Jump to content
Sign in to follow this  
e00c

Persistence explanation?

Recommended Posts

A lot of info flying around, but lots contradicting each other.

 

Our server is enabled by default, (no option to disable).

* Stash has stayed on server since 050 patch, still pristine. Dozens of restarts.

* Some loot respawns if displaced...

* But, loot in general seems to be lacking.

* Loot if untouched, stays in the same place after restarts. Leaving lots of terrible unwanted loot.

 

 

Does anyone know:

 

* How long does stashed loot stays on the ground? I thought it was meant to "decay". It's all still pristine.

* How the loot respawning works? Player proximity? Timer delayed?

:edit: 

* Also, if we keep picking up loot (for arguments sake) and stashing it x repeat. Is there not a limit as to how much loot can be on a single server?? Getting to the point of absolutely zero loot spawning? If not, wouldn't this at some point affect server performance? 

 

 

I like the new loot system (though, needs tweaking), but just need to understand it more :-)

 

 

---- p.s fix the water pumps! Running out of water purification tablets :-/

Edited by jumling

Share this post


Link to post
Share on other sites

Items are supposed to degrade over time, but I think there is a bug at the moment where no items are degrading.  Items should respawn elsewhere once they degrade to "ruined", but Ive no idea how the code is handling that when nothing is degrading.

  • Like 1

Share this post


Link to post
Share on other sites

Yeah 0.50 has an issue with item condition not updating, which results in everything being pristine.

 

Also, purification tablets have no effect. Drinking from ponds is safe anyway.

  • Like 2

Share this post


Link to post
Share on other sites

 

Also, purification tablets have no effect. Drinking from ponds is safe anyway.

 

We really didn't know this! my word... aha. 5 of us sharing tablets.. lol. /feels like a fool.

I know they didn't work previously, but was sure if they fixed it.

  • Like 1

Share this post


Link to post
Share on other sites

We really didn't know this! my word... aha. 5 of us sharing tablets.. lol. /feels like a fool.

I know they didn't work previously, but was sure if they fixed it.

Haha, I actually thought that since they disabled wells and your only source of water is either sea (salt) or ponds (fresh) purification tablets would actually become useful. Oh well, I guess I don't have to worry about it now.

Share this post


Link to post
Share on other sites

Yeah 0.50 has an issue with item condition not updating

This issue was already present since 0.49 hotfix. Probably related to desync as most of the current issues.

Share this post


Link to post
Share on other sites

Running out of water purification tablets :-/

You.. don't need those. Yet.

Edited by Chompster

Share this post


Link to post
Share on other sites

Haha, I actually thought that since they disabled wells and your only source of water is either sea (salt) or ponds (fresh) purification tablets would actually become useful. Oh well, I guess I don't have to worry about it now.

 

You can drink sea water? In ~350 hours of DayZ, it's never occurred to me to do that, ever!

Share this post


Link to post
Share on other sites

This issue was already present since 0.49 hotfix. Probably related to desync as most of the current issues.

The issue was solved until the penultimate iteration of EXPERIMENTAL 0.50...well, sort of. Almost everything was damaged or badly damaged, then. In the last iteration of EXP 0.50 and now on STABLE 0.50 it popped up again. Especially in last EXP 0.50 everything was pristine, even things that should have been at least worn (like dove jackets soaked in water).

Edited by DocWolf

Share this post


Link to post
Share on other sites

Hang on, items are degrading. I don't think items will spawn with random item degradation, but you can break items from falls, impact and gunfire. Lost my high cap vest to a zombie awhile back and my pants gave out after AK rounds paid me a visit.

Share this post


Link to post
Share on other sites

Hang on, items are degrading. I don't think items will spawn with random item degradation, but you can break items from falls, impact and gunfire. Lost my high cap vest to a zombie awhile back and my pants gave out after AK rounds paid me a visit.

I only know about following ways to degrade items: falling/taking damage or random bug. Weapons degrade as you use them, however my fire axe seems fine even after all the zombie chopping.

Share this post


Link to post
Share on other sites

Only have one silly question regarding persistence:

 

Lets say I go on "Official DayZ server xxxx", leave a bag full of items or a tent, change server. I won't find it on the other server right?

Its a stupid question but considering our characters are saved on the server side, thought I'd asked "just in case" ha ha  :P

Share this post


Link to post
Share on other sites

Only have one silly question regarding persistence:

 

Lets say I go on "Official DayZ server xxxx", leave a bag full of items or a tent, change server. I won't find it on the other server right?

Its a stupid question but considering our characters are saved on the server side, thought I'd asked "just in case" ha ha  :P

 

Unlike the items, which are indeed saved server side, your character(s) are saved on the central hive. So yeah, persistant items are saved on the ( game ) server.

  • Like 1

Share this post


Link to post
Share on other sites

Haha, I actually thought that since they disabled wells and your only source of water is either sea (salt) or ponds (fresh) purification tablets would actually become useful. Oh well, I guess I don't have to worry about it now.

