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"Only guns are configured now" - This can't be true

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Try zelenogorsk and the military base south. The apc outside the zelenogorsk barracks dropped mp5 and mags as well as the pm7. I found an akm at the barracks north of balota.

I just can't find any food lol. My mp5 is suppressed so I may have to take the food from someone

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Yeah, something really needs to be done about police station MP5 spam.

Edited by Ebrim

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I understand that it should not take someone 30 minutes to loot up and get a Kalashnikov or a M4.

 

But I have been looting the ENTIRE NIGHT, on 20+ Servers. Switching between Vybor Military Station and the NWAF and I have not found a single gun, except a stinky P1. Eugen said that Guns are configured but this either does not work or is a false statement, since I have been getting nothing. How are people making the screenshots with AUGs or M4s, if even Helispawns don't spawn anything?

 

Police Stations BURY you with RAKs and MP5s and the according Ammo AND Magazines, but Assault Rifles? No chance.

Am I doing something wrong? "Guns are configured" means that they are spawning in the right places?

 

Oh and before you say it, I have been looting the entire north for hours on many different servers too to make sure I check every available civilian building. I got tons of food and every other gear, but NO military or western military weapons.

 

Total time of looting and server hopping: At least 10 hours. (Yes I know server hopping sucks but I am doing this for the sake of science and gathering knowledge to give away to my clanmates).

 

After this amount of time of pure looting of military bases you have to be rewarded with a heavy gun.

 

 

After this amount of time of pure looting of military bases you have to be rewarded with a heavy gun.

 

 you have to be rewarded

 

 

I think i know whats wrong with your approach....

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Found an amphibia next to a magazine. Not found many rifles but I've seen two repeaters, a blaze and a trumpet. Whole load of ammo. Weapons aren't particularly difficult to find if you know where to look. Must be said, though, that I'm yet to find anything in a military building. Either they've all been looted of literally everything or they're not spawning items.

I've found more press vests and stab vests this patch than in any other. Of course I'd never seen either before, so that isn't difficult to beat.

Must be said I do like the semi-random loot spawns. I never liked knowing which buildings were more-or-less guaranteed to spawn a weapon. I do think that food items and basic supplies such as rope and burlap sacks should be much more common, however. And matches. For the love of God, matches.

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I understand that it should not take someone 30 minutes to loot up and get a Kalashnikov or a M4.

 

But I have been looting the ENTIRE NIGHT, on 20+ Servers. Switching between Vybor Military Station and the NWAF and I have not found a single gun, except a stinky P1. Eugen said that Guns are configured but this either does not work or is a false statement, since I have been getting nothing. How are people making the screenshots with AUGs or M4s, if even Helispawns don't spawn anything?

 

Police Stations BURY you with RAKs and MP5s and the according Ammo AND Magazines, but Assault Rifles? No chance.

Am I doing something wrong? "Guns are configured" means that they are spawning in the right places?

 

Oh and before you say it, I have been looting the entire north for hours on many different servers too to make sure I check every available civilian building. I got tons of food and every other gear, but NO military or western military weapons.

 

Total time of looting and server hopping: At least 10 hours. (Yes I know server hopping sucks but I am doing this for the sake of science and gathering knowledge to give away to my clanmates).

 

After this amount of time of pure looting of military bases you have to be rewarded with a heavy gun.

 

 

>. Switching between Vybor Military Station and the NWAF 

 

/thread dont do that

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Your problem is that you are searching some of the most high traffic areas in the game. Vybor is even a spawn point, obviously there won't be loot in most cases.

 

Stop running between Vybor base and NWAF. That was 0.54

 

Stop following the train tracks from Novodmitrovsk to NWAF.

 

Stop running in the footsteps of everyone else and you will find loot.

Edited by anderswhk

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I think we need a bit more clarity on what the centralized loot economy is actually doing.

 

Is it allocating things completely randomly across the map? Is it favoring certain buildings with certain types of loot to any degree? Are individual item spawns still based upon percentages or an item cap? How is the loot actually being distributed? What indicators are being used to distributed loot to a specific location? Are all items spawning in endless quantities or are some items limited now (this was the intention I believe)? Do item spawns still reset every restart? What is the timeframe for a respawn of an item?

 

Because if the distribution of "high-end" loot is completely random, and it doesn't matter whether it's a barracks building or a wood shed, that's a bad thing in my opinion. You can have that type of loot have a small chance of spawning elsewhere, but there should be some high-value locations based upon loot types (rather than just the number/density of spawns). Otherwise, looting Myshkino (the village, not the ludicrous military camp they felt the need to place there) would be roughly as profitable as looting Dichina/Veresnik or NWAF.

