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ryanincalgary

Persistently boring empty servers.

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Don't get me wrong, I do have a mic, just saying 50% of the people doesn't and the interactions aren't as fun as some people say they are.. In my opinion.

Where are you getting this "50%" data from?

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Where are you getting this "50%" data from?

My so far experience in the game and youtube clips! :) Ofc I don't know the exact numbers I doubt anyone do but its just to say that atleast half of the times people meet either have no mic...^^

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Hey Guys!

 

Serously..........loot count varys from server to server...If your really trying to gear up, and the server your on just does not have a thing....log into one that is not persistant. Dont just stay on it. Simple. There are servers, that have nothing what so ever, then there are some that have too much stuff (loot glitch servers) ASOME. And enjoy that shit while it lasts, and dont whine about it! Becuase more then likely that some sort of bug and they will fix it sometime down the road....if you bitch about it too much, they just make things hard to find every where....so close you cake holes about it! Not even worth fighting about......theres more pressing matters to bitch about!

Edited by CJFlint

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1) This isn't a beta, its an alpha.

 

2) DayZ is about interaction, not loot.

Dayz is about what ever you want it to be. if you enjoy looting, loot. if you enjoy interacting, interact. then respawn because interaction gets you killed.

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If helo crashes spawned on persistent servers I would have no reason to join the nonpersistent ones.

Why do you think they don't?

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Why do you think they don't?

Because he hasn't bothered to do his homework. If he did, he'd know that they spawn just fine -- the Russian ones are invisible however.

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Everybody knows that the loot tables/persistence is WIP !

Why are you arguing about nothing (OP) ?

 

Stop with the bickering already.

 

I wasn't arguing about anything, I was complaining and wondering if it's just a statistical anomaly that I have terrible luck on these servers or if everyone's experiencing similar events.

 

Everything is WIP. That's no excuse for lousy work. You can build and test things without even pushing them to the experimental. If something sneaks by the developers testing and then fails in the experimental build why continue to push them to the stable branch before repairing them? I know helicopters were brought up in experimental but they still pushed it to the stable branch because hey who gives an f it's "WIP". It's lazy.

 

The forums are meant to be a place to test the temperature of the community. It's where people come to complain. 

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1) This isn't a beta, its an alpha.

 

2) DayZ is about interaction, not loot.

 

Ops beta comes after Alpha. My point was I realize it's still in development and testing.

 

Interaction is important. But when you're on servers and everyone's basically starving to death that interaction is going to be limited and boring. Conversely when you're on servers which are flush with loot it provides little cause for interaction besides fully geared players shooting each other. There's also little to no consequences for death if you can get back to the same gear level in an hour. 

 

I agree the game isn't about loot. Loot shouldn't be easy to get but it should be available to get on the server. 

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Everything is WIP. That's no excuse for lousy work. You can build and test things without even pushing them to the experimental.

 

Fair enough. But many players also get stuff wrong becase they say one word and mean another, or don't see the bigger picture, or expect systems implemented being "finished" or "complete". Let me try to explain this to you.

 

1. Persistance:

Persistance only means that Items persist over a server restart. Nothing more. A peristance-disabled server will clear all loot from the map on restart and respawn it when it goes back up. A persistance-enabled server will keep items where and how they are prior to the restart.

 

2. Item Respawn:

This is a new system introduced along with persistance that controls "restartless" loot spawns. And it's the actual "problem" we talk about here. However, it's a system highly dependant on players and player numbers, so nothing they could test enough internally, and nothing they can test perfectly on the smaller experimental playerbase. The thing that will suprise you is that this system is actually working as intendet. When a player picks up an item ( or it despawns due to the Item degradation system ), it spawns a new item on a new location calculated by pickup position and player's near. So the only actual problem is how the game plays right now. The coast is an high traffic area ( many loot pickups and many players in the area preventing loot from respawning near ) so it piles up loot in less frequented areas. But this is not a bug, because what the system is still waiting for to be complete is:

 

3. Loot distribution,

which is simply said a system that spreads the piles out again. It's actually the hardest part to do, because the job of this system is to find the balance to make looted areas feel looted but not barren, and non-looted areas not being stuffed with Items. The way DayZ spawns loot right now ( per building ) is a tough one for a loot distribution system, because you need to develop algorithms why house_a in Kamyshovo should spawn more or faster than house_a in Sinistok.

