Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Sign in to follow this  
Espa

Dynamic Spawning - Implementation

Recommended Posts

Hey guys, so how does everyone see the Dynamic Spawner working out for DayZ? I had a few ideas on it and thought it'd be a worthwhile discussion to have.

Spawning Placement

25% Inside Buildings/75% Outside Wandering Spawn Ratio

On Recycle, Spawning Infected surround the city and walk inwards to their respective spots of sentry.

General Spawning (Recycled every hour)

  • City Sites: 25 Infected
  • Military Sites: 20 Infected
  • Village Sites: 10 Infected
  • Farm Sites: 2-5 Infected

Dynamic Spawning

  • Dynamic Infected Spawn - In Towns (Per Player) - 5 Infected Spawn whilst entering Town radius (In/Outside of prominent buildings)
  • Dynamic Town-Horde Spawn % (Per Player) - 5% Chance to Spawn 20 Hunting Infected (Patrolling one end of town to the other)
  • Dynamic Wandering Horde Spawn % (Per Player in *sector* of Map) - 10% Chance per player in a large radius of map to Spawn 20(+Amount of Players within Sector) Hunting Infected (Patrolling through designated paths of town-to-town)
  • Dynamic Animal/Predator Spawn % (Per Player within larger woodland radius) - 20%/10% Respective chance to spawn appropriate animal type and predators in woodland area
  • Dynamic Spawn Timer (For Infected/Hordes/Predators) - Per 15 minutes recycle Spawn node and spawn again.

Exceptions

  • Spawn Timer is halted for 3 hours when all Infected are cleared out FOUR times. (4 Dynamic Spawn Checks = 60 mins)
  • Military Sites cannot be cleared out to halt the Spawn Timer.
  • Dynamic Wandering Hordes are calculated from FOUR sectors of map and the players that are within the area, consistently happening despite Spawn Timer halt.

Other Spawns

  • *Situation Corpses* that resemble players that hold gear.
  • Resource Caches that are a collection of goods a lucky survivor can find (Weapons, food, survival)
  • Crashed (Yet functional) vehicles with corpses of gear inside.

 

 

 

 

Edited by Espa

Share this post


Link to post
Share on other sites

Um, this post doesn't make mush sense to me personally.

With no technical background on how the system works any conjecture on your behalf is pure fantasy....

In the status report yesterday they said they were currently working on spawn point placement and how to balance this while saving server resources.

What we know:

Globally a limited number of infected will be spawned on server start.

Dynamic spawn occurs when a player or players approaches a spawn point (outside of field of vision, 500 meters or more).

The amount of infected spawned will be tied to the number of players entering the area.

An area clearing mechanic (killing all infected buys time before new spawn) is planned but last time it was mentioned we were told it will not be part of .61.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Without direct knowledge of the factors involved with the dynamic spawn system much of the specifics and percentages you have taken the time to lay out above may not even be applicable and therefore are mostly pointless conjecture at this time.

Edited by ☣BioHaze☣

Share this post


Link to post
Share on other sites

Hmmm. I do want the game to become more dangerous, But as a largely solo player, I have a bad feeling about all this. In particular, I want to be able to clear an area and for there (within reason) to be a finite number involved.

  • Like 1

Share this post


Link to post
Share on other sites

I largely took the ratio and spawning types in relation to the Zeus program in Arma 3 since I figure they won't be too far off from each other.

This is only conjecture, but I'm hoping that with a heavy spawn rate and high chance of spawning dangerous environments, it'll force players together if they want to take out stronger targets. 

Share this post


Link to post
Share on other sites

I agree with Mookie, the game needs to remain balanced for clans as well as for lone wolves, we don't want DayZ to turn into something like Rust seems to have become: a messy game where all the lone wolves are executed as soon as they spawn and unable to have a normal gaming experience. I'm reading the comments on steam from time to time and lately Rust seems to be only playable for clans that are playing 24/7. We'll see how long it takes for Rust to crash and burn if new players have only the choice to die or join a clan.

Share this post


Link to post
Share on other sites
3 hours ago, Mookie (original) said:

Hmmm. I do want the game to become more dangerous, But as a largely solo player, I have a bad feeling about all this. In particular, I want to be able to clear an area and for there (within reason) to be a finite number involved.

It will be cool, relax :). I play solo also, and yesterday I had one of the most exciting game experiences so far, and with only infected (well, saw a couple of guys also, but didn't interacted).

The thing is, that I went to berezino in search of some containers. 

I didn't wanted to run into other players, nor I wanted to confront them if I did, so I decided to take only a silenced pistol, a crafted backpack and go like a bambi (camouflaged tho lol).  When I got into the city, things went normal, I killed 2 infected with the gun, kept going, till I got to the heavily populated by infected areas.

Inside a building I decided to reload the gun with some of the load of 9mm I bring with myself. Aaaaand, what a surprise did i had! I took by mistake my makarov (which accepts .380 caliber), and I only had 1 bullet left LOL

So there I was, without a hand weapon, without bullets and with a lot of infected around.....

Oh boy that was a hard hour. I tried to find a melee weapon, and only managed to get a kitchen knife in the whole area... no bullets at all...

I run into 2 players (which were the reason of the lack of loot it would seem) but neither of them noticed me. One of them even passed 2m from me while I was standing still in the middle of a backyard LOL (who says that camouflage in this game doesnt work can go and F themselves XD).

In the end I managed to go back all the way I came from escaping twice from a couple of infected that spotted me. Found a couple of cooking pots and a good dose of adrenaline. Was fun. Hope that with dynamic spawning I will be able to experience something like this again (but with a weapon at least loool)

 

Edited by exwoll

Share this post


Link to post
Share on other sites

One of the things I'm really trying to get at is that if the Zs are somehow spawning out of the ground, it will be a serious immersion killer. There need to be a finite number at a given location, and as a lone wolf, I need to be able to kill them all as a matter of principle. I sincerely hope this doesn't get screwed up. If the aim is to lighten the server load, given the Z AI issues that we know about, then all well and good, but there should be a way to do it that doesn't go nuts.

Share this post


Link to post
Share on other sites
Sign in to follow this  

×