April 2nd: Central Economy Infos by E. harton
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 (0.55) 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.
July 25th: Persistence Update on Experimental Branch
As it has already been stated persistence first iteration and loot respawn are going experimental, in addition to more content. Second iteration will save content of containers, before it hit stable branch. Nothing is final , keep that in mind. Since there has been a lot of misconception, here are the highlights :
- Persistence has almost no effect on performance (it simply does not affect you on the basic level)
- Loot respawn has no effect on performance
- Server performance, with the latest changes, improved greatly
- A big part of item synchronization has been rewritten
- Since the containers are not saving properly yet, tents have been took out. It has to wait few days.
- All items are saved , their position and state, if you throw down a shirt its still there after server restart (not only containers). However what’s inside those containers does not save on the build that will be up today. That will change in few days.
- From technical standpoint there is no difference in items that we save, they do persist through restarts (first loot roll simply cannot be changed by server restart, only natural flow of items can change that).
- Any issues you encounter, report them through the official feedback tracker. Provide as much information as you can. Discussion is welcome. (source)
Loot respawn is based on globaly item quantity, not area quantity. Otherwise you could crash the server by moving loot until it has too many items to manage. Devs might look at optimizing the system to redistribute loot, but that will screw up people’s permanent stashes. Not a simple issue to fix.
Currently the server maintains a constant item population. (source)
July 24th: Persistent Items are Announced
It’s been on and off several times in our internal version. Other programmers optimizations and changes have tended to nuke it, as it is very sensitive to inventory system changes which has been a very active area of development.
Brian Hicks said they might be trying out today internally and then they will look at pushing it to experimental this week for testing prior to a stable push at the very end of the month. (source)
July 12th: Persistent Storage is Tested Internally
Recently Dean Hall stated that the dev team is one day away from testing persistent objects. Brian Hicks also confirmed this feature *should* appears near the end of the July (in the best case) in the recent RTX 2014 event.