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v175 beta: meat issues [solved] [old]

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I think the changes are awesome and I am looking forward to this update hopefully soon it comes out.

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Looks like you've failed to comprehend the point Draxx was trying to make.

Completely right OFC_Bill! Thank you.

And then get shot in the head for hunting some poor soul that has nothing but an Enfield and a can of beans. By me. With an M24 900 meters out.

Like Bill said, you missed the point. I am NOT a noob killer - but I wanted to point out, that these changes would be too drastic and that this kind of change will surely not help to force players to help each other. I think this idea will backfire and the people will kill themselves more than we see it now. If you need food and it regains that less blood, your matches run out, and so on. You need more of everything and where is it the easiest way to get that? You kill fresh spawns because the first thing they usually find is food, matches, knives...in the general stores. So the player killers do not have to go into the cities and get themselv in danger. They sit in a secure spot with an M24 and kill without danger. Boom - one noob down, matches or food secured.

Especially for lone wolves or players who look first time into the game will be very dissapointed. When you start a game - you mostly will start for yourself. And if you have that kind of problems directly in the beginning - it is a fail. No one would say to his friends: wohoo that is a cool game, lets play together. For a beginner is this game already hard. A good player with a lot of experience could have fun with it, but the majority will be pissed.

To sum it up: I do not think that these changes are a good idea. There should be another way to make the players help each other. That is just my opinion. Think about it.

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Blood regen of any kind will have to be at a reasonable pace. Very few people have the real life time to sit in a forest for 8 hours sucking their thumb.

A cooldown or heal over time food system and a heal over time effect for blood bags (faster than food) is a pretty good solution. However I don't really understand the reasoning behind the changes to toolbelt items. If realistic degradation is not possible then they should probably be left alone. Gear degradation is already in the works for standalone.

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LADIES AND GENTLEMEN! i present the TMW (Mostly forgotten it seems) Are you a soul survivor? no partner to hold your hand during those risky bloody transfusions? then look no futher! simply message a TMW Memeber or post in the TMW forum (located in survivor HQ) and a medic will be their to help you with all your drug related needs!

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Completely right OFC_Bill! Thank you.

Like Bill said, you missed the point. I am NOT a noob killer - but I wanted to point out, that these changes would be too drastic and that this kind of change will surely not help to force players to help each other. I think this idea will backfire and the people will kill themselves more than we see it now. If you need food and it regains that less blood, your matches run out, and so on. You need more of everything and where is it the easiest way to get that? You kill fresh spawns because the first thing they usually find is food, matches, knives...in the general stores. So the player killers do not have to go into the cities and get themselv in danger. They sit in a secure spot with an M24 and kill without danger. Boom - one noob down, matches or food secured.

Especially for lone wolves or players who look first time into the game will be very dissapointed. When you start a game - you mostly will start for yourself. And if you have that kind of problems directly in the beginning - it is a fail. No one would say to his friends: wohoo that is a cool game, lets play together. For a beginner is this game already hard. A good player with a lot of experience could have fun with it, but the majority will be pissed.

To sum it up: I do not think that these changes are a good idea. There should be another way to make the players help each other. That is just my opinion. Think about it.

Honestly, I don't want this update to go through. The current version is very fun, but these new updates are going to be crap. Like you said, it will just encourage spawnkilling.

I misread your post. Apologies.

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As a lone wolf player, I can see how - without some balancing with regard to blood bags - not solve the problem of KoS, but only exacerbate it in favor of squads who don't need food for blood and, for the most part, only eat to stop the hunger indicator from flashing.

I can think of a few things could happen with blood bags that would help balance this out:

Give them a big chance of failure - survivors aren't meant to be professional phlebotomists, are they?

When they do work give them a small chance of not fully restoring blood - like some blood spilled out.

Give them a small chance of making someone sick.

Limit the ability to receive a transfusion to once an hour. In real life a transfusion itself takes about an hour and you can't just keep getting more right away. This would force squads to use food for blood regeneration and be subject to its limitation.

I love failing matches - I'd love it even more if matches only worked, say, 20 times before needing to be replaced. I don't quite understand failing hunting knives and hatchets, though. How does one fail to cut branches off a tree for fire wood? It's not like you need logs.

I love the work going into the mod and, for the most part, like the change to the food system. It's a step in the right direction.

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Why don't we just eliminate the blood bags altogether?

That evens the playing field. That way everyone, lonewolf or grouped, has to regen health using the same process.

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Why don't we just eliminate the blood bags altogether?

That evens the playing field. That way everyone, lonewolf or grouped, has to regen health using the same process.

Because then i have nothing to do with my time running round healing lone wolfs!

