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Exp Update: 0.55.127059

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Anyone know when the loot distribution will come?

 

Right now the same old loot is tied to the same buildings regardless where you are on the map.

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Anyone know when the loot distribution will come?

Right now the same old loot is tied to the same buildings regardless where you are on the map.

Extracted from Eugenharton twitter:

-The_Kaindl_AT: Will central economy be part of 0.55?

-Eugenharton: No, highly likely. Almost ready. But probably 0.56

......................

-The_Kaindl_At: I thought it isn't activated yet because oft buggy loot distribution ?

-Eugenharton: Well we fixed most od it in the last iteration. Now just a bit more granular control

https://mobile.twitter.com/eugenharton/status/580324026108743680

Edited by Polini
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Extracted from Eugenharton twitter:

-The_Kaindl_AT: Will central economy be part of 0.55?

-Eugenharton: No, highly likely. Almost ready. But probably 0.56

......................

-The_Kaindl_At: I thought it isn't activated yet because oft buggy loot distribution ?

-Eugenharton: Well we fixed most od it in the last iteration. Now just a bit more granular control

https://mobile.twitter.com/eugenharton/status/580324026108743680

 

Oh sweet, thanks! 

 

*gives beans*

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Are infected respawning on server restart?

 

I've changed servers to try to find some infected to shoot and had no luck.

 

It seems like their numbers dwindled and now I cannot find any let alone the numbers we saw when this patch dropped.

 

The "old" server I started my first character on looks like it's "dying" and I couldn't connect last time I tried....

 

I'm really interested to see how the new loot distribution works.

 

It will be nice to see things randomized a little more.

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Are infected respawning on server restart?

I thought so. I made a post earlier in the thread about being in a server pre-and-post-restart in Karmanovka where I logged out with hardly any zombies and logged back in to see a whole bunch of them pacing around in front of me. Could just be that it "reset" existing zombies and didn't actually spawn any new ones, not sure.

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I thought so too....

 

I had also seen a town go from clear to infected after a restart and thought they were respawning.

 

It hadn't occurred to me that they could "reset" on server restart, though I guess that's just as possible.

 

I know it could be luck but I'm not seeing any today at all.

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Are infected respawning on server restart?

 

 

They seem to be respawing only in certain areas. Couldn't find any infected in Severograd after a restart, but in Myshkino there was an endless affluent of infected coming from every direction...

 

Really looking forward to proper "hordes". (Maybe not when they'll be mauling at me... <_<    :lol: )

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-snip-

 

Really looking forward to proper "hordes". (Maybe not when they'll be mauling at me... <_<    :lol: )

 

Grenades and landmines could make for good horde offense/defense.

 

I would hope that Molotov Cocktails or some kind of improvised incendiary devices can be implemented soon after hordes.

 

Bombing Molotov Cocktails is just a good way/the right way for a solo character or a small group to exert some crowd control.

 

Of course liquid fire, spreading physics, animations for burning infected, all that might be more time consuming to code for one feature than a lot of other "bigger" things that need more immediate attention from the devs.

 

Ahhh, a boy can dream....

 

Edit:

 

I'm no firearms expert but chambering and reloading mechanics need a lot of work still.... right?

 

The 1911 for example should be able to have 7 in the mag, 1 in the chamber (which is often said to be unwise).

 

I also believe that merely dragging and dropping a stack of ammo on any empty firearm that doesn't require a magazine should automatically load it.

 

Having to confirm the single possible action of "load" makes no sense.

Edited by BioHaze
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Edit:

 

I'm no firearms expert but chambering and reloading mechanics need a lot of work still.... right?

 

The 1911 for example should be able to have 7 in the mag, 1 in the chamber (which is often said to be unwise).

 

I also believe that merely dragging and dropping a stack of ammo on any empty firearm that doesn't require a magazine should automatically load it.

 

Having to confirm the single possible action of "load" makes no sense.

This is known as "Condition 1," one in the pipe, with the hammer cocked and the manual safety engaged. This is how a single action pistol is carried into harm's way. It is not unsafe, but it "looks bad" to uninformed jurors who may have to sit in judgement of a police shooting. Therefore, most police officers are now forced to carry "safe" double action pistols.

