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nhow7108

Loot spawns influenced by what you have on you.

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It seems to me that the items you have on you seem to influence the type of loot that will spawn. You have an akm? 7.62x39, ak mags, kobra optics, normalized suppressors and pso 1 scopes seem to spawn much more often. Got an m4? M4 mags, acog and combat optics, 5.56x45 and standardized suppressors seem to be in abundance. Its like this for many different categories of gear and loot. Am i the only one who notices this? Is it just a coincidence? Idk.

Edited by nhow7108

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60 people in the server, how would they influence the loot based on what 60 people are using ?

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Central Loot Economy  - how it works

(not simple)

Dancing Russian Man quotes from the wiki.. I passed it on from him ..It's been talked about here on the Xbox forum a few times, and discussed on the Development & PC forums plenty times.

BI devs can change items and spawn rates and total quantities and locations for each item of loot or type of loot ( and they have done fairly often in the past,.. and they still do now ) to produce different effects, to produce a certain balance, to set different weightings, tty out different scarcities, make some locations less crowded or attract players to other areas.. add more of one item or less of another..    A change made to the CLE appears on all the vanilla servers at the same time. 

https://dayz.gamepedia.com/Loot#Central_Loot_Economy

Central Loot Economy

<< The Central Loot Economy (often abbreviated "CLE") is DayZ's unique management system for loot spawning and clean-up. It is a complex system of tags, categories, zones, maximums, minimums, averages, and so on. The CLE dictates exactly how many of each item can be present on a single instance of the game at a time (one server), with important factors like randomization and rarity baked in. These values can be adjusted at any time, without requiring players or servers to install a game update.

In addition to controlling how much of each item is present, it also "cleans up" the map by removing items which have become ruined or which have gone untouched for a set amount of time. This function prevents the game from becoming cluttered with useless items, serves players with a continually refreshed pool of available gear, acts as one method of preventing individual players from having too much influence over the entire server's economy. For more information about how long items (e.g. tents) stay in place without activity, please see the table below for Persistence. >>

Gear that you carry on you, or gear you store in one of your storage places - does NOT count in the total spawn/despawn for that item of loot that can be on the sever at one time. (So for instance this is how come a player can have 8 tents full of AKMs). 

 

Edited by pilgrim*
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23 minutes ago, MarczXD320 said:

60 people in the server, how would they influence the loot based on what 60 people are using ?

Ok. The loot isnt all spawned in all of the time. The loot loads in when a player is in the proximity. If you are the first person to come by since the loot reset, aka ''loot cycle'' (about 90 minutes) its spawn is influenced by what you have.

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Fun fact. the entire game world disappears behind where you are looking. Only where the player looks is loaded in. Thats pretty trippy to think about.

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6 minutes ago, pilgrim* said:

Central Loot Economy  - how it works

(not simple)

Dancing Russian Man quotes from the wiki.. I passed it on from him ..It's been talked about here on the Xbox forum a few times, and discussed on the Development & PC forums plenty times.

BI devs can change items and spawn rates and quantities an locations for each of them (and they do) to produce different effects, different weightings, make some locations less crowded or attract players to other areas.. add more of one item or less of another..    a change to the CLE appears on all the vanilla servers at the same time. 

https://dayz.gamepedia.com/Loot#Central_Loot_Economy

Central Loot Economy

The Central Loot Economy (often abbreviated "CLE") is DayZ's unique management system for loot spawning and clean-up. It is a complex system of tags, categories, zones, maximums, minimums, averages, and so on. The CLE dictates exactly how many of each item can be present on a single instance of the game at a time (one server), with important factors like randomization and rarity baked in. These values can be adjusted at any time, without requiring players or servers to install a game update.

In addition to controlling how much of each item is present, it also "cleans up" the map by removing items which have become ruined or which have gone untouched for a set amount of time. This function prevents the game from becoming cluttered with useless items, serves players with a continually refreshed pool of available gear, acts as one method of preventing individual players from having too much influence over the entire server's economy. For more information about how long items (e.g. tents) stay in place without activity, please see the table below for Persistence.

