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mattlightfoot

DayZ Mod 1.7.5.1 Update

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I love EVE. I love it. I love it more than some dead relatives of mine.

These problems do not compare with the challenges of EVE.

See, EVE has safe zones. They've always had safe zones. Or relative safe zones.

Thirty seconds out, with these new zombies, a new player will get gutted, not know what they did wrong, get frustrated and leave. Period. (An exaggeration, but it won't feel like it to them.)

This is not an EVE situation. Not even close. EVE gives you the opportunity to NPC out a bit, learn the system. And let's also keep in mind that if you get got in EVE, it's 99.99% likely that a player did it, NOT an NPC. It's apples and oranges.

Edited by Logahmmed

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Tbh with this being one of the only games in this genre, that somewhat work lol, i think its alright its a tough learning curve :)

Take EVE for example, its one of the toughest games to learn to play, but the rewards when you do learn it is awsome, thats the way DayZ should be.

Very difficult to begin with and then pay off to the persistantplayer who didnt give up, we dont want a "wow nerf" here pls.

There's tough and there's "no one but a small group of dedicated masochists are going to play it".

It's going to be interesting to see what effect this update has, if I was involved in the mod I'd be monitoring player hours and especially new player retention. You may like playing with an ever dwindling pool of hardcore players, but I'm pretty sure the people developing the mod don't want that.

Possible compromises could be things like only military zombies get the "talk" ability or the further north you go the further the zombies can "talk". No idea if those are even feasible.

*edit* also what the guy above me said.

Edited by cpnichol

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But im not comparing anything but the learning curve. No gameplay what so ever so it doesnt matter if theres safezones or what not, a learning curve is a learning curve not matter what.

It has nothing to do with NPC or safezones or anything of that sort, and if a player gives up after getting killed a couple of times in the beginning, they arent worth of playing this game anyway. DayZ should pay off to the persistant player, not be "casual friendly" like most games are now a days, which btw ruins it completely....

All im saying is, dont make it easy, keep the steep learning curve, its what makes the game worth playing. Making it easy will just result in a "polished" warz, nothing else.

And since theres not a whole lot to learn in DayZ tbh, it should be a steep learning curve. All you need to learn to survive is crouch and watch your surroundings, that will enable you to survive for very long.

Edited by Byrgesen

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DayZ should pay off to the persistant player, not be "casual friendly" like most games are now a days, which btw ruins it completely....

That suggests we only have one of two EXTREME options, which we do not. We have MANY options, on a long spectrum. The zombies right now are inconsistent at best. If their animations weren't so janky and their close quarters hit detection weren't so outrageously dumb, I might cede the point. But the mod keeps futzing with the zombies tracking re: your movements (which is also wildly inconsistent), and it's gotten worse.

All im saying is, dont make it easy, keep the steep learning curve, its what makes the game worth playing. Making it easy will just result in a "polished" warz, nothing else.

First off, there's no such thing as a "polished" WarZ. The WarZ is/was borderline fraud made by hucksters. The WarZ is not even remotely relevant to this conversation.

Secondly, in order for there to be a learning curve, there has to be the opportunity for the player to learn. That cannot be done when a player can, in exactly the same scenario, do exactly the same thing, and have two, three, four wildly different results. I have run past crowds of zombies fully expecting to have a horde behind me (it was actually a prank I was pulling) -- only one aggro'd. I crawl past a zombie, get easily 90m out, crouch, and without even taking a step, it aggros.

I'm indoors, in a room with closed windows, second floor, with a single zombie down below OUTSIDE, open a can of soda -- THE ENTIRE HORDE FROM A BLOCK AWAY AGGROS.

This is not "a learning curve." This is a complete lack of consistency. Period. You want tough? I want tough, too. But there should be a basic set of parameters that zombies follow. A baseline that we all know. Do they hear well but see like crap? Okay. I can adjust to that. Vice-versa? That, too. But if some see great and some hear great and you can't tell which does which, it just means zombies see all, hear all, and rather than even attempt to sneak -- which is part of the fun -- you may as well stand up, sprint from one building to the other and assume to be aggro'd if there's a zombie within a klick of you.

That diminishes tension, that diminishes fun. Period. I am all for brutal survival. But the game has to set the rules and then play by the rules it set for itself, and right now it's inconsistent in following through.