 

I went through an ostensibly unlooted barracks building and found absolutely nothing worthwhile.

 

Helicopter crashes appear to be working as intended though, which is nice.

Edited by Katana67
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I think the issue OP is trying to point out is, military areas aren't spawning anything, let alone military grade gear.

 

Logically, you'd expect to find an AKM, magazines, and Gorka garb on a military outpost. Not in a outhouse in the middle of nowhere. Making guns rarer is nice, but completely randomizing the loot spawns to where nothing is logical is just silly.

 

If I roll into a hospital, I expect to find some medical items, not farming equipment.

If I walk into a grocery store I expect food, I don't expect to see defibs and morphine lying about.

If I stop at the shitter, I don't expect to find an entire armory contained within.

 

 

Rare loot is good, completely randomized loot is just dumb.

 

 

EDIT: Also, holy shit. Whoever thought that including new zombie melee mechanics in the "don't shoot or you die" update was a fucking moron. Nothing like losing a fully geared character to one zombie because it hit you 10 times while you struggled with the useless melee weapon system trying to just hit it once

Edited by Pandema
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I think part of the problem is so many people don't understand how to find loot so they all head to military areas and loot it dry before you get there.
When I have been to military areas I have found crap but I have also found the usual good stuff, Also found great items at helicrashes and people camping those areas.

I don't think 0.55 has a perfect loot spawning system but I love the progress and I know it's only going to get better.
I enjoy 0.55, My friends enjoy 0.55, Not one of us has had trouble finding loot.


This was a fresh spawn on 0.55
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cV6J81Y.jpg

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I think the issue OP is trying to point out is, military areas aren't spawning anything, let alone military grade gear.

 

Logically, you'd expect to find an AKM, magazines, and Gorka garb on a military outpost. Not in a outhouse in the middle of nowhere. Making guns rarer is nice, but completely randomizing the loot spawns to where nothing is logical is just silly.

 

If I roll into a hospital, I expect to find some medical items, not farming equipment.

If I walk into a grocery store I expect food, I don't expect to see defibs and morphine lying about.

If I stop at the shitter, I don't expect to find an entire armory contained within.

 

 

1) Why? Literally everyone else and their mother would've stripped the hospital clean right after the infection started

2) Why? Most grocery stores only have enough stock to last for a week at most, and are also likely to have been picked clean by other survivors

3) Agree

 

I think people have to think about this a little bit, and realize that we weren't the only ones to loot these places. Let us say that the infection/TSC happened 6 months ago, based on the rusted hulks of vehicles, and that South Zagoria had a population of 250,000 (About half the population of my home county, which has three large cities in half the available area.)

 

If the "zombie disease" had a fatality rate of 75%, a "zombification" rate of 24%, and an "immune" percent of 1%, that leaves us with 60,000 "zombies", and 2,500 survivors. Examining the current max server population of 50, that means 2450 people looted everything else before you.

 

Point being, most medicine would be missing from hospitals and clinics, most food would be eaten already, etc etc etc, which is why we find it in random places: the "other" survivors, who in all seriousness might be already dead, made a stashe.

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i understand your pain, i have looked for about 8 hours for all types of loot to relay to my clan and log it away in my brain for future use. only near the end of my search did i find an SKS next to one of those armored troop transports. and got lucky with the correct ammo 10 minutes later. other than that, i found nothing but  magnum ammo and .22s everywhere i go. i also cant seem to find any food other than rice or tactical bacon (but im not complaining too loudly on that one lol) it just seems the update needs some good tweeking. sometimes the coast has absolutly no loot whatsoever, and sometimes it has nothing but junk that you dont need or use. the north is where its at but im stumped on the gun issue as well. keep looking in the bases, ive found a bunch of AK mags and attchments but no guns yet. 

if you see me in the servers, stop and trade some loot!

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the loot seems to get better as you venture off the coast.

 

all military areas are not spawning loot, or it is very  rare to find something there.

 

people claim the heli's are spawning loot but i have yet to see something at them. ( they are staying in the same locations for .55)

 

i actually advocated a randomized loot system, but you should still be rewarded for going into a military area... my idea was for the loot to be random, with a small rare chance of finding a m4 in a house, but having them still spawn at the heli's. military gear should still spawn in military bases, but from what iv seen is not. (maybe its not respawning there because the shitty items at the bases are not being picked up... H1z1 has a similar system and people have to pickup the items for other items to respawn there... or the shitty loot will remain.