Yeah this system onced ''cleaned up'' a car i crashed with a ton of loot in it when i turned around. I was mad as hell for all of that to vanish that quick haha

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I also feel that some of the times listed are different now for the loot reset. I timed to about 90 minutes myself for a military barracks to re stock on loot after being picked clean.

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4 minutes ago, nhow7108 said:

Yeah this system onced ''cleaned up'' a car i crashed with a ton of loot in it when i turned around. I was mad as hell for all of that to vanish that quick haha

Yep - if its not in your container anymore.. its just loot <<lying around>> (kind of 'thrown away') .. same as if you leave stuff on the ground a server and log out.. dont <<expect>> it be there when you come back. If it's in your tent or barrel its fine, but if someone destroys the tent, then the loot is just "loose" and it will despawn at the current rate for that item.  Also if you pick up something and drop it, it will despawn quicker than something that you don't touch and leave lying in place.. (I'm pretty sure - try it sometime) ). Nothing should despawn while you're standing next to it.. but walk away and come back after a while, see what's left.... If the sever notices there are too many fire axes "lying around".. it will get rid of the extra ones quicker than something that there are only a few loose on the server.. depends what the set "average number" is for that server. So if you leave stuff around, it will go "sooner" or "later" depending what's going on across the server..  Only special player-related items (the different kinds of player stashes) have FIXED lifetimes.

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5 hours ago, nhow7108 said:

It seems to me that the items you have on you seem to influence the type of loot that will spawn. You have an akm? 7.62x39, ak mags, kobra optics, normalized suppressors and pso 1 scopes seem to spawn much more often. Got an m4? M4 mags, acog and combat optics, 5.56x45 and standardized suppressors seem to be in abundance. Its like this for many different categories of gear and loot. Am i the only one who notices this? Is it just a coincidence? Idk.

I been saying this for weeks (see my other thread), the loot system is flawed on so many levels.

You start to see this once you begin server hopping. Try it and you will see that your theory is right.

I been server hopping the first two months in this game...would not do it if the loot system worked.

Edit*

My thread: 

 

Edited by bent.toe

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6 hours ago, nhow7108 said:

It seems to me that the items you have on you seem to influence the type of loot that will spawn.

46 minutes ago, bent.toe said:

I been saying this for weeks

No, in fact you and bent.toe are wrong about this. Totally.  Sorry, it's an easy mistake to make, but this is not how CLE works at all.  
Simple : If there are 100 cans of beans scattered across a square kilometer, they will NOT EVER be evenly spaced..  Really random statistical distributions do not produce order, only imaginary order - and the CLE is far from random in a dozen different ways. It creates realistic possibilities but the spawn of any single object at any given time is statistical, and can't be predicted except statistically. (like throwing a dice, dude).

If your theory was correct, the more kitchen knives you collected the easier it would be to find kitchen knives, right ? so try it. How many kitchen knives do you have to have in your gear before you find kitchen knives everywhere ? You and bent.toe are deluding yourselves.

And sure, there are odd coincidences.. that's how fairly complex mathematical distributions work.  There are odds. There are flukes.  There are runs of luck and bad luck. Different spawn points have different distributions of different sub categories of loot. Some places some items will spawn and other items will never spawn there , however long you wait. That's it dude, CLE.  

Work out how many times you find apples in orchards compared to how many times you find pears? Why is that ?? = CLE =
You ever find kitchen knives in orchards?
hmm ?

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The CLE isnt at that complex as it seems, but pilgrim is right with all his points. After base building got added i stayed around Novograd the whole time and the current CLE system is quite easy to understand as far as i can tell... However, understanding the CLE is one thing, not exploiting it the other.

When is it exploiting, if you seem to understand it. Did you may use it to your Advantage without knowing or noticeing ?

Isnt it considered an exploits when you re-loot a town you have been before 2 hours ?

 

The current CLE isnt not perfect at all and really easy to be exploitable... As far i can tell, cause i tried it out 2 times for over an hour in a civilian only area, a village ( seems like the CLE got changed, because of the coast madness ppl told all of us that they cant find loot ).   

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