You'll notice a repeating word is "inconsistent." Not "always bad." But very, wildly inconsistent. If it's consistently one way or the other it can be handled. But so many different ideas have been imprinted on this mod and back-and-forths that I'm not even sure the mod knows what to do anymore.

Edited by Logahmmed
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Ok so far the biggest concern ppl have is the zeds. So this is where we are

Community Notes:

Affected addons:

* dayz_code

* dayz_sfx

Community Change log:

* [NEW] - Added a 2 minite delay to new zeds spawning once MaxLocal zeds fall's below the acceptable level.

* [NEW] - Added new sfx for chopping wood.

* [uPDATED] - loot weighted array generation fixed.

* [uPDATED] - Updated logout system to check radius of zeds from 50 meters to 25 meters

* [uPDATED] - Player range on logout to 6 meters.

* [uPDATED] - Max Range of targats 120 meters down from 300 meters. (this should help long range agro).

* [uPDATED] - AI behavour updated to try making them zigzag less.

* [FIXED] - Zeds will talk to other zeds within 80 meters down from 200 meters (FIXED)

* [FIXED] - CookedBeef StringTables now added.

* [FIXED] - Spanish, French StringTables updated.

* [FIXED] - logout timers updated from sleep 3 to sleep 1 this should now fix long logout timers.

* [FIXED] - Zeds should no longer walk though objects.

* [REMOVED] - Chase combat logging systems removed.

  • Like 18

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* [NEW] - Added a 2 minite delay to new zeds spawning once MaxLocal zeds fall's below the acceptable level.

* [uPDATED] - Max Range of targats 120 meters down from 300 meters. (this should help long range agro).

* [uPDATED] - AI behavour updated to try making them zigzag less.

* [FIXED] - Zeds will talk to other zeds within 80 meters down from 200 meters (FIXED)

* [FIXED] - logout timers updated from sleep 3 to sleep 1 this should now fix long logout timers.

* [FIXED] - Zeds should no longer walk though objects.

Sounds fair. The talking range seemed to be really too big and that zed spawning sounds good.

* [uPDATED] - Updated logout system to check radius of zeds from 50 meters to 25 meters

* [REMOVED] - Chase combat logging systems removed.

No no no no no these just spoil the kids. You shouldn't log out anywhere near the zeds. Was the chase combat logging somehow broken or why remove it?

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For the moment i need to make sure the logout issues isn't being caused by the zeds chase system so for now im just going to pull it.

While we do some tests :-)

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now its possible to get an infection from an bloodtransfusion?...

ah i forget... we are in russia ^^

you can get russian vodka aids from the blood of the russian farmerboyz :lol:

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Remember people post to complain a lot more than they post to praise, don't fall victim to the complainers because it looks like they outweigh the rest.

I see people complain all day long about how the zombie aggro is way to aggressive and difficult. I have not encountered this, I am still able to sneak into any city no matter the amount of zombies. All it takes is a little practice and knowing what will and wont aggro the zombies paying close attention to your noise and sight meter, crouch and hold shift while walking on loud surfaces, if need be crawl across streets, watch the zombies and don't run past the direction they are facing. The game is littered with distraction items, from flares to smoke grenades to cans and bottles, all can be used to easily distract and move the zeds.

All of these kids now day want to be able to RUN in, grab whatever loot they want and run out without being spotted. The current balance works very well in my mind, even the long distance aggro from sprinting. The human eye by nature is designed to pick up the tiniest movements while panning across landscapes. Assuming the zombies eyes still somewhat work, a figure moving quickly across the horizon should be picked up by a zed.

If you are making the zeds zigzag less, what increase to their difficulty will there be to balance them out?

Right now the only thing that makes zeds a threat is that their movement is hard to track. Having them run in somewhat straight lines will make them easy pickings for handguns and very manageable if aggroed.

Obviously you can't please everyone, however making the zombies take the quickest most direct path will prove little challenge and I fear will make the core of the game stale. How do you strike fear in people with video game monsters? you make them many and you make them difficult to hit; Add limited ammo to the mix and your on the verge of true classic survival horror game.

What if you changed the damage up slightly? made it take two or three times the amount of damage to the body in order to "kill" a zed while keeping headshot one hit kill.

  • Like 3

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Ok so far the biggest concern ppl have is the zeds. So this is where we are

Community Notes:

Affected addons:

* dayz_code

* dayz_sfx

Community Change log:

* [NEW] - Added a 2 minite delay to new zeds spawning once MaxLocal zeds fall's below the acceptable level.

