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Greensek

DayZ Livonia PC Open Beta

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19 minutes ago, Greensek said:

The reason we didn't make a more "official" announcement, in regards to the 1.06 in Chernarus, it's because the biggest highlights, like the bear, fishing, new weapons, etc, are not in those servers. We left the Open Beta servers available so we could do some more performance testing with the servers in both maps. So if any of you would like to help us, join in any of the Experimental Servers so we can have more detailed data on our monitoring reports 😉 

so when are the additions likely to be added?

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2 hours ago, William Sternritter said:

Which immediately brings the question, will these features be available on both maps when 1.06 releases? 🙂 

Yes. 🙂

1 hour ago, aux7 said:

so when are the additions likely to be added?

With 1.06. 🙂

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PC PLAYERS: We setup an Experimental Server running #Livonia for testing purposes. DayZ Livonia - SWE 2-8 (Performance Test) You will spawn with a randomly geared character on the northern part of the map, where the number of infected was increased. Jump in and try it now!

Was the infected count increased further? I jumped in and tried Livonia on Saturday-Sunday and there were noticeably more infected in Livonia's starting towns compared to Chernarus. 

It's great that the devs are monitoring performance with more infected and high player counts. The base game could really use the increase in infected. Hopefully, 1.06 brings this danger to Chernarus.

Edited by repzaj1234
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I think that the map lacks some mystery, maybe an underground laboratory ...

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22 minutes ago, supernick said:

very good idea sir 

I apologize for my poor command of the English language and can not follow the forum. If I am secondary, then this is a confirmation of my thoughts. And I'm glad that I agree with them. Thank you for understanding .

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Hello Survivors,

 

We closed the remaining Experimental Servers.

We would like to thank you once again for participating in the Open Beta, and we hope you enjoyed your experience in Livonia.

I would like to ask you about your experience during the Open Beta.

Was it fun?

Any issues you would like to report?

What's your overall feedback?

 

Thank you everyone,

Greensek

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3 minutes ago, Tomojawa121 said:

When will you introduce this map to normal gameplay ?? This year???

We still haven't announced the official release date 😉

 

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7 minutes ago, Greensek said:

I would like to ask you about your experience during the Open Beta.

Was it fun?

Any issues you would like to report?

 What's your overall feedback?

 

Map:

- I'd love to find more ruins in the south, especially for camping.

- There is way too much loot in the ruined houses / towns.

- I love the idea of the wrecked cars and how they spawn now - big improvement.

- Not enough road blocks and obstacles.

- Heavy fog in the forests will be a welcome addition

 

Issues:

- Seed packs cannot be opened

- Small stones should be increased, and should be easier to find.

- You can't dig up worms when your character has a beard. You need to shave it first.

 

Overall:

Livonia is exciting because it's fresh and it offers new area to survive.

The weather adds a lot to the scene and fighting the cold and finding shelters makes the gameplay much more interesting.

Leather tanning will be a big addition for this kind of map.

 

Was very fun to play, really good job !

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7 minutes ago, Tarkules said:

Map:

- I'd love to find more ruins in the south, especially for camping.

- There is way too much loot in the ruined houses / towns.

- I love the idea of the wrecked cars and how they spawn now - big improvement.

- Not enough road blocks and obstacles.

- Heavy fog in the forests will be a welcome addition

 

Issues:

- Seed packs cannot be opened

- Small stones should be increased, and should be easier to find.

- You can't dig up worms when your character has a beard. You need to shave it first.

 

Overall:

Livonia is exciting because it's fresh and it offers new area to survive.

The weather adds a lot to the scene and fighting the cold and finding shelters makes the gameplay much more interesting.

Leather tanning will be a big addition for this kind of map.

 

Was very fun to play, really good job !

Thank you so much for your very detailed feedback.

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I'm going to copy @Tarkules' approach

Map:
I enjoyed how different the map felt from Chernarus.  It certainly did not feel like a reskin.  I also appreciate that changes were made to the map form the previous available versions of the map (less water fountains).  In a way it is just a totally different experience because the spawn is so chaotic and vicious because there are less resources in the immediate vicinity.  So you have to make your way south but not too far south.  I think this map will really be cool on longer plays because you can setup in the southern forrest and keep returning to the middle or north towns to resupply.  It makes for a fun kind of hermit playstyle should you want to play that way. 

Obviously, the thunderstorms are great.  Had some great moments with friendly strangers where we holed up in an ruined house waiting for the rain to subside while our health returned after a zombie encounter.  These moments are really important to cultivate in a game like this because it allows for organic bonding between players, which is truly something DayZ excels at when it happens.  