 

IF you're a freshspawn on the coast check every stupid place you've never checked before... ( hint, climb the cranes... i had a backpack full of stuff just from climbing 3 cranes.)

 

my understanding of persistence and how it works is.... as an area gets more and more looted things start spawning in areas that are less looted. (towns and locations not normally checked) which is why towns off the coast are a better bet at finding things... also check the BMP's and the rusted jeeps... i always find mags and pso scopes in those.

Edited by twr

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I think we need a bit more clarity on what the centralized loot economy is actually doing.

 

Is it allocating things completely randomly across the map? Is it favoring certain buildings with certain types of loot to any degree? Are individual item spawns still based upon percentages or an item cap? How is the loot actually being distributed? What indicators are being used to distributed loot to a specific location? Are all items spawning in endless quantities or are some items limited now (this was the intention I believe)? Do item spawns still reset every restart? What is the timeframe for a respawn of an item?

 

Because if the distribution of "high-end" loot is completely random, and it doesn't matter whether it's a barracks building or a wood shed, that's a bad thing in my opinion. You can have that type of loot have a small chance of spawning elsewhere, but there should be some high-value locations based upon loot types (rather than just the number/density of spawns). Otherwise, looting Myshkino (the village, not the ludicrous military camp they felt the need to place there) would be roughly as profitable as looting Dichina/Veresnik or NWAF.

 

I went through an ostensibly unlooted barracks building and found absolutely nothing worthwhile.

 

Helicopter crashes appear to be working as intended though, which is nice.

 

agreed 100%... WHAT IS PERSISTENCE DOING.

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Whoever thought that including new zombie melee mechanics in the "don't shoot or you die" update was a fucking moron. 

 

I would advise you not to call the developers fucking morons (and users for that matter). It is very simple to get your complaints across nicely.

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While it has been stated only weapons are configured, we all should notice what has become common. Everyone has their own story, sound familiar? This has always been the goal in developing dayz.

While it needs tweaking, you should get used to this. You should want different experiences every time. The game is about your story, your journey. Seriously, server hopping 10 times, because you feel entitled a weapon, because your in a particular house? Your missing the journey, and the whole point to the game.

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600 hours and counting. But yea, thanks. 

 

My Inventory is full of food and I have everything I need to survive. Nice leather stuff and an axe. Why should I not look for a gun? Why would the game not reward continous searching and exploring, looting all the towns in the north? 

The central loot economy is made to keep little kevin from playing DayZ like his shitty Xbox FPS, and I am all on your side there. But if the devs state that long searching and exploring should be rewarded, it should be?

 

And by the way, you guys should be happy that some people actually take the time and do what they are supposed to do in an Alpha test, test the game and report back. I don't agree on just "letting it happen" at this stage of the game. People who are willing to test their Alpha test should be supplied with the amount of information they need (which we got with Eugens latest write-up). 

I would agree with your last statement if my critique would be not based on facts and intensive research, but I spent a lot of time on testing the new glorious hard DayZ and there is no way to logically find Endgame loot right now. It does not work. 

The problem is you are looking for endgame loot.  You asked, "why would the game not reward continuous searching and exploring", and the answer is simple, it is about survival.  The core of the game from the mod has been about survival in the harsh circumstances with infected around.  The game does not owe any player anything, no matter how long or hard they search.  This game should NEVER end up being a game that rewards players with better "stuff" the longer they play and look around.  Time in means nothing and shouldn't. 

Survival in this game is supposed to be hard from the first 5 mins of each spawn to the set up players weeks into a group gathered and protected farm. 

There is no endgame loot, just staying alive longer.  Loot doesn't do that and never should, other players make that happen.  A good endgame for DayZ would be the infinitely complicated, ambiguous and often treacherous relationships one makes with other players while trying to stay alive.

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I think the issue OP is trying to point out is, military areas aren't spawning anything, let alone military grade gear.

I've found military class weapons, gear and ammo in military bases.

I don't server hop, I'm always on the move, this is on a very busy public 1st pp server.

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Drove there, 5 servers later a repeater and another P1.

 

This would be fine for a possible Hardcore mode but not for the normal version. Noone has time to search 12 hours for a rifle. People have jobs and I am only abled to do this since I'm ill.

Many players gear up in two hours.

Some survive hundrets of hours with one char. They need goals also.

I guess it gets only harder.

Anyway, nothing is final, it is alpha.

Edited by NoCheats
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Many players gear up in two hours.

Some survive hundrets of hours with one char. They need goals also.

I guess it gets only harder.

Anyway, nothing is final, it is alpha.

