DayZ
PvZmoD_Spawn_System
Liven  [developer] Jun 17, 2019 @ 3:51am
FeedBack
Feel free to give your feelings on the mod.

If you can, some informations can help me to enhance the mod :

Objective datas like the number of player on your server, the maximum number of Z that have been set, number of spawned Z (visible for admins when pressing numpad5), the server performances...

The global feeling on the difficulty and the influence on the gameplay (team/solo/meetings - surviving/traveling/pvp) on the loot economy. Is this system worth, compared to the original. Are some situations annoying or funny...

Ideas and suggestions are of course welcome.

Remember that a part of the original tweaks of this mod are made to showcase possibilities. For exemple, if you don't like the loot on zombies, I will not deactivate it (maybe lower it if needed) because I want to clearly show what the mod can do. And the good thing is that the server admins can modify it as they want (allowing me to propose something personal).

So some suggestions will be taken into account, for others I can explain how to do it (I will make "todo" thread for this), but I can not maintain all possible variants.
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Showing 1-15 of 46 comments
Philbur Jun 23, 2019 @ 8:38am 
Just a few observations.
It seems that the Infected will "pop In" when a player approaches an area where they spawn. For example....When a player sees a single infected wandering around a building (from a short distance away) and that player then runs around the building to get a better angle on maybe attacking that infected, a bunch of additional infected will then suddenly appear, so what was once just one or two of them will become 6-10 of them. I have noticed this happening on several occasions around Chreno and the towns along the coast so far....I will try this same thing up in the military areas as well, but this is hopefully something that can be adjusted. I don't know if this is something that can't be helped, and is an effect of keeping the numbers of infected down until there are players nearby, but having them "pop in" when the player is nearby is a bit frustrating.

Also, so far, Melee against the Soldier Infected seems a bit too tough, as they are not wearing armour. I have consistently needed 5 direct head shots from a machete or baseball bat to kill them. (not sure if this is a good balance for your Mod, but I just feel it should be a little more in line with the Industrial Infected, thats all).

The overall balance as far as dispersion and awareness is very good, BTW...Great work so far!

I play on a low ping (usually in the 30s or 40s, and my PC is fairly well suited for this game, so I don;t think it is client-related) I was playing on a server with no one else at the time and it is a Test-Environment so I also don't think it is a result of server load either.
Last edited by Philbur; Jun 23, 2019 @ 8:41am
Philbur Jun 23, 2019 @ 8:45am 
One "suggestion" from me would be asking if it is reasonable for you to adjust the time it takes for a group of Infected that have aggro'd around a house you are hiding in to finally disperse? Right now, if you are surrounded by them, and you go prone in hiding, they still stay angry and crowded for an unusually long time.
Philbur Jun 23, 2019 @ 8:49am 
AN observation:
When I kill a few infected and then I run into a house to protect myself from other infected, I find that once I kill the remaining infected (within about a minute) and I go back to loot the bodies they have already de-spawned... I never went more than 20 meters away from the dead bodies. This feels like too short a distance and too short of a time for them to disappear, (however if this is your personal preference then I understand, I just think that the dead infected should be left on the server for longer, especially if they are going to be carrying more valuable loot now)
Liven  [developer] Jun 23, 2019 @ 9:05am 
Thx Phibur for your feedbacks.

For the spawn distance, the default value is 100m. If you feel it is too short you can adjust it individually (for static spawns points and dynamic configurations) in StaticSpawnDatas.c and DynamicSpawnDatas.c or you can globally tweak the spawn distances with the value "15" of the .json file.

If they spawn very close to the player, I made an update yesterday with a fix on static spawn witch didn't detect players proximity properly. Maybe it was that, tell me if the problem persist.

I made soldier strong, because military places are supposed to be harder.

Your right about the problem of perf when lot of zeds aggro a player. It seems to be a synchronisation problem (not server CPU or client related) I'm working on it to make de zeds deaggro faster. Today with my mod if you have 10 zeds surrounding you in a house, it take 10 to 15min to the zeds to deaggro and this is too much.
Liven  [developer] Jun 23, 2019 @ 9:08am 
for the dead body despawn, have you change the "18" and "19" values of the json file?
it is supposed to be distance and time for zombie dead body despawn
Zed Jun 23, 2019 @ 12:05pm 
Philbur is a player on my server. I asked him to leave the feedback here, as it would be easier to address. 18 and 19 are set to 70 and 120 respectively. Value 15 is set to 150.
Liven  [developer] Jun 23, 2019 @ 2:52pm 
For the poping zeds (really less than 100m):
Have you noticed this bug again since yesterday's update?
If yes can you tell me exactly where (town, the building type)
The type of zeds is useful too

For the dead body, one thing can explain this it is the "15" in .json : Despawn Distance variation when player is idle. If no set to 0 and if the player don't move at all the despawn distance slowly decrease. If you were immobile too long it can explain body despawn. This feature is intended to save server resource by deleting zombies if the player is afk.
Liven  [developer] Jun 23, 2019 @ 3:38pm 
just checked the dead body, there is something wrong. I will investigate.
kls//+W1neSs 2.0 Jun 24, 2019 @ 9:52am 
How to remove all chests from the game?
Liven  [developer] Jun 24, 2019 @ 11:17am 
For de loot-chest, you can deactivate them by seting to 0 the column NumOfCHEST of the StaticSpawnDatas.c file
kls//+W1neSs 2.0 Jun 24, 2019 @ 12:24pm 
thank you
Liven  [developer] Jun 27, 2019 @ 5:02am 
For dead bodies disappearing too close to player, it should be solved with last update
XxFri3ndlyxX Jun 29, 2019 @ 12:44am 
Thank you for sharing this awesome modification. I try several combination of mods and its was not what i wanted. I tweaked some dayz file myself but was still not achieving what i needed. Then i found your mod and this wonderful system is exactly what i wanted. Keep up the great work. This will make me and and my few friend to have more fun while playing dayz on our server. Thanks!
Liven  [developer] Jun 29, 2019 @ 3:42am 
You're welcome
Philbur Jul 3, 2019 @ 2:29pm 
Originally posted by XxFri3ndlyxX:
Thank you for sharing this awesome modification. I try several combination of mods and its was not what i wanted. I tweaked some dayz file myself but was still not achieving what i needed. Then i found your mod and this wonderful system is exactly what i wanted. Keep up the great work. This will make me and and my few friend to have more fun while playing dayz on our server. Thanks!

Yup....What HE said. ;-)
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