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You know, people seem to want to make things harder all the time. This whole idea that people won't be able to do certain things well is silly. Perhaps at first they will have problems hunting, gutting and blood bagging but people are adaptable, the more they do something the better they get at it. So the older the character is and the more they do something the better they will get at it so the failure rate should be much less. If you are going to add a failure rate to things it should not be any kind of a RNG because people do learn and adapt. They learn to take care of their tools so that they work when needed.

The whole idea of trying to make people play the game the way you think it should be played or they way you want to play is a failure form the start and trying to force this through game mechanics is an even bigger failure. You will never get people to stop KOS no matter what you do to the game.

The devs seem to have a rather narrow minded view of how they want the game to evolve and that is kind of sad.

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what always happins with 90 percent of games is someone makes a great game if its great keep it great dont mess with it !

so many games try and do too much and then ruin themselves . dayz doesnt need over crazyfying just keep it simple.

those who cry about realism its not survival with ray mears its not realistic its a video game ! no matter what you do its a game not real life.

Edited by dgeesio

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Trying to make a health system that's based upon how much blood you have more 'realistic' is just dumb. The very idea of a 'health' system is unrealistic to begin with, but you can't really do it any other way in a video game.

Talking about making the game more 'realistic' and using the word cooldown in the same sentance or even paragraph already discqualifies you for being stupid. Real life is soo much more complex you simply can't mimik it so trying to do that is crazy.

Rocket said it himself, the game should be authentic not realistic, that is a huge difference. Cooldowns are not authentic, except maybe in the case of food and drink but I wouldn't go and call that a cooldown in the first place. If you want to make Bloodbags less usefull, reduce the amount of Blood they restore.

You want to introduce a 'cooldown' on food? Sure, but make it reasonable. Give it a higher rate of blood regeneration, to balance the fakt that you can't eat that much.

Make the game more challenging not unreasonably hard.

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Again I do not believe it will matter much after standalone. If people really want the community build to make absolutely no sence gameplay wise to be "Hardcore mode" and "Realistic" They might find such servers to be of lower population than they hope and many reverting to earlier builds before SA moves most of that population out altogether.

Yes eating a whole cow in one go for full health is kind of silly realism wise. However the solution to that is make the cow rare. And worth exploring for. Same with bloodbags which do not need to be nerfed in quality in my view.

Anything else will just lead to more mass restarting.

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Shouldn't it be harder to survive alone? I agree with the people who suggested blood slowly regenerating, you know, like it really does. Blood bags also should give you 4000 blood back but have a cooldown of a few min or so.

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Nice changes. One suggestion I'd make... go for not being able to give the same person a blood bag for half an hour. This would still retain the benefit of a blood bag over meat (full blood restored vs partial), but limits the ability of squads to quickly replenish after a firefight (one blood bag during and another after). This also takes into consideration the random chance of infection (otherwise, I would've suggested an hour - lol). And, there would still be the benefit of being in a larger group because you can receive blood from multiple players.

Edited by entspeak

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There are some drastic changes there, why not just dumpo us on the beach with nothing but our underwear, Is this for real? say it aint so.....

From: https://github.com/R4Z0R49/DayZMod/issues/233

  • [NEW] - Axes now have a small chance to fail due to them being blunt (others later) 30% Chance. ** Can still be used as weapon **
  • [NEW] - Matches now have the ability to fail due to them being wet (others later) 30% Chance.
  • [NEW] - Knife will now have a chance to go blunt causing it to give less food from gutting animals 30% chance(Blunt), 50% less food(Gutting)
  • [NEW] - Can only carry one type of knife.
  • [NEW] - Toolbox is now needed to build Wire,beartrap,tanktrap.
  • [NEW] - Etool is now needed to build Sandbags.
  • [NEW] - 3 New types of food models (Chicken leg, Haunch, Pending name).
  • [NEW] - 3 New Raw food models.
  • [REMOVED] - You can no longer regain blood from cooked food for 1 hour after eating. (ie spamming cooked meat to regain hp)
  • [uPDATED] - You can no longer consume food while your not hungry (within 5 mins of eating)
  • [uPDATED] - You can no longer drink while your not thirsty (within 5 mins of drinking)
  • [uPDATED] - Animal Meat reset. 2(Default),4(sheep),4(goat),4(boar),8(cow)
  • [FIXED] - Epeen monitor animation should now work correct without the fps drop.
  • [FIXED] - DZ_Czech_Vest_Puch backpack class config. (Warning Message: No entry 'bin\config.bin/CfgMagazines.DZ_Czech_Vest_Puch'.)

Not uploaded yet pending some changes. Waits on hate mail :-)

Lets hope most are dropped. this will totally screw up my support.