"... nothing is final", I think that's the key word here. Having a look at Peter's Twitter account for example, you can see that the guys are still working on the central economy/loot system:

 

https://twitter.com/PeterNespesny

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As I said, I did know and I want it this way. But I have been doing nothing but searching military bases, where you normally would get killed in an instant, for about 7 hours and I have not found a single gun.

 

When he said guns are configured, I guessed that they spawn at their proper locations. Guess I guessed wrong. 

 

 

This is because military locations promise you nothing. Everyone has to lose old habits and adapt to new ones. The NWAF used to be the end game and promised you good military loot, not anymore. You can find nothing but clothes and the odd can opener, but the shed next to a civilian house will give you an ak47, an m65 jacket and a mountain backpack. People used to go into a town, beeline for the police station, fire station and then leave. Those days are over, you have to search EVERYWHERE, take your time, loot as you would in a real apocalypse, and expect disappointment, because you may come out surprised

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Eugen has already provided quite a lot of information about the CLE, but sadly, many players would rather complain, than inform themselves. Below, I have compiled and gently edited his comments, so that they are all in one place for easy reference.

(The) Central Loot Economy is a system which controls the quantity of items in the game, per server. The old spawn system was hard to configure and even harder to control. And, with survival gameplay being core to DayZ, we had to move away from it sooner, or later.

 

Item settings can now be changed in real time through our front-end, or directly in the database. Each item class is tagged as crafted, or not crafted and it carries a nominal/minimal/maximum amount. The nominal value directly controls the quantity of items the server is aiming to deliver at initial start up. After that, the system is controlled by a combination of the Clean-up and the Real-time Respawn mechanisms. When an item class reaches (nominal - minimal) it will start restocking. The maximum amount of an item class on a server is (nominal + maximum). There is also a setting that dictates maximum quantity of all items on a server. In the current iteration each server oscillates between 19k-25k items, with the total maximum set to 45k. The Respawn tick happens every 5 seconds as does Clean-up. Each class has nominal/minimal/maximum values defined. When a item's class gets to a minimal value (usually about 50% of nominal) it will start respawning based on priorities.

 

Each item in persistence also carries a lifetime value, AKA the time in seconds it can stay on the ground before expiring. Tents, backpacks and cases have the value greatly increased (on the order of several days), while other items diminish in a matter of hours. Thus only tents, backpacks and cases should be used as loot caches. While the system cleans these expired items, it quickly starts restocking the original spawn points (memory points on buildings). Items in tents, backpacks and player inventories are not part of this calculation.

 

The configuration of the system is still in progress as are the features.

 

Bugs : Items can disappear in vicinity of player. Also, there was a misconfiguration yesterday (April 01), which caused items to disappear instantly. Rarity items except guns have not been configured yet so their spawn points are illogical. And a lot more.

 

Future : We will continue to fine tune the system over the next couple months. New features, such as logical distribution, timing and item class logic (that evenly distributes items over all regions of the map) will be added. You can expect some fine-tuning of item numbers over the next week and a lot more configuration changes when 0.56 hits. In the meantime enjoy the hardcore survival, and try to stay safe.

 

EDIT : Since the question was asked more than couple of times, items have tags, as well as buildings and there is a heat map that coordinates the distribution to proper area/place. Only guns and police stations are configured now.

 

***

 

I explained in the original post, that with the exception of guns, every other item is not configured to proper building/area. This change requires a client update so it is scheduled for 0.56.

 

***

 

9-12 days without any activity, will cause the camp (tent) to disappear. This value may be adjusted in the future.

 

***

 

As vehicles are endgame (once they are built / repaired) they will only be deleted and respawn, once they are damaged beyond repair.

 

***

 

Server restart has NO EFFECT on the respawning of loot!

 

***

 

... (the 5 second tick rate is) a performance saver, if it would tick every 5 minutes it would probably cause a server freeze. The oscillation graph for total items goes up and down in cycles as do the items. The longer the respawn tick rate the higher the differences get.

 

***

 

(If I eat an apple, or just pick it up and put it down, will it immediately respawn, or immediately clean up?) No in both cases.

 

***

 

Heli crash respawn is not tied to server restart but is on separate (long) clock.

 

***

 

A whole city probably takes about 52 minutes to replenish.

 

***

 

There are currently  1,737,859 possible loot spawn locations on the map.

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Eugen has already provided quite a lot of information about the CLE, but sadly, many players would rather complain, than inform themselves. Below, I have compiled and gently edited his comments, so that they are all in one place for easy reference.

(The) Central Loot Economy is a system which controls the quantity of items in the game, per server. The old spawn system was hard to configure and even harder to control. And, with survival gameplay being core to DayZ, we had to move away from it sooner, or later.