And I agree that there are too many items in the ruined houses. I really appreciate how you have improved the loot spawning because items are spawning in more areas which keeps me on my toes.  Also I like how there is more bleedover from certain areas (like you will find medical stuff in surrounding buildings).  I like that there are some items spawns are road blocks and other areas where you would expect to find something. 

Issues:
I've found most if not all of the bugs I've encountered posted on the feedback tracker.  Performance still seems to be the kicker.  While the infected are spawning in a different way they seem more pervasive without feeling forced.  However, there seems to be serious lag issues as the player count goes up.

The sound of wet feet is very strange in my opinion.  It always scares the crap out of me because to my ears it sounds like someone throwing a punch.  

Overall:

Very interested to see how much this DLC will cost as that will be one of the determinative factors.  There is a relationship between what I will pay and what I expect other people will want to play.  The higher the price goes the more I will expect other people  to not want to purchase the DLC.  Therefore, I will expect that a lower player base will lead to non-adoption of the map and push the value of the dlc further down for myself.  It's really hard to value things like this or predict how people will respond.  

The maps needs to have some more technical stability but ultimately I think it is a great experience and I am truly curious to see how players would hole up and dig into this map.  The forrest is a truly terrifying area because you never know what or who is watching.  At the same time, it allows you to get the initiative on other unsuspecting players if you play smart.



 

Edited by aaronlands
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4 hours ago, Greensek said:

Was it fun?

Any issues you would like to report?

What's your overall feedback?

 

Thank you everyone,

Greensek

Was it fun? 

Hell yeah! I had loads of fun struggling to survive the initial confusion at spawn, which meant a more and less non-stop battle against the elements and other survivors as well as, in larger towns, unusually large densities of infected. Then, once I managed to fight off my murderous peers long enough to find some basic gear and move south, exploring the ruined towns, military sites and vast forests was very enjoyable. The map is beautiful.

Any issues?

I'd say you need to implement more water-resistant clothing as soon as possible if the weather is going to be this harsh. Especially if the way hypothermia works is kept as is. In earlier posts in this thread you'll find several suggestions on how to make the system a bit more enjoyable to play. Basically slow down the onset of hypothermia so you don't start losing health immediately upon getting wet, but also make getting dry harder than just finding a roof over your head. The current rate at which your clothes dry just by staying indoors is way too fast. Getting indoors should halt the onset of hypothermia if you wring out your clothes, but getting your clothes dry needs to require a fire or much more time.

Other issues:

  • The clouds still look like garbage at night, they are too bright even when there is no moon, they look like oil slicks. The colours are all wrong.
  • The black inventory bug, it was well documented I think.
  • Swapping mags with "R" can still cause desynced mags with the weapon firing ghost bullets as a consequence. If this issue is not tracked down before 1.06 goes live I'd suggest you disable the feature for the time being. We were fine without it until 1.05.
  • Server performance was not very good. It became progressively worse over time, in the end one night the infected were frozen in place and couldn't give chase when I was running around aggroing them. I could kill them one by one without the ones nearby getting to me.
  • The green military watch towers had no loot in them at all. That felt a little dull, like they are pointless props.
  • On one of the ruined buildings you climb a ladder to get to the attic floor - but the ladder cannot be accessed from that floor. Thankfully the roof was gone so it was possible to jump down...
  • Melee weapons getting damaged is a welcome change. Maybe some of them wear a bit too fast though, I'd say the sturdier weapons like combat knives and axes should be a bit more durable. I never tested, but do firearms get damaged by being used for melee too?
  • ...that brings me to another issue. Firearm melee should come with a light attack (that does not cause knockback) that can still be used when stamina is depleted. Standing there like an idiot with zeds ripping me to shreds is no fun at all. Swapping to proper melee seems to be interrupted when getting hit so often you remain helpless until unconscious.
  • Tents do not provide shelter from rain.

Overall Feedback

I'm loving the turn for a more harsh survival experience, struggling to find water and food makes all choices matter and I really hope you do not cave in to the complaints and make this any easier. Fishing was very enjoyable, I never knew how much I had missed that. The layout of the map with most towns in the northern part and mostly wilderness in the south opens up for varied gameplay. Intense player interactions in the north, survivalism and military raiding in the south. Can't wait to build myself a little base in the middle of nowhere.

The map terrain itself probably needs a little tweaking here and there, I cut down a tree in one town to make a fire and the tree fell into the house next to it, making the door impossible to interact with. I had dropped some gear on the floor inside so it was a bit annoying.. Also, there was this experience I had on the first night of open beta:

Spoiler

 

Other than that, Livonia makes me long for leather crafting and improvised bows to come back. Playing a hermit staying away from the busy pewpew in the north will be even more fun with them...