Edited by Michaelvoodoo25

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30% chance of a knife and axe being blunt ?? 30% ?! 30% isn't a "small chance..." I would never gamble in your Casino's with those odds !

Axes and knives stay sharp for months, maybe even years when doing the tasks they are designed to do (cutting wood and cutting meat).

Is this 30% -

.1) Each time you use it there is a 30% chance of bluntness (makes no sense because a knife can't become 'unblunt' after being classed as blunt)

.2) Cumulative ? Once the knife/axe has been classed as blunt, the next time you use it is there a 30% chance of it becoming MORE blunt ?

And can you negate this bluntness by dropping the blunt axe/knife and picking up a new one ?

It does seem that the Alpha Development is following a consistent path of tweaking existing features of the game, making it more and more into a Les Stroud Simulator, instead of adding exciting new features that add something FUN to to the game.

It's not that I don't appreciate the fuck out of you guys doing this stuff for free. I just wish you would add some new features that ADD something to the game rather than just TAKE AWAY stuff or make stuff less useful.

Edited by vecuccio

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I would not worry about it. If these devs want to waste their time making changes that few servers will use because players will prefer previous builds and mods let them!

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Trying to make something realistic that is far from realism is not gonna be an easy task friends. I posted this many times here and I will post again. :D Medkits that take 5 minutes to complete and fully heal your ability to take full 12000 damage points irregardless of where the blood icon is at.If you medkit up your wounds then your reset to be able to take 12000 damage points again before death.The blood icon is more geared to just eating and drinking though if your bleeding it does still drop.This way you can change the eating mechanism to realistic feeling.....aka you eat only when your food icon is blinking. ;) Allows players to run around with 1000 blood and still be able to take normal damage amounts but worried about bleeding out.

:thumbsup: :thumbsup:

Edited by wolfstriked

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How can anyone seriously think that healing as a solo player is too easy? You need 3 tools (matches, hunting knife and a axe), a forest to harvest wood (not so easy on some maps), an animal (the cow which gives the most meat usually spawn on farms close to populated area) and a whole lot of space in your inventory (15 cooked meats to regain 12 000) . Then you need time to set up a fire and to manage your inventory while being exposed. It took me many lives and days of playing the mod before finally having everything I needed to cook my very first BBQ.

Blood bags require 3 seconds to administer and they are easy to find when you know where too look.

If regaining health "has to" be more difficult, then somehting needs to be done about blood bags as well.

Edited by Leto
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And, it's being done. Perhaps, not quite where I or you feel it should be yet, but still. As a lone wolf player, myself, I'd be happy if they brought back the inability to regain blood from cooked meat for an hour if a player could only receive a blood bag once an hour. Getting full blood back right away would also run the risk of infection, so... that would balance it out. Imagine getting a transfusion only to discover that your blood is slowly dropping back down again and you're now calling attention to yourself with coughing.

But, having someone get shot and run over to where his buddy is hiding to receive a transfusion, get shot again, run over to another buddy and get a transfusion is just as unrealistic as spamming cooked meat behind a tree.

The blunt axe and knife thing makes little sense to me, but having matches fail makes sense and I wish they would also give boxes of matches a fixed amount of uses - as there are only so many matches in a box.

Edited by entspeak

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Is this "30% chance to fail" thing still happening? Please tell me it isn't. As much as I love Diablo 2 this isn't Diablo 2.

"Knife has 70% chance of striking animal" Ethereal (Cannot be repaired)..."

"+3 Infernal matches of burning: Ingites campfire. 70% chance of not turning into a soggy useless box."

If durability is a thing, it can just blunt gradually until it becomes useless and you have to pick up another knife. Then somebody who comes about the discarded knife in a supermarket can curse the guy that left it there. Same thing with empty cans. Every time you eat a can of beans or sardines you can leave the empty can behind, or keep it with you and discard it later so you don't leave a trail. In fact, maybe empty cans should never spawn and only be left behind by real players, and other players can inspect them to see how long they've been left there (wet sauce vs old dried sauce)...

Knife sharpness and number of matches left in a box can be displayed as a green bar exactly the same as on an ammo clip/ magazine. Because in real life, just as you can check a magazine and count the bullets, you can also inspect a blade and count matches in a box. I think it's silly that my matches will randomly be wet even if I haven't gone swimming.