* [NEW] - Added new sfx for chopping wood.

* [uPDATED] - loot weighted array generation fixed.

* [uPDATED] - Updated logout system to check radius of zeds from 50 meters to 25 meters

* [uPDATED] - Player range on logout to 6 meters.

* [uPDATED] - Max Range of targats 120 meters down from 300 meters. (this should help long range agro).

* [uPDATED] - AI behavour updated to try making them zigzag less.

* [FIXED] - Zeds will talk to other zeds within 80 meters down from 200 meters (FIXED)

* [FIXED] - CookedBeef StringTables now added.

* [FIXED] - Spanish, French StringTables updated.

* [FIXED] - logout timers updated from sleep 3 to sleep 1 this should now fix long logout timers.

* [FIXED] - Zeds should no longer walk though objects.

* [REMOVED] - Chase combat logging systems removed.

Thank you Razor, this would fix a lot of the problems people are having. You have my beans :)

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Hmm, will see what I make of the changes when we get to try the next hotfix, but personally I dont think its really necessary. I played a good 5 hours yesterday, half night half day, in high population areas, using non silenced weapons around towns/airfields when I had to, and while yeah I got rushed by zombies a few times, it was never a problem. Ran them into trees/up hills/into buildings, took out ones I needed to. Im not sure if people are giving this game the patience it deserves. Yes you want to loot that guys dead body by the airfield, but if you do get seen, the answer is to leg it for miles, shake the zombies off, then try and stealth your way in again. I think some people have the view that something like that is a waste of 20 mins, where as for me thats the whole point of the 20 mins...

The 200->80m change sounds fine, and im sure you wont razor, ive got alot of faith...but please dont dial anything back too far :) Yesterday was the best dayz i have played since mid summer last year!

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Lag issue is fixed now on my server. I used Dwardens settings for the .cfg and .profile files, which you can find here.

The settings are complete different from the one I used up to 1.7.5.1. But they fixed the lag and desyncs for me.

Thanks to all supporters :)

Edited by Polli
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My only issue was the long logout timer and it looks like that is getting fixed - good stuff.

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Yea the agro distance is the biggest pain i wont to fix this it should have been fixed to start with but yea :-( the agro should still be real just not pull the hole town.

Zigzagging should still exist but it should be more of a running sway not a sidestep zigzag.

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Cant you limit zombie spawn numbers to be related to the total number of residential buildings in the immediate area?

It is 'unrealistic' to have so many more zeds than there were originally dwellings for before the outbreak.

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Hmm, will see what I make of the changes when we get to try the next hotfix, but personally I dont think its really necessary. I played a good 5 hours yesterday, half night half day, in high population areas, using non silenced weapons around towns/airfields when I had to, and while yeah I got rushed by zombies a few times, it was never a problem. Ran them into trees/up hills/into buildings, took out ones I needed to. Im not sure if people are giving this game the patience it deserves. Yes you want to loot that guys dead body by the airfield, but if you do get seen, the answer is to leg it for miles, shake the zombies off, then try and stealth your way in again. I think some people have the view that something like that is a waste of 20 mins, where as for me thats the whole point of the 20 mins...

The 200->80m change sounds fine, and im sure you wont razor, ive got alot of faith...but please dont dial anything back too far :) Yesterday was the best dayz i have played since mid summer last year!

I can see where you are coming from mate, but you do not grasp the situation here that has now been remedied. The thing was that when you shot down a wave of zombies in a town, a new wave would spawn immediately after, rendering your efforts totally useless. They just spawned and spawned. Thats why Razor now has tweaked the respawn timer to two minutes. That gives you a "window" of some time to go in and loot before zeds respawn, are you with me?

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I'm glad to see that this update has came along and brought many new things to us, however I get the feeling that some private hive owners are not very happy.

Quotes from a friend that hosts a Private Hive Server

"Dayz is a piece of shit that blocks the best interests of its players by continually trying to kill the private hive. Piss on DayZ Dev, that is why we went to a community made map, Taviana, and are getting away from Chernarus! Down with Dayz Public Hive! Up with Private Hive."