 

Some older weapons had either no, or poorly implemented safety systems and if dropped, a unintentional discharge could occur. The original Colt Model 1873, Single Action Army (cowboy six-shooter), is a good example of this. Typically, only five rounds were loaded and the hammer allowed to rest on an empty chamber for safety reasons. If trouble were expected, only then would a sixth round be loaded.

 

In a series of posts in the "Weapons and Reloading Issues Explained" section, Viktor expresses his intention of providing more realistic functionality as well as the appropriate supporting animations.

Edited by BleedoutBill
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A weekend of fun on experimental.

 

I started playing this iteration of experimental 0.55 on Thursday morning since I didn't get the chance before. That being said, I thought most servers would be picked clean by then, but no, everything was alright. Traces of previous survivors could been seen with cold ashes of fireplaces and backpacks left with belongings in them.

 

I didn't have any difficulties acquiring a weapon and some ammo for it. In fact, everything I wanted to make my favorite styled character was found rather quickly. 

 

2vcf9ef.jpg

 

Now that I was properly suited to survive without much effort, I wanted to have some fun with the infected before I'd die or get wiped for the next experimental update. Testing out all the melees, the best solution right now to dispose of the infected efficiently and without much risk of getting hit is to simply shoot them with suppressed pistols. And that's what I did.

 

Somehow these guys, even though infected, wanted to hitch a ride away from this place too.

28c24pg.jpg

 

Better be careful as these sneaky bastards can get you if you're not careful. Attacking like raptors from the sides while you're busy with the one in front of you.

qs62rn.jpg

 

In the end it's pretty satisfying to dispose of them without getting wounded or ringing the dinner bells.

2d01kxc.jpg

 

eq105y.jpg

 

Found many vehicles. Didn't crash or encounter major bugs. Saw one instances of "loot puke". Overall it was a lot of fun and I can see great potential in the times ahead for DayZ.  :thumbsup:

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Are infected respawning on server restart?

 

I was on 1pp exp server last night, cant remember exactly what town but there seemed to be the maximum amount of infected spawned there (5-6)

 

Im thinking i was somewhere like stary sobar or kabinino cause i found a truck and drove to NWAF in about 5 mins

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OK, I'm not so sure that the CE hasn't crashed and burned. I came in from the wilderness to stock up. I've been through two medium sized towns and I haven't found so much as a book. Nothing! Zeds and trucks are spawning, but no loot.

 

EDIT: I just went over to third person and there is no problem with the loot spawning there.

Edited by BleedoutBill

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I've been forced to horticulture / berry spam to get healthy - especially with the 100% damage chance when encountering a zombie without a ranged weapon. On that note Pumpkins are now 3x3 vice 2x2 and one of the few vegetables that will actually keep u alive via farming (haven't seen a potato in a week) Tomatoes are basically water, peppers will prob keep u alive, potatoes are great if u can find one... 

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I've played Experimental with a friend for the first time yesterday. I am still confused about the experience. We found very little food, so decided to make a garden plot. Bam - server restart, before we could grow the first batch. So we did it again and again the server restarted, even before the plants could be harvested (they were watered and fertilized). We took to eating some apples from nearby trees after that. I had run out of seeds, so we searched for seeds or food again. I didn't hear the first zombie, but I saw it coming. It was impossible to hit it while moving, so I had to stand still take the hits and land my own ones. Took 3 to 4 hits with a fireaxe. The zombie was really laggy, something I remember from Arma games; they simply aren't in the position you are hitting. The second one I heard and then waited forever to figure out where it's coming from. It was the same problem. We changed server after that. And even though the gameplay was more fluent/better frames, the same shit happened. We dug a garden slot and the server restarted. And all the other servers we jumped on (even the same ones we'd already been on), all reset after what felt like 15 minutes tops. 

 

We got quite frustrated by then and quit experimental. It's a shame, because it really seems worth playing. I can't read anywhere that this problem happens with the servers, so I wonder if yesterday was perhaps just bad luck. It seems lots of people are playing for hours without restart. 