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So the current change notes for the Daily Release yes Daily Release. These changes are from the 10th/12 so M1D12 they would be released under ie today's build

  • [NEW] - Axes now have a small chance to fail due to them getting blunt 9% Chance. ** Can still be used as weapon **
  • [NEW] - Matches can now run out 9% Chance. (at this time this is a random chance)
  • [NEW] - Knife will now have a chance to go blunt causing it to give less food from gutting animals 9% chance(Blunt), 50% less food(Gutting)
  • [NEW] - Toolbox is now needed to build Wire,beartrap,tanktrap.
  • [NEW] - Etool is now needed to build Sandbags.
  • [NEW] - 4 New types of food models ("FoodmuttonCooked","FoodchickenCooked","FoodBaconCooked","HIDDEN") Blood given ranges from 200-600.
  • [NEW] - 3 New Raw food models. ("FoodbaconRaw","FoodchickenRaw","FoodmuttonRaw")
  • [NEW] - Bloodbags now have a random infection chance. (Chance will be based on locations)
  • [NEW] - You can no longer give a bloodbag to the same person in under 10 mins.
  • [NEW] - 6 New items added to loot tables.
  • [REMOVED] - You can no longer regain blood from cooked food for 1 hour after eating. (ie spamming cooked meat to regain hp)
  • [uPDATED] - You can no longer consume food while your not hungry (within 3 mins of eating)
  • [uPDATED] - You can no longer drink while your not thirsty (within 3 mins of drinking)
  • [uPDATED] - Animal Meat reset. 2(Default),4(sheep),4(goat),4(boar),8(cow)
  • [uPDATED] - Much slower spawn rate for zeds compared to previous builds.
  • [FIXED] - Epeen monitor animation should now work correct without the fps drop.
  • [FIXED] - DZ_Czech_Vest_Puch backpack class config. (Warning Message: No entry 'bin\config.bin/CfgMagazines.DZ_Czech_Vest_Puch'.)

The main reason i added this here most of the changes you guys seem to be still bringing up where removed on the 9/10th build.

Pendragon nice post.

Now im not being negative, but what i think, its stupid that you no longer can get health from cooked meat after 1 hour or something, idk.. Now the game is ruined for lone wolves. And infection from blood bags? And cant give blood to the same person in 10 minutes? What if he gets badly wounded in 10 minutes? Just stupid. That's what i think, im not being negative

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* [REMOVED] - MPTable now removed.

* [REMOVED] - Peripheral Vision.

* [REMOVED] - Axes now have a small chance to fail due to them being blunt (others later) 9% Chance. ** Can still be used as weapon **

* [REMOVED] - Matches can now run out (others later) 9% Chance. (at this time this is a random chance)

* [REMOVED] - Knife will now have a chance to go blunt causing it to give less food from gutting animals 9% chance(Blunt), 50% less food(Gutting)

* [REMOVED] - You can now longer apply more then one blood bag per 10 mins per player

* [REMOVED] - You can no longer regain blood from cooked food for 1 hour after eating. (ie spamming cooked meat to regain hp)

* [REMOVED] - No longer need tool box to place bear traps.

* [REMOVED] - You can no longer consume food while your not hungry (within 3 mins of eating)

* [REMOVED] - You can no longer drink while your not thirsty (within 3 mins of drinking)

* [NEW] - Toolbox is now needed to build Wire,tanktrap.

* [NEW] - Etool is now needed to build Sandbags.

* [NEW] - 5 New types of food models ("FoodmuttonCooked","FoodchickenCooked","FoodBaconCooked","HIDDEN","FooedRabbitCooked").

* [NEW] - 4 New Raw food models. ("FoodbaconRaw","FoodchickenRaw","FoodmuttonRaw","foodrabbitRaw")

* [NEW] - Blood bags now have an infection chance.

* [NEW] - 6 New items added to loot tables. (Inplace of item lockup or braking)

* [NEW] - Added moving combat roll (KK's Volt).

* [NEW] - Survived Dayz added to Epeen monitor

* [uPDATED] - Animal Meat reset. 2(Default),4(sheep),4(goat),4(boar),8(cow)

* [uPDATED] - Epeen monitor moved to scroll lock key and work started on moving to diary

* [uPDATED] - Massive cleanup remove all useless files.

* [uPDATED] - Redone all public EH's

* [FIXED] - Epeen monitor animation should now work correct without the fps drop.

* [FIXED] - DZ_Czech_Vest_Puch backpack class config. (Warning Message: No entry 'bin\config.bin/CfgMagazines.DZ_Czech_Vest_Puch'.)

* [FIXED] - Variable spelling mistakes should be corrected now.

* [FIXED] - Moved all new foods to string table.

* [FIXED] - Fixed infection chance when giving blood.(No longer apply s to player giving blood) :-(

Red = All removed

Green = Still added (for this test phase)

Above is this months changes.

Full change log can always be found at the below link.

https://github.com/R...on/Changelog.md

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Can you elaborate on what "Epeen monitor moved to scroll lock key and work started on moving to diary" is?

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