"DayZ mod is now being developed ny the community, and has been since the bulk of standalone was finished, and they needed more rocket and company to tweak and finish it. The community dev team, which has friends of mine on it, namely, daimyo, the guy who built base building, had some really great ideas on how to make dayz great. They passed these thing aloong to straight dayz dev, and most of these things were approved.

Heres the cleincher.

Right about the time they were ready to releaseit, dayzdev forced a hive authentication onto the update for i.7.5.1. This authentication pissed off about everyone who has ever had a hand in private servers. In fact, it poissed them off so bad, the Ayan4m1, the guy who built bliss, and helped with early server builds quit doing it altogether.Shut down his website, and retired permanantly from building private erver hives."

"You want to know what the worst part is. They uased mods built by private hives, like zombies spawning while you are in a vehicle, and pulling you out. Specifically Daimyo's mods, and incorporated them right into dayz code. Built on PRIVATE HIVES. and now they are killing private hives with this 1.7.5.5."

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So uhh yeah , been flying around the map 15 min before server restarts and found no crashed helicopter xD , anyone else not finding those? might it be the servers fault?

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I have only been playing for about 3 weeks now and yesterday was the first day I really had to work at getting into a town and into a building. it started with trying to get into a framhouse barn and that took about an hour. I really had to work at it, like some of the other player are saying that you have to work at getting the zeds off by "legging" it in the other direction for a while. I found what worked for me is looking for bushes or trees to help break the "line of sight" and each time you do this the zed pauses at that location to reacquire you which gives you more distance and after this happens a few times you have enought distance that they stop chasing you.

The argo issue does seem a bit extreme and it sounds like you have adjusted this, so should be ok. I did notice however yesterday that something was off with the total zeds being spawned in some isolated areas. I was in the factor between Polana and Orlovets and the agroed the zeds. After shaking them off I watched for the hillside across the road and the total zed cound climbed above 75 before I moved on. they keeped spawning inside the walled off yard and then walked outside of the walled off area. once each group of zeds walked outside of the walled off area a new group would spawn to replace them.

I'm thinking the area of effect for respawning a new group of zeds should be adjusted to cover a larger area or if that is what you have already done with the timer.

finally this was something my son asked me to help him get working and now I'm playing it... great game!

  • Like 1

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Just throwing in my 2 cents here.

The patch has it's good and bad. I for one hated to see my little bird only hold 10 items, down from 20. White dots should still be there for recruit lvl, wasnt that the whole purpose of recruit? For noobies and beginers to learn the game and find vehicles. Speaking of vehicles, I'm just not sure they spawn the same anymmore, before you could find a bike or ATV or even a motorcycle and now you could run from Kamenko to Electro and not find anything.

Zeds (Walkers) is the hot topic. People forget zombies are dead rotting corpses that hunger for your blood and flesh, they are not world class sprinters! In fact their senses and muscles have deteriated down to nothing, more so on the ones that's been dead for a long time. Fresh zeds might have a little spring to their step but thats about it. Sight and Hearing should only be a fraction of a live human. Zeds should be more like The Who's Tommy, deaf dumb and blind and there only strength would be there sheer numbers.

Choppa crash sites seem to not spawn.

Spent the night in Stary going through the barracks and weapons and ammo was so scarce that it wasnt even worth the risk-reward. 1 full hour and I ran out of ammo, had nothing to show for it except 100 dead zeds laying around AND this was using an axe NO way could I ever use my AK or pistol, then whole town would be running at me like Usain Bolt.....

Limit the senses and speed of zeds, reduce the numbers in isolated areas and increase in major towns. Show vehicles on your map when your within a few hundred feet or restore the white dots to only recruit level only, which gives the player the ability choose themselves.

Thanks for your time.

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

spelling mistakes hsould be corrected now.

mistakes hsould be corrected now.

hsould be corrected now.

hsould

Oh god the irony. I lol'ed.

Very cool update.

Edited by RIGHTLY
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You can now eat raw meat. No more going hungry. Just be careful of infection. Also, I didn't know until recently but you can harvest wood in the Forrest by right clicking on your hatchet in you took belt :-)

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If you are making the zeds zigzag less, what increase to their difficulty will there be to balance them out?

Right now the only thing that makes zeds a threat is that their movement is hard to track. Having them run in somewhat straight lines will make them easy pickings for handguns and very manageable if aggroed.

The thing is that zombies are not supposed to zigzag. Zigzag at shooters is something that they teach in the military and I believe it was accidentally left over from Arma2.

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