Edited by Derleth
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1 hour ago, KajMak64Bit2 said:

@Greensek when is next Experimental update coming out? with bugfixes and all that 😄 it's been a long time since release of initial 1.06 🙂

So far, nothing is planned until the 1.06 release.

We will let you guys know if something is coming. 🙂

1 hour ago, aaronlands said:

I'm going to copy @Tarkules' approach

Map:
I enjoyed how different the map felt from Chernarus.  It certainly did not feel like a reskin.  I also appreciate that changes were made to the map form the previous available versions of the map (less water fountains).  In a way it is just a totally different experience because the spawn is so chaotic and vicious because there are less resources in the immediate vicinity.  So you have to make your way south but not too far south.  I think this map will really be cool on longer plays because you can setup in the southern forrest and keep returning to the middle or north towns to resupply.  It makes for a fun kind of hermit playstyle should you want to play that way. 

Obviously, the thunderstorms are great.  Had some great moments with friendly strangers where we holed up in an ruined house waiting for the rain to subside while our health returned after a zombie encounter.  These moments are really important to cultivate in a game like this because it allows for organic bonding between players, which is truly something DayZ excels at when it happens.  

And I agree that there are too many items in the ruined houses. I really appreciate how you have improved the loot spawning because items are spawning in more areas which keeps me on my toes.  Also I like how there is more bleedover from certain areas (like you will find medical stuff in surrounding buildings).  I like that there are some items spawns are road blocks and other areas where you would expect to find something. 

Issues:
I've most if not all of the bugs I've encountered posted on the feedback tracker.  Performance still seems to be the kicker.  While the infected are spawning in a different way they seem more pervasive without feeling forced.  However, there seems to be serious lag issues as the player count goes up.

The sound of wet feet is very strange in my opinion.  It always scares the crap out of me because to my ears it sounds like someone throwing a punch.  

Overall:

Very interested to see how much this DLC will cost as that will be one of the determinative factors.  There is a relationship between what I will pay and what I expect other people will want to play.  The higher the price goes the more I will expect other people  to not want to purchase the DLC.  Therefore, I will expect that a lower player base will lead to non-adoption of the map and push the value of the dlc further down for myself.  It's really hard to value things like this or predict how people will respond.  

The maps needs to have some more technical stability but ultimately I think it is a great experience and I am truly curious to see how players would hole up and dig into this map.  The forrest is a truly terrifying area because you never know what or who is watching.  At the same time, it allows you to get the initiative on other unsuspecting players if you play smart.



 

Thanks for the feedback 😉

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41 minutes ago, Derleth said:

Was it fun? 

Hell yeah! I had loads of fun struggling to survive the initial confusion at spawn, which meant a more and less non-stop battle against the elements and other survivors as well as, in larger towns, unusually large densities of infected. Then, once I managed to fight off my murderous peers long enough to find some basic gear and move south, exploring the ruined towns, military sites and vast forests was very enjoyable. The map is beautiful.

Any issues?

I'd say you need to implement more water-resistant clothing as soon as possible if the weather is going to be this harsh. Especially if the way hypothermia works is kept as is. In earlier posts in this thread you'll find several suggestions on how to make the system a bit more enjoyable to play. Basically slow down the onset of hypothermia so you don't start losing health immediately upon getting wet, but also make getting dry harder than just finding a roof over your head. The current rate at which your clothes dry just by staying indoors is way too fast. Getting indoors should halt the onset of hypothermia if you wring out your clothes, but getting your clothes dry needs to require a fire or much more time.

Other issues:

  • The clouds still look like garbage at night, they are too bright even when there is no moon, they look like oil slicks. The colours are all wrong.
  • The black inventory bug, it was well documented I think.
  • Swapping mags with "R" can still cause desynced mags with the weapon firing ghost bullets as a consequence. If this issue is not tracked down before 1.06 goes live I'd suggest you disable the feature for the time being. We were fine without it until 1.05.
  • Server performance was not very good. It became progressively worse over time, in the end one night the infected were frozen in place and couldn't give chase when I was running around aggroing them. I could kill them one by one without the ones nearby getting to me.
  • The green military watch towers had no loot in them at all. That felt a little dull, like they are pointless props.
  • On one of the ruined buildings you climb a ladder to get to the attic floor - but the ladder cannot be accessed from that floor. Thankfully the roof was gone so it was possible to jump down...
  • Melee weapons getting damaged is a welcome change. Maybe some of them wear a bit too fast though, I'd say the sturdier weapons like combat knives and axes should be a bit more durable. I never tested, but do firearms get damaged by being used for melee too?
  • ...that brings me to another issue. Firearm melee should come with a light attack (that does not cause knockback) that can still be used when stamina is depleted. Standing there like an idiot with zeds ripping me to shreds is no fun at all. Swapping to proper melee seems to be interrupted when getting hit so often you remain helpless until unconscious.
  • Tents do not provide shelter from rain.