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^^ Did you read any of the earlier posts? regular restarts are still pretty common, certainly for me at least. I've had no problems finding food our getting geared and yes the zombies are now much harder to kill

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I've played Experimental with a friend for the first time yesterday. I am still confused about the experience. We found very little food, so decided to make a garden plot. Bam - server restart, before we could grow the first batch. So we did it again and again the server restarted, even before the plants could be harvested (they were watered and fertilized). We took to eating some apples from nearby trees after that. I had run out of seeds, so we searched for seeds or food again. I didn't hear the first zombie, but I saw it coming. It was impossible to hit it while moving, so I had to stand still take the hits and land my own ones. Took 3 to 4 hits with a fireaxe. The zombie was really laggy, something I remember from Arma games; they simply aren't in the position you are hitting. The second one I heard and then waited forever to figure out where it's coming from. It was the same problem. We changed server after that. And even though the gameplay was more fluent/better frames, the same shit happened. We dug a garden slot and the server restarted. And all the other servers we jumped on (even the same ones we'd already been on), all reset after what felt like 15 minutes tops. 

 

We got quite frustrated by then and quit experimental. It's a shame, because it really seems worth playing. I can't read anywhere that this problem happens with the servers, so I wonder if yesterday was perhaps just bad luck. It seems lots of people are playing for hours without restart. 

The "new environment" servers that were recently added are much more stable than the old ones. They appear to be on a two hour restart schedule and they frequently make it to the full two hours before restarting. They aren't perfect, but they are significantly better than the four to five minute restart intervals that the first 0.55 build had.

 

Perhaps you were on an old, or a very high pop server?

 

Also, the zeds have a new AI and they are much tougher. They will dish out some serious punishment if you try to melee with them. Better to either employ stealth tactics, or a ranged weapon (or both).

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Whoo hoo!

 

Eugen Harton @eugenharton

If everything goes allright experimental in the afternoon. Hopefuly a release candidate for this week stable. (its not 1st april ;))

Edited by BleedoutBill
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Whoo hoo!

 

Eugen Harton ‏@eugenharton

If everything goes allright experimental in the afternoon. Hopefuly a release candidate for this week stable. (its not 1st april ;))

I know what I'm doing tonight! :)

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I would love to know how many lines of code were replaced and added for zombie a.i. 

Once these issues are ironed out, I wonder where we are on the road to 7X zombies in terms of server load.

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is the perfomance update already on experimental?

Version 5 of 0.55?

 

No, it hasn't hit Steam yet. Hopefully later today.

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Version 5 of 0.55?

 

No, it hasn't hit Steam yet. Hopefully later today.

hope so too. so i dont have to avoid cities anymore :)

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The "new environment" servers that were recently added are much more stable than the old ones. They appear to be on a two hour restart schedule and they frequently make it to the full two hours before restarting. They aren't perfect, but they are significantly better than the four to five minute restart intervals that the first 0.55 build had.

 

Perhaps you were on an old, or a very high pop server?

 

Also, the zeds have a new AI and they are much tougher. They will dish out some serious punishment if you try to melee with them. Better to either employ stealth tactics, or a ranged weapon (or both).

 

That puzzles me even more. I was on the German and English Exp servers and they all behaved like I described yesterday; just constant restarts. We must have tried to play for at least an hour, probably more. 

 

It could be the infected AI is a lot different from the standalone. However, it felt to me that the zombies weren't really in the right place. I couldn't hit them while moving myself, only if I stood still I could cope with the desync. However that was one experience on a server that seemed laggy anyway. Might have been more of a server issue. 

 

Damn, I rly don't know...I think I'll upload the Exp version again and see if I can survive longer and without freak restarts today. Thx for the help!

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hope so too. so i dont have to avoid cities anymore :)

Are you avoiding cities because of lag or because of zombies? Or both?

 

In my case, I've preferred to either stealthily avoid zombies or shoot them specifically because poor performance is causing them to be too much of a handful using melee weapons. I am very confident in my melee combat abilities, but not being able to know where the zombie actually is because of desync gives them a huge advantage over you. I have nothing but the utmost confidence that we'll see improvements to that in the near future, though.

Edited by Tatanko

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Are you avoiding cities because of lag or because of zombies? Or both?

 

In my case, I've preferred to either stealthily avoid zombies or shoot them specifically because poor performance is causing them to be too much of a handful using melee weapons. I am very confident in my melee combat abilities, but not being able to know where the zombie actually is because of desync gives them a huge advantage over you. I have nothing but the utmost confidence that we'll see improvements to that in the near future, though.

On second thought, I think he may be talking about the renderer. The devs had originally set a goal to have it implemented by the end of March. If that is the case, then no. The new renderer is not yet in the game, but Brian is expected to give us an update on its status, any day now ... probably tomorrow.

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