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Nemes1s

So who would...

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...like to play a mod that focuses on what dayz was like back in its beginning(April/May 2012)? That means it would be much more difficult to survive, remember when life expectancy was below 30 minutes? This could be achieved by more threatening zombies and less highend loot or additional survival features. I personally am sick of how easy this mod has gotten over the past few months with tons of servers with custom loadouts, 1000 vehicles etc.

My idea would be to overhaul zombie spawn mechanics to allow for more zombies spawned especially in larger cities and increase their health(which is currently only 4500 blood). My tests have shown that zombie count can be atleast doubled without much FPS loss. At the beginning of dayz it wasnt uncommon to have 1000 zombies spawned on a full server. It might also be possible to move zombies to the server(or to a headless client for even more zombies, but that would require server owners to purchase a second arma copy so it isnt pratical) so that client FPS is much higher, would also make it possible to clear areas of zombies completely for some time or add wandering zombie hordes that could raid cities. I remember when you had to actually sneak through a village so you dont attract any zeds, now you just run through cherno and loose the zeds following you after a while.

There are of course other ideas to spice up DayZ a bit like diseases(I believe that is a confirmed SA feature?) or a weight system so you think twice about carrying an AS50 in your backpack.

Would love to hear some thoughts if there are still people left in the community who play DayZ since the beginning and feel the same way as I do.

Edited by Nemes1s

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It's all going to be sorted in standalone.

They currently have 2000-3000 zombies per server sorted and they are working on getting it stable for 4000+

This will mean no running around, you will have to be stealthy.

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It's all going to be sorted in standalone.

They currently have 2000-3000 zombies per server sorted and they are working on getting it stable for 4000+

This will mean no running around, you will have to be stealthy.

Yeah I know that but SA is still months away, even if its deemed ready in June there will probably be closed tests at first to prepare for the masses that will try to play on release day.

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...like to play a mod that focuses on what dayz was like back in its beginning(April/May 2012)? That means it would be much more difficult to survive, remember when life expectancy was below 30 minutes? This could be achieved by more threatening zombies and less highend loot or additional survival features. I personally am sick of how easy this mod has gotten over the past few months with tons of servers with custom loadouts, 1000 vehicles etc.

My idea would be to overhaul zombie spawn mechanics to allow for more zombies spawned especially in larger cities and increase their health(which is currently only 4500 blood). My tests have shown that zombie count can be atleast doubled without much FPS loss. At the beginning of dayz it wasnt uncommon to have 1000 zombies spawned on a full server. It might also be possible to move zombies to the server(or to a headless client for even more zombies, but that would require server owners to purchase a second arma copy so it isnt pratical) so that client FPS is much higher, would also make it possible to clear areas of zombies completely for some time or add wandering zombie hordes that could raid cities. I remember when you had to actually sneak through a village so you dont attract any zeds, now you just run through cherno and loose the zeds following you after a while.

There are of course other ideas to spice up DayZ a bit like diseases(I believe that is a confirmed SA feature?) or a weight system so you think twice about carrying an AS50 in your backpack.

Would love to hear some thoughts if there are still people left in the community who play DayZ since the beginning and feel the same way as I do.

Its being worked on.

* [NEW] - 3 New decayed Zeds - harder to kill (WIP), Hit harder

* [uPDATED] - Reset action alert of zeds, Zeds hearing from actions is now reset back to 1.7.5.1 - M107_DZ Zed pull range 450 meters (Max sight/hearing from movement forced to 80 meters)

* [uPDATED] - Zeds overall dmg has been updated per hit/per zed (Old Type: Max possible dmg = body 600, Legs 100, Hands 50, Head 1200 New Type: Body 1200, Head 2400)

* [uPDATED] - Zeds sight and sound chance has been re-added so there is a chance they can ignore you.

* [uPDATED] - Sight and sound rebalanced to make them a little more even from movement.

* [uPDATED] - Add crawl animation damage. Players will now take dmg from crawling zeds.

Alot of the changes we are pushing now focus on bringing the game back to the harder state it was over a year ago.

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Its being worked on.

* [NEW] - 3 New decayed Zeds - harder to kill (WIP), Hit harder

* [uPDATED] - Reset action alert of zeds, Zeds hearing from actions is now reset back to 1.7.5.1 - M107_DZ Zed pull range 450 meters (Max sight/hearing from movement forced to 80 meters)

* [uPDATED] - Zeds overall dmg has been updated per hit/per zed (Old Type: Max possible dmg = body 600, Legs 100, Hands 50, Head 1200 New Type: Body 1200, Head 2400)

* [uPDATED] - Zeds sight and sound chance has been re-added so there is a chance they can ignore you.

* [uPDATED] - Sight and sound rebalanced to make them a little more even from movement.

* [uPDATED] - Add crawl animation damage. Players will now take dmg from crawling zeds.

Alot of the changes we are pushing now focus on bringing the game back to the harder state it was over a year ago.

Good to hear! Is it technically possible to move zombies to the server or is that something that can only be done in the Standalone?

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Good to hear! Is it technically possible to move zombies to the server or is that something that can only be done in the Standalone?

you have any idea how hard that is?

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A lot of the reason DayZ is easy now is to blame for the server hosters.

Disable side chat? We add it again! :thumbsup:

Remove spawning with a gun to reduce freshspawn pvp? We add it again! With a silencer! :thumbsup:

Make vehicles harder to find and repair? We spawn 50 choppers in the middle of the street and fix all the cars too, adding an overall 1000 vehicles there to make you lag! :thumbsup:

Make loot make sense? We add useless firestations and supermarkets to every town to ensure there will be PvP wherever you spawn! :thumbsup:

Ban weapons that should be banned? We un-ban them and increase the spawn rate tenfold! :thumbsup:

Added zombies to DayZ? Bleh! We removed those pesky and buggy zombies to make sure you can be focused on looting and PvP! :thumbsup:

Edit: Just noticed the :thumbsup: has a hitch-hiker's thumb.

Edited by McCullins

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you have any idea how hard that is?

It would mostly involve making sure most of the zombie spawn code is run on the server only(isServer/isDedicated check), and then actually spawning the zombies. Most straightforward solution would be to spawn them at server start, or run player spawn checks on the server. I'm pretty sure it could be done the question is if its actually better than running the zombies on clients because the arma 2 server is not known for good perfomance with hundreds of AIs. Even Arma 3 server hasnt improved much on that matter, I'm really not sure why they dont go for true multithreading with thread pools that scale well with how many players are on the server. Of course its much harder to code thread safe code you have deadlocks, livelocks, race conditions, but especially arma/dayz would benefit greatly from it.

Edited by Nemes1s

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I guess people have the zombie part under control, but as for a weight system, many servers have some sort of a weight system implemented, for instance, DayZ Mercenary has a weight system, and we have scripted a weight system into out private hive as well.

http://dayzmod.com/forum/index.php?/topic/129296-picnic-table-veteranchernarus-wheres-all-ma-guns-gone/

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