while a moonless, rainy night would be the pitch black nights of 1PP servers. And everything in between. (In the best of worlds indoor lighting would depend on outside light sources, so you could slam the door on someone and leave them in darkness if there were no windows. I hate how the ambient brightness is practically the same as outdoors.) *) I don't know if the "personal night light" is still active by default on official hardcore servers. That was a terrible, terrible idea.
  17. Derleth

    DayZ Update 1.12

    They added all the new foodstuffs without adjusting the existing food spawns, so the economy is overly bloated with ready-to-eat food right now, I expect that to be adjusted later. And yeah, a little more energy at first would be a good thing combined with rarer food, just look at how Sumrak himself did it with Namalsk - and that works really well.
  18. Derleth

    DayZ Update 1.12

    I like them tough - anyone who has read my posts in the past knows I want the zeds to be a proper challenge - but making them tank heavy attacks to their head by the heaviest melee weapons available in the game is NOT the right way to go. With the way they attack faster and are no longer stun locked by repeated attacks, I think it would be safe to allow the heavier melee weapons to be more efficient. Also increase the numbers of infected just a wee bit, about 50-100% more would make things a lot more interesting without melting servers. As was pointed out earlier, heavy fist attack is now equal to a regular axe attack... These numbers simply don't make any sense. I also miss being able to do a sprinting attack with a big two-hander and just see them fall to the ground without so much as a grunt, that was soooo satisfying! Edit: I located the damage reduction to zombie heads and adjusted my old headshot tweak mod to remove it. So a strong melee attack with decent melee weapons will again knock out an infected. They will still tank multiple normal swings depending on how well you hit them. Feels much much better and natural - and with multiple zeds after you it quickly becomes dangerous anyway. I'll keep an eye on possible hotfixes and tweaks from the devs, but for now the mod does the job.
  19. Aaah yeah I have heard about that, not seen it myself yet though.
  20. I have created a simple, rudimentary pvp server on 1.12 experimental. The server is simply called "Novodmitrovsk Pewpew". You will spawn near Novo with an IJ70, a couple of mags, a bandage and some food. ALL guns, ammo and food on the server are spawning in Novo with surroundings - including the big apartment buildings and the city hall. There is nothing else in the rest of the server - no animals, no vehicles, no base building stuff, no food, no gunz. So spawn, head into Novo, find gunz and shoot stuff - get a feel for the 1.12 changes, and provide feedback to the devs! NO mods, so just hop in.
  21. It’s not a bug, it is me who has put optics in spawnabletypes so they can spawn damaged. And I think equipment gets damaged when you’re hit now too. Anyway I hope some more will hop on to make it less 1vs1 and more action...
  22. Yeah, bring friends! We were 2-3 before and while you do get to have some interesting duels, I'd say it will be better at around 15-20 ppl..
  23. Derleth

    Weapon/Melee Bug

    Whenever something like that happens - being unable to load magazines, chamber weapons etc - it means you and the server are partly out of sync. The server thinks you have one item in your hands, you think you have another, and because of this any action you try will either not happen at all or trigger even more strange things to happen. The only thing you can do in these cases is to log out immediately and back in again. That will snap you back in sync. It doesn't happen as much anymore thankfully, and on the 1.12 experimental it hasn't happened to me once which is very nice. (They really should add a "reload/resync" button that does a sync reset with the server without actually logging out, or at least skipping the queue. On full servers you don't want to log out to face the queue...)
  24. With the MedicalAttention mod you get two risks with injuries from zeds, the wound infection (which you can get from anything causing bleeding I think, I can't understand why this is STILL not active in vanilla!) plus salmonella (or zombienella as someone named it...). This does give scruffs with them more danger, especially if your immunity is low for some reason. I love it, would never host a server without the mod... (It also has arm fractures, intoxication, biohazard zones and tiredness/resting. Great mod for any hardcore server.)
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