Overall Feedback

I'm loving the turn for a more harsh survival experience, struggling to find water and food makes all choices matter and I really hope you do not cave in to the complaints and make this any easier. Fishing was very enjoyable, I never knew how much I had missed that. The layout of the map with most towns in the northern part and mostly wilderness in the south opens up for varied gameplay. Intense player interactions in the north, survivalism and military raiding in the south. Can't wait to build myself a little base in the middle of nowhere.

The map terrain itself probably needs a little tweaking here and there, I cut down a tree in one town to make a fire and the tree fell into the house next to it, making the door impossible to interact with. I had dropped some gear on the floor inside so it was a bit annoying.. Also, there was this experience I had on the first night of open beta:

  Reveal hidden contents

Other than that, Livonia makes me long for leather crafting and improvised bows to come back. Playing a hermit staying away from the busy pewpew in the north will be even more fun with them...

A bunch of useful info, passing it to the dev team, thanks @Derleth😉

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1 hour ago, Greensek said:

So far, nothing is planned until the 1.06 release.

We will let you guys know if something is coming. 🙂

Thanks for the feedback 😉

So it's only initial Experimental update and then full stable without any more updates to experimental for testing and all that? That's weird... i guess you guys are testing the update yourselves internally and will produce the most stable update ever... confirmed my idea i had a while back 😛 interesting.. 
I also think the reason you're not releasing anymore experimental updates is to hide some really big surprises 😛 hehe and blow us away at Stable launch 😮 

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5 hours ago, Greensek said:

Hello Survivors,

 

We closed the remaining Experimental Servers.

We would like to thank you once again for participating in the Open Beta, and we hope you enjoyed your experience in Livonia.

I would like to ask you about your experience during the Open Beta.

Was it fun?

I enjoyed it very much. Sad to see the paywall for the map tho. Understandable but not as promised.

5 hours ago, Greensek said:

Any issues you would like to report?

Infected are stuck on the roof of houses too much.

Wolves and infected dont attack eachother. I was surrounded by multiple infected and 2 wolves. They all ignored eachother. There was no way out (liked that a bit)

Small Stones could use an increase. 

Lighting looks good but the sun itself still looks like a place holder.

Waaaaay too much guns and ammo around. All i heard was shots in the distance. Not exactly post apocalyptic. More like a ongoing war zone.

Killing a full grown Bull with one melee hit is not realistic. Trust me on that one. Real life experience. 😉

Fire places go out too fast. With sticks i can imagine but with a full log on it and going out in 20 seconds is just not right.

5 hours ago, Greensek said:

What's your overall feedback?

Pretty decent work 

5 hours ago, Greensek said:

Thank you everyone,

Greensek

Yw.

McWendy 

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@Greensek

It was definitely fun and I'm looking forward to seeing some of these things in Chernarus.

The two main issues I had were server performance and rain issues.  The server performance improved towards the end of the Open Beta, so perhaps that issue was fixed in the end, but at first, it was unplayable at times -- infected were all laggy and mostly stuck on things and players were lag-spiking all over the joint.

As for the rain, the thunder and lightning almost made me shit myself the first time -- it was awesome!  I love it!

The mechanic where you lose health due to rain/cold desperately needs balancing though.  A new character that spawns in the rain should not go from full health to dead so quickly.  In another thread, I suggested delaying the health loss at first and increasing the time before your temperature drops.  As it is now, you go from white to blue temperature almost immediately -- leave it white for a few minutes, then light blue for a few and then perhaps on dark blue you begin to lose health.

You also should make some type of coat, probably the raincoat, mean something when it's worn -- as in you can survive 3x longer in the rain perhaps.

I enjoyed the experience -- looking forward to getting my ass bitten off by a bear in Chernarus!

 

Edited by drgullen
typo
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9 hours ago, Greensek said:

Was it fun?

Any issues you would like to report?