 

I think there's probably more ponds than wells across the map. Players are just going to switch to finding the other. Wells were the obvious option since they were in towns and you always topped up when you found one so not sure why they disabled them. It's not really going to make a huge amount of difference and the amount of ponds increased since the mod is huge :o

Share this post


Link to post
Share on other sites

Unlike the items, which are indeed saved server side, your character(s) are saved on the central hive. So yeah, persistant items are saved on the ( game ) server.

And here lies a big issue, at least for me.  Once persistence is working, players are still going to be able to hop to a low pop non persistent server, collect their goodies, hop over to their tent persistent server and stash them.  Rinse and repeat.  Persistent servers should be their own hive.

Edited by Caboose187
  • Like 2

Share this post


Link to post
Share on other sites

And here lies a big issue, at least for me.  Once persistence is working, players are still going to be able to hop to a low pop non persistent server, collect their goodies, hop over to their tent persistent server and stash them.  Rinse and repeat.  Persistent servers should be their own hive.

Or.....players should be locked to a single server. I agree though.

  • Like 1

Share this post


Link to post
Share on other sites

And here lies a big issue, at least for me.  Once persistence is working, players are still going to be able to hop to a low pop non persistent server, collect their goodies, hop over to their tent persistent server and stash them.  Rinse and repeat.  Persistent servers should be their own hive.

Really?? Non persistence server have more loot.. enabled. . have less (obvious reasons).. but this is a big flaw :-/

 

 

:edit:

 

Players shouldn't be locked to a server. Just a different hive.

Edited by jumling

Share this post


Link to post
Share on other sites

Players shouldn't be locked to a server. Just a different hive.

That's what I mean.  Persistent severs should be it's own separate hive.  Not linked to the main hive that has non persistent servers.  Persistent hive(1st and third separate) -  Non persistent hive(1st and third separate)

Edited by Caboose187

Share this post


Link to post
Share on other sites

I don't see a big problem with having lots of little hive branches etc, PROVIDED, they release the damn server files for the public to use on their own hosting companies.

I think that alone would probably reduce some of of the issues with server hopping looting etc.

 

I hate this shit with a lot of games only running with certain GSPs.

I'm sure DayZ will go the way of Arma eventually, and you will be able to run your own servers, but I wish this would come a little faster.

 

It's a real pissoff, when I have access to literally HUNDREDS of physical servers sitting in datacenters, and noooooo... I need to pay a damn GSP a grossly overpriced fee to have my own.

Share this post


Link to post
Share on other sites

 

I'm sure DayZ will go the way of Arma eventually, and you will be able to run your own servers, but I wish this would come a little faster.

 

 

this...so much this

Share this post


Link to post
Share on other sites

Really?? Non persistence server have more loot.. enabled. . have less (obvious reasons).. but this is a big flaw :-/

This is only half correct from what I have seen so far. On persistent servers you can find loads of loot, huge amount in fact. But it will be low grade loot, like having tons of backpacks lying around, large amount of clothing and then some food and drink. High grade weapons and attachments will be rather difficult to spawn because of idiot developers. My guess from what I've read and experienced is that persistent server have a loot cap of sorts preventing them from being overpopulated by items. But not all items have equal spawn chance, lets say that a barrack at NWAF have a 5% chance to spawn a weapon and 50% chance to spawn a backpack or clothing, on five restarts this barrack rolls on 50% and now contain 5 items of clothing or backpack. Now all the loot slots are used up and these items will have to be removed by someone before new loot could spawn. I think this is the main reason to why I have seen so many air hangars filled with boots and backpacks instead of something that is actually useful. It would also explain why we often see civilian buildings contain loot that is unusual for this type of building. Mainly because a player went into a that area because it is known to often contain a good melee weapon, player picked it up and went away. Next player visits that place in hopes of picking up a melee weapons but finds a different item which he/she already acquired at a different location prior to visiting this place.

 

 

I like the idea of persistence, but this current implementation is a waste of database space. What is the point of keeping a ruined items lying around when you can't mend these items or re-use them for anything. In my opinion restarts should refresh servers, remove unused items, clean up old loot and spawn new. Container items such as small protected cases, med kits, ammo containers, tents, backpacks should remain on server but only under CERTAIN conditions. Such conditions can be: Is container not empty? Has owner logged on in last 24 hours? Has container been accessed in last 24 hours? All of these parameters should be adjustable by server owners so they can customize their own experience and viable by players so they know what rules apply on the server.

 

One thing that really bothers me is how after a server restart, all doors remain wide open. The thrill of coming across a building with all door's sealed and thinking "Lucky, a place nobody has looted before" is completely gone in 0.50. You just visit same old locations over and over again to pick up more shoes and more clothing so that you can look fabulous.

Share this post


Link to post
Share on other sites

What server host are you going through? Gameservers.com require you to submit a support ticket to have persistence disabled.

Share this post


Link to post
Share on other sites

And here lies a big issue, at least for me.  Once persistence is working, players are still going to be able to hop to a low pop non persistent server, collect their goodies, hop over to their tent persistent server and stash them.  Rinse and repeat.  Persistent servers should be their own hive.

 

That problem would not be a persistant one ( lol, get it ? :) ) since its only an issue of persistance still being under massive development. Once it's working as planned and the servers dont drop in performance over time, there will be no persistance-disabled servers anymore.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×