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Im sure you're not severhopping as only scum sucking, bottom dwelling algae eaters would do that.
And you seem like a lovely survivor ;)
As to your question, i actually dont know this.
Any regulars?
Rgds
LoK
That's cow sem3n
Would be great if it did though, but would require a lot of despawning of items when players started logging off for the evening if it was to be efficient.
So kind doubt it... A thing worth testing I guess, but sounds like a painful thing to test without access to server logs on current items.
Only stored stuff /tents / reduce the global server loot.
Until then I am just going to wish for a steam ignore function that works.
the most loot is on persistence "off" servers....try it out :)
Pick up an item on the coast > one spawns inland.
Pick up an item inland > one spawns on the coast.
I'm not sure if what you pick up influences what spawns (ie. pick up some beans, some beans spawn) but this is how the developers explained it simply. So by that logic, more players means more loot would be getting picked up thus more loot would be spawning.
That doesn't mean that the player count inherently causes more loot to spawn, but it would feel that way if everyone was picking up everything they saw.
Of course actually providing some proof and not acting like a mental patient would be a lot more useful.
Might also be different on certain items.
I would like to explain how this tech works, since there is loads of misunderstanding everywhere.
Central economy is a system which per server controls the amount of items in game. 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 be changed in real time through our frontend or directly in database. Each item class is tagged as crafted/not crafted, and carries nominal/minimal/maximum amount.
Nominal value directly controls the amount of items the server is aiming to deliver at initial startup, after that the system is controlled by cleanup + realtime respawn. When an item class reaches (nominal - minimal) it will start restocking. Maximum amount of item class on a server is (nominal + maximum). There is also a setting that dictates maximum amount of items on a server as a total.
In current iteration each server oscillates between 19k-25k items with total maximum set to 45k. Respawn tick happens every 5 seconds as does cleanup. Each class has nominal/minimal/maximum values defined. When a items class gets to a minimal value (usualy about 50%) it start respawning based on priorities.
That can constitute the base of the system with a lot more to talk about in detail which is not neccessary atm.
Each item in persistence binary also carries a lifetime value, Aka the time in seconds it can stay on the ground before expiring. Tents and backpacks/cases have the value greatly increased while other items diminish in matter of hours. Thus the loot caches should only happen with tents/cases/backpacks. While the system cleanes these items, it quickly starts restocking the original spawn points (memory points on buildings). Items in tents/backpacks/player inventories are not part of the calculation!
The configuration of the system is in progress as are the features :
Bugs : Items can dissapear in vicinity of player as well as some misconfiguration causing items to dissapear instantly yesterday. Rarirty 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, With addition of new features, logical distribution, timing, And item class logic that evenly distributes the items over south/north/west/east.
.
But until we find something concrete on it, we'll just have to assume empty will make it easier to find stuff.
Oh since added @me, thanks for proving me right.
Not sure it was on purpose, but if it was, you got some backbone ;)