 

Item settings can now be changed in real time through our front-end, or directly in the database. Each item class is tagged as crafted, or not crafted and it carries a nominal/minimal/maximum amount. The nominal value directly controls the quantity of items the server is aiming to deliver at initial start up. After that, the system is controlled by a combination of the Clean-up and the Real-time Respawn mechanisms. When an item class reaches (nominal - minimal) it will start restocking. The maximum amount of an item class on a server is (nominal + maximum). There is also a setting that dictates maximum quantity of all items on a server. In the current iteration each server oscillates between 19k-25k items, with the total maximum set to 45k. The Respawn tick happens every 5 seconds as does Clean-up. Each class has nominal/minimal/maximum values defined. When a item's class gets to a minimal value (usually about 50% of nominal) it will start respawning based on priorities.

 

Each item in persistence also carries a lifetime value, AKA the time in seconds it can stay on the ground before expiring. Tents, backpacks and cases have the value greatly increased (on the order of several days), while other items diminish in a matter of hours. Thus only tents, backpacks and cases should be used as loot caches. While the system cleans these expired items, it quickly starts restocking the original spawn points (memory points on buildings). Items in tents, backpacks and player inventories are not part of this calculation.

 

The configuration of the system is still in progress as are the features.

 

Bugs : Items can disappear in vicinity of player. Also, there was a misconfiguration yesterday (April 01), which caused items to disappear instantly. Rarity items except guns have not been configured yet so their spawn points are illogical. And a lot more.

 

Future : We will continue to fine tune the system over the next couple months. New features, such as logical distribution, timing and item class logic (that evenly distributes items over all regions of the map) will be added. You can expect some fine-tuning of item numbers over the next week and a lot more configuration changes when 0.56 hits. In the meantime enjoy the hardcore survival, and try to stay safe.

 

EDIT : Since the question was asked more than couple of times, items have tags, as well as buildings and there is a heat map that coordinates the distribution to proper area/place. Only guns and police stations are configured now.

 

***

 

I explained in the original post, that with the exception of guns, every other item is not configured to proper building/area. This change requires a client update so it is scheduled for 0.56.

 

***

 

9-12 days without any activity, will cause the camp (tent) to disappear. This value may be adjusted in the future.

 

***

 

As vehicles are endgame (once they are built / repaired) they will only be deleted and respawn, once they are damaged beyond repair.

 

***

 

Server restart has NO EFFECT on the respawning of loot!

 

***

 

... (the 5 second tick rate is) a performance saver, if it would tick every 5 minutes it would probably cause a server freeze. The oscillation graph for total items goes up and down in cycles as do the items. The longer the respawn tick rate the higher the differences get.

 

***

 

(If I eat an apple, or just pick it up and put it down, will it immediately respawn, or immediately clean up?) No in both cases.

 

***

 

Heli crash respawn is not tied to server restart but is on separate (long) clock.

 

***

 

A whole city probably takes about 52 minutes to replenish.

 

***

 

There are currently  1,737,859 possible loot spawn locations on the map.

 

Well clearly this all needs some work.  Items definitely are not spawning in fast enough and as he says are in the most illogical spots.  I like the idea but its definitely not working as I at least hoped it would. 

 

I cant believe the people who are saying that after spending copious amounts of time scavenging in this game you should not be rewarded with at least something.

 

What the fuck is the point then?

 

No I dont mean literally rewarded with something but at least feel some sense of acomplishment by finding that scope, or gun, or mag youve been searching for 12 hours for.

 

I also have my doubts about the guy who posted his ".55 fresh spawn character" not saying its impossible but after looting all four corners of the map for the last two days now and not even seeing an ak of ANY type, I find it pretty difficult to believe lol, but whatever floats peoples boats.

 

Ive been inland, outland, overland, to almost every city north south east and west... and every mil camp on my server and have yet to see any type of AK, one mag for an AKM, one wooden buttstock, few boxes of random pistol ammo, one sks, a few camping tents? , all three chopper spawns have yet to respawn anything checked them every day since the patch, lots of clothing, very little food.

 

I left out the stuff at police stations which many people have talked about already.  But yes I found 3 RAKS and about 20 mags for MP5 and RAK all within 3 police stations.

 

Hope .56 comes fast, some serious tweaks are needed.

 

At least in my opinion, cause the way it is right now just isn't fun for me.

Edited by JPWiser

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I've only found the guns that use 0.22 and they were mostly in "chicken sheds with inclined ladders", also I don't like getting full Rambo just from one police car.

Edited by Miracool

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