What's your overall feedback?

honestly, i loved the experience.  got my heart thumpin the way only dayz can.  originally i thought bleed chance was too small on the infected but that was before i noticed the sheer number of them.  amable to fight them with fists but when u get hit with 3 or 4 of em at once it is still a good threat.  liked how difficult it was to find food and water (did not use 3rd party maps at all, and will not).  all in all i would say my gaming experience was awesome.  i think the only thing i would consider tweeking would be to maybe start with a slightly higher hydration level so as to give u another 20 mins or so to find that first drink.  otherwise tho.... just epic.  

as for the "paywall" everyone is complaining about.  dont let em get to you.  we all gotta get paid for the work we do, and y'all are doing great work.  not to mention if i understand correctly, its just the map we will be paying for anyway (i definately will).

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Thoroughly enjoyed the map and new features/content, despite some of the bugs.

Some things to note though:

  • While making water scarcer through less wells is excellent and refreshing (no pun intented), I would love for there to be more ways to obtain water in improvised manners, such as catching rain with any container and possibly even making a funnel out of a jacket or something (piece of plastic/waterproof clothing with a hole in it, four sticks for the corners and a container in the middle to catch it, you would set it up a like a trap).
  • The ruined buildings seemed to have lots of loot in them, but I think this is largely because so few people made it south and even fewer checked these ruins (ruins on Chernarus don't contain loot).
  • Storms are epic and properly scary, they disrupt traditional gameplay and force you to think about actually moving from cover to cover.
  • With boots, raincoat or other form of waterproof clothing (Gorka?) you shouldn't get wet very fast and even if you do, it shouldn't go past "damp" (except if you go swimming ofcourse).
  • Fishing rod should be attachable to your backpack or equippable like a melee weapon (can't recall if that worked).
  • Cold/hot mechanic needs refining as others have pointed out, bit like food and drinks it should probably have 5 states instead of the current 3, with health loss only occuring with the extremes and some kind of "discomfort" associated with the other two states (cold -> more vulnerable to disease, hot -> more water/energy drain).
  • You should not have to drink for multiple minutes at a well to go from red water to white water, it should honestly take about a minute max unless the person is severely injured or sick.
  • I still have a hard time finding berries or other plant-based food, maybe it's just me but even checking an entire orchard I could not find more than one apple.
  • The loot type being "spread" out to neighbouring buildings makes some sense, but perhaps it's a better idea to have the loot in dynamic spawns like cars etc around that particular place (eg. military cars outbound from a facility).
  • Many melee weapons degrade too quickly, but I suppose it's aggravated by not finding the equipment to fix them up.
  • Loot still seems to "bunch up", often you will find very similar items in a certain town or even server, for example, I found many KA-101 magazines in one of the southern compounds and lots of 556, but no 545 or even 762x39. Many problems could be alleviated by forcing loot to be more diverse or set some kind of limit of a certain kind of item for a given area (city or base wide), this would also mean you can't stack up on the same item and walk around with like 300+ rounds of 556 just from one base.
  • As others have mentioned, the south feels a bit empty at times, perhaps it's the giant forest or the fact that everything seems to be more or less laid out in horizontal strips, but it doesn't feel as "organic" as Chernarus. Some more dynamic loot or mini bases/camps/roadblocks would definitely improve on this.
  • Some buildings don't contain much loot at all, despite being quite large (the large barracks from Arma 3), while others are relatively small but contain quite a lot of loot. It's almost as if every building is hard limited to like 2-5 items.
  • Many items still don't have logical inventory sizes (how much space they take up) or even weights, the biggest offenders being guns, many of which have folding buttstocks and should be smaller (but larger if equipped with non-folding stock), even others seem to be solely based on how they look from the side, not their actual dimensions (Amphibia is quite thin but somhow takes up more room than an FNX-45)

Overal this update was definitely good and you shouldn't take the above points as "negatives" perse, but more as points of improvement and refinement.

PS: Can we pretty please fit more fishing hooks on the boonie hat? 😛
Like so:

Spoiler

bucket-hat-with-flyfishing-flies-isolate

 

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1 hour ago, scavenjer said:

 

  • As others have mentioned, the south feels a bit empty at times, perhaps it's the giant forest or the fact that everything seems to be more or less laid out in horizontal strips, but it doesn't feel as "organic" as Chernarus. Some more dynamic loot or mini bases/camps/roadblocks would definitely improve on this.

I actually think the "empty" lands in the south is one of the best things with the map. One thing that gets to me with Chernarus is that practically wherever you are on the map, jogging five minutes in any direction will take you to a town or a road. There is no wilderness, Livonia's south feels very wild by comparison. It also means you really need to be prepared before setting off there or you will be in trouble.

I think this will mean both pvp-focused and survivalist players can thrive on the map without seeing much of each other. The north was rough for newspawns though...

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