Drift13b88   31 Posted November 19 3 hours ago, lynn.zaw said: DAYZ FROSTLINE Added: Peninsula on the south-west of the main island South East* 😉 Share this post Link to post Share on other sites
Drift13b88   31 Posted November 19 3 hours ago, lynn.zaw said: Added: Peninsula on the south-west of the main island south-east* 😉 Share this post Link to post Share on other sites
OneFeralSparky   0 Posted November 19 AI-Driven Item Duplication Detection and Mitigation Framework for DayZ Objective: Deploy a server-side machine learning (ML) system to dynamically detect and invalidate duplicated items, leveraging event-driven anomaly detection and minimal computational resources. The system utilizes signature-based pattern recognition to flag and neutralize duplication exploits in real-time, ensuring seamless gameplay integrity. -- 1. Duplication Detection Heuristics Clustered Gear Instantiation: Identical item clusters instantiated within a defined spatial region of the game world, indicating potential duplication. Proximity Metrics: Duplicated items appearing in near proximity to the player post-client reconnection event. Temporal Dynamics: Duplication events are synchronized to client disconnection/reconnection sequences, typically observed within a short post-reconnection window. Desynchronization Exploits: Discrepancies between client-server state following desync events commonly trigger duplication exploits. The detection system utilizes these heuristics to generate an event-driven trigger for real-time duplication analysis. -- 2. AI Detection Flow Event Capture Pipeline (Server-Side): Detect disconnection and reconnection events from the client. Capture item proximity to player coordinates post-reconnection, noting temporal proximity to server desynchronization. Heuristic-Based Pattern Recognition: Anomaly detection algorithms (e.g., spatial clustering, time-series analysis) are applied to identify gear duplication signatures based on proximity and similarity. Items fitting the duplication signature are tagged with an internal "duped" metadata flag. Duplication Rules Enforcement: State Mutation: Duped items are programmatically mutated to a "ruined" state, rendering them functionally inert. Interaction Constraints: Items marked as "duped" are restricted from standard game interactions (trade, drop, storage). Purge Mechanism: Duped items are queued for immediate server-side removal or automatic cleanup via background processes. -- 3. Computational Efficiency Optimization Event-Driven Triggering: The detection algorithm is activated exclusively upon high-risk, low-frequency events (disconnections/reconnections), minimizing redundant checks. Localized Gear Scan: Spatial-temporal analysis is confined to player-adjacent regions rather than a global scan, reducing the computational scope. Batch Processing via Queueing: Duplication checks are aggregated into asynchronous tasks, offloading computational burden and minimizing server load during peak activity. --- 4. Duped Gear Handling & Policy Enforcement Flagging & State Transformation: Items identified as duplicates are tagged with the "duped" flag within the inventory subsystem. Special in-game state transitions (ruined state, interaction restrictions) are enforced programmatically to neutralize affected items. Synchronization with Client: The server-side logic is synchronized with the client, ensuring consistent gameplay experiences and preventing circumvention of anti-duplication rules. --- 5. System Integration & Resource Minimization Trigger-Activated Processing: AI-based checks are invoked solely during event-driven triggers (player disconnection/reconnection), preventing the need for continuous monitoring. Asynchronous Execution: Duplication detection tasks are queued asynchronously, ensuring non-blocking operations and reduced client-side latency. Offloading and Load Balancing: Heavy computational tasks (e.g., clustering analysis, pattern recognition) are distributed across auxiliary servers or microservices, ensuring scalability and fault tolerance during high player traffic. --- 6. Computational and System-Level Impact Efficiency Gains: By leveraging event-driven execution, the system avoids constant full-world scans, significantly lowering server resource consumption. Scalability: Decoupling heavy processing tasks from the core server and distributing via background tasks enables the system to scale efficiently as player counts grow. Extensibility: The model can be updated and expanded with additional heuristics or new duplication exploit patterns without disrupting the base architecture. --- 7. Ancillary Benefits 1. Game Integrity Preservation: Effectively neutralizes duplicated items without impacting player experience, maintaining the fairness of the in-game economy. 2. Reduced Server Load: Minimizes redundant checks and unnecessary full-server scans, optimizing computational resources. 3. Improved User Experience: By eliminating the need for player bans, the system reduces player friction while still maintaining a fair playing field. 4. Exploit Mitigation: The AI system can be retrained or updated to identify and mitigate emerging duplication exploits. 5. Scalable & Fault-Tolerant: The architecture supports scaling based on load, ensuring resilience under peak player traffic. --- Conclusion The AI-based item duplication detection system utilizes targeted event-driven heuristics and efficient computational practices to identify and neutralize duplication exploits in DayZ. By minimizing unnecessary checks, offloading heavy tasks, and enforcing in-game item rules, the system ensures resource efficiency while preserving game integrity and player fairness.  Share this post Link to post Share on other sites
Mr-Stealth   0 Posted November 21 "Adjusted the maximum value of the deadzone settings" Could the devs also make the deadzone slider go lower than it currently is for better aim precision, it would help a lot to the feel of the game. Thanks Share this post Link to post Share on other sites
cakeisapie   0 Posted November 21 If you removed all 5.45 and .380 guns from Livonia why are that ammo and mags for SSG still spawning? Share this post Link to post Share on other sites
Oliver Vogel   1 Posted November 24 I think the update 1.26 is really cool but one thing has been bothering me for a long time, all the vests have been given new colours with one exception, the storm vest, could you maybe do something about that? I like to carry the additional bag as a backpack but it just never fits properly, maybe black and camo would really make a difference and maybe the vest would be played more again, thanks for the comment. Share this post Link to post Share on other sites
CyberAssassn   0 Posted November 29 When can we get bow and arrows? And is there ever a plan to implement more uses for animal pelts? Wild boar being the only one used to make a fur courier bag is a waste of potential pelt uses. Also, making some kind of vest or water canteen would be cool as well. Share this post Link to post Share on other sites