 

All these three systems are meant to work together in the end ( acutally 4 when you take item degradation into account too ), so there is nothing broken that they could fix. It's simply unfinished.

 

Loot distribution is planned for Q1 2015.

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Fair enough. But many players also get stuff wrong becase they say one word and mean another, or don't see the bigger picture, or expect systems implemented being "finished" or "complete". Let me try to explain this to you.

 

1. Persistance:

Persistance only means that Items persist over a server restart. Nothing more. A peristance-disabled server will clear all loot from the map on restart and respawn it when it goes back up. A persistance-enabled server will keep items where and how they are prior to the restart.

 

2. Item Respawn:

This is a new system introduced along with persistance that controls "restartless" loot spawns. And it's the actual "problem" we talk about here. However, it's a system highly dependant on players and player numbers, so nothing they could test enough internally, and nothing they can test perfectly on the smaller experimental playerbase. The thing that will suprise you is that this system is actually working as intendet. When a player picks up an item ( or it despawns due to the Item degradation system ), it spawns a new item on a new location calculated by pickup position and player's near. So the only actual problem is how the game plays right now. The coast is an high traffic area ( many loot pickups and many players in the area preventing loot from respawning near ) so it piles up loot in less frequented areas. But this is not a bug, because what the system is still waiting for to be complete is:

 

3. Loot distribution,

which is simply said a system that spreads the piles out again. It's actually the hardest part to do, because the job of this system is to find the balance to make looted areas feel looted but not barren, and non-looted areas not being stuffed with Items. The way DayZ spawns loot right now ( per building ) is a tough one for a loot distribution system, because you need to develop algorithms why house_a in Kamyshovo should spawn more or faster than house_a in Sinistok.

 

All these three systems are meant to work together in the end ( acutally 4 when you take item degradation into account too ), so there is nothing broken that they could fix. It's simply unfinished.

 

Loot distribution is planned for Q1 2015.

 

That's a really good explanation of the current system.

 

However I believe on some servers loot item respawn is not working as intended. So when that item is picked up there isn't a replacement item spawning somewhere on the server. Since the AKM for instance only spawns in long barracks and I was able to check 9 out of the 10 long barracks on a server with no other players after a server restart. The only one I didn't make it to was the one north of Sevrgino and while it's possible, it's also unlikely there were several in that one barracks. When I play I try to stick to the same server as much as possible so it's disappointing to have to switch severs for loot. It's still possible maybe it's reading weapons stored in tents or dropped in the woods/water or maybe they're spawning in the ground or something. 

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and I was able to check 9 out of the 10 long barracks on a server with no other players after a server restart.

 

Stop! remember, server restarts mean nothing on persistance enabled servers in terms of Item respawn!

 

When you pick up an AKM in a long barrack somewhere on the map, it will spawn one of the following guns ( OR any other Item tied to the building ) in a long barrack somewhere on the map:

 

- Izh43 Shotgun

- Mp-133 Shotgun

- Blaze

- Repeater

- Mosin

- CZ527

- SKS

- Crossbow

- AKM

- AK101

- AKS74U

 

So if you grap an AKM in the Pavlovo military base, it might spawn a Blaze in the Barracks at the NWAF. It's not that you pick up an AKM and spawn an AKM this way. You rather take an item from the building "Long Barracks" and it will respawn a random item meant to spawn there. "Garbage loot" has a higher chance to spawn, so it will spawn more. Picking up an AKM in a Barrack building is like twice the chance to spawn a Beret rather than any gun i've mentioned above, since the spawn rates of clothing is bigger than the spawn rate of rifles.

 

This is why the Loot-piles are mostly low quality items like boots, berets, handcuffs or shirts. The spawn rates are simply higher, so one AKM being taken has a three in one chance to spawn clothing items, but a one int three chance to spawn any of the firearms i've mentioned above.

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