DayZ
Zombies-Health-rebalance
Liven  [developer] 24 Jan, 2019 @ 7:01am
Balance thread
Too easy? Too hard?

Give your suggestions...
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Showing 1-15 of 24 comments
Liven  [developer] 25 Jan, 2019 @ 4:12pm 
A word about actual balance (01/26/19) :

Exemple of approximative hit number with an average weapon (baseball bat for exemple)

Naked Z : 1 hit
Skinny Z : 2 hit
Normal Z : 4 hits
Strong Z : 6 hits (firefighter, Paramedic, prisonner, HeavyIndustryWorker, OffshoreWorker)
Soldier Normal 8 hits (soldiers, policemen, hunters)
Soldier with vest 10 hits
(no headshot on soldiers wearing helmet)

Doc Butcher 10 hits
The Priest ??? hits (maybe you should run or shoot his legs)
Last edited by Liven; 27 Jan, 2019 @ 9:28am
Liven  [developer] 27 Jan, 2019 @ 9:28am 
Different difficulty levels (harder than the workshop one) are available : https://github.com/Liven28/ZombiesHealthRebalance
Genocide 6 Jun, 2019 @ 2:40pm 
looking to try and up the values of health, granted they are harder when not established but once you are going I still find 1shotting city zeds with an m4 to the chest is disappointing. I am currently using the "Hard" version granted the hit harder but health is relatively the same. Any way I can simply change a line in your config or does each zombie param need to be set?
Liven  [developer] 6 Jun, 2019 @ 5:09pm 
The zombies are set by "family" (corresponding to color skin variations) and each family have to be set one by one (even if some of them share same values) except the "default zeds" that are set in ZombieBase class

Sadly there is no global health ratio that increase the health of all Zeds if it is your question

That's been said, I'm finishing another more complete mod for zeds (health+speed+sound perception...) and a new spawn system.

Stay tuned...
Liven  [developer] 8 Jun, 2019 @ 6:08am 
@iBringGenocide my new mods begin to be test on the Evocatus server (http://www.evocatus-dayz.com/) you can join if you want to see what it bring (don't wory it is a two click inscription).

If tests go well for a week, the mods will be public.
Genocide 14 Jun, 2019 @ 7:17am 
Sorry didnt see the replies you made, I always forget to subscribe. So on your description you say "harder" zombies and on github i see the categories. What exactly is changed in their parameters ? I ask cause i was using your mod and it was working well in military i loved it a lot tougher on the "harder" setting. The towns were just too easy though. I was in Stary and Novy and all the zombies were one shot. Idk if the mod was failing in that instance or the class family of zombies was a lower one. What are the health value differences between the "harder" and the next step up?
Genocide 14 Jun, 2019 @ 7:19am 
Also what are you changing in the new mods zombie spawning system? I currently have a zombie spawning set to be massively increased example from 7 zombies in balota airfield to around 20.
Genocide 14 Jun, 2019 @ 7:37am 
Ok so i found the issue, when it comes to my static placed Zeds it seems they do not take you values, it seems it changes my Zeds that are set to spawn dynamically. Generally its not best to run static zombies placed in the world, but i do have some that are set in very low numbers. 1-4 per town.
Liven  [developer] 14 Jun, 2019 @ 8:18am 
Hello iBringGenocide,
if you want to see the values of normal / hard / veryhard / nightmare version of my mod, you can unpack the .pbo file with PBO manager, open the config.cpp in \PvZmoD_Tweaked_Zombies\DZ\characters\zombies\ and search "RebalanceHeathLevels" iterationS. You'll see in brackets the zombie category and four number. The first number is the health value for normal version of the mod, the second for hard...

Another point it shouldn't have a difference between normal placed zombies and static placed ones. I don't know where the problem come from.

Concerning my spawn system, it works differently from the vanilla system, I do not use the .xml at all. It can completely replace the vanilla system or they can work together (but be careful about server performances).
My system include a constant dynamic spawn around the players, and static spawns that trigger when a player approach them. There is no zombies realy static that stay even if no player around. And zombies disapeare when player are to far away (saving server resources).
Be aware that this system is not recommended for pure pvp servers because zombies spawning around player can lead to unfair metagaming (like in original dayz mod).
And all of this is fully customisable
Last edited by Liven; 14 Jun, 2019 @ 8:19am
Genocide 14 Jun, 2019 @ 8:45am 
You can have fully static zombies if you assign them to be. I have some that way. How many zombies do you dynamically spawn? Also are these scripted to spawn dynamically in towns are around the play in general? I can see it being bothersome if you constantly have zombies spawning around your base.
Genocide 14 Jun, 2019 @ 8:52am 
How is the development of this system going? Would love to custom it and tests it limits and find its balances.
Liven  [developer] 14 Jun, 2019 @ 9:09am 
As i say it is fully customisable. The default values are set in a PvZ perspective.
For exemple with default value for countryside (yes there is countryside Zeds but they can easily be disable or lower) it spawn between 3 and 5 zeds each 30 seconds on the coast (more often if you progress inland).
For the bases I am aware for this case. The first feedbacks show me that there is sometimes a need for a small cleaning when you come back home but once at home it is manageable as zombies spawn not too close.
If some places have to be "safe of zombies" you can create a safe zones with the dynamic system (but these zones have to be placed manually for the moment).
I'm thinking about a more reliable solution but it will not be implemented in the first release (no ETA).
Liven  [developer] 14 Jun, 2019 @ 9:11am 
If all go well, I would like to release it at the beginning of next week.
Genocide 17 Jun, 2019 @ 1:07pm 
@Liven awesome will check it out now
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