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Overheating characters
Need More Info, NormalPublic

Description

As per information on http://www.twitlonger.com/show/n_1soqm6f:

Server IP/Port: 109.70.149.85:2300

Character is overheating/hyperthermic too often (constantly when character is not wet)

Details

Severity
None
Resolution
Open
Reproducibility
Always
Operating System
Windows 10
Category
Other
Steps To Reproduce

Log into server
Have character completely dry.
Light jog for 5 mins

Character is now hot, temperature will continue to rise until hyperthermia is reached, at which point maintaining hydration becomes an issue.

Event Timeline

Geez assigned this task to JStewart.Jul 21 2016, 4:31 PM

I am seconding this.

In addition, it would also appear I can get this by going on "cold" servers (where I can see a character's breath) and like jwgamesuk, I can go hyperthermic in a very short period of time regardless of gloves, head cover, or other apparel worn. Nothing seems to alleviate the constant rise in temperature, even on colder servers.

In almost any apparel combination, it seems *inevitable* that I will *eventually* become hyperthermic. Hyperthermia's persistent and prevalent nature has caused me to start ignoring the mechanic altogether, as the constant threat posed by it would completely derail the course of all natural gameplay otherwise. Personally, I almost refuse to go out of my way to deal with the issue due to the ease of reacquiring the problem and having to repeat the same troubleshooting steps.

It is not uncommon for my characters (public and multiple private) to remain hyperthermic for multiple consecutive days at a time (my highest observed was three straight real life days of 7-8 hours a day of play).

In addition, it takes an unnatural and inordinate amount of time to "cool down" once hyperthermia is achieved. It takes on average, and according to other persons whom I've discussed this with, around 20-30 minutes to drop from hyperthermia, to overheating, to hot.

As a game mechanic, these transitions should not be so extreme and so difficult to remove.

While I agree with the concept that wearing military gear could overheat you if you're constantly outdoors, the current implementation is drastic and over-exaggerated. Remedies for quickly cooling off should also be considered, as the current methods for cooling down require constant "dunking" in bodies of water.

JStewart changed the task status from New to Need More Info.Jul 21 2016, 4:55 PM

Hello,

Thanks for contacting us regarding this subject. We can see that the server date is set during the summer, so it would by nature be a hot environment that your character is moving around in. The tweet from June 22 was in relation to some servers being misconfigured. That issue should have been solved a while ago.

Still, if you send me a link to your Steam profile, I'll check and see if there might be a problem in the character database for example.

Regards,
JStewart

Hi JStewart,

I did try setting the server date to mid november but that seemed to have no affect at all, however I can try this again if you believe that this should affect the temperature. Do you have any recommendations regarding this?

Thanks,
Jay

Also, if you by any chance have the option of recording the whole process of going from a normal state to hyperthermic (not just showing the hyperthermic state), then that would of course be much appreciated.

I can do that this evening.

That would be excellent :)

In terms of setting the date, I would refer to the following section that Peter Nespesny wrote for the July 6 status report:

With the release of DayZ 0.60 stable version there was a bit of misunderstanding regarding the body temperature mechanic and considering it currently as bugged since characters can reach hyperthermia state in a very short time which wasn't the case in the 0.59 version. I would like to point out to those who aren't aware of it, that the engine which DayZ runs upon is capable of marvelous things that aren't obvious at first sight. Trajectories of sun and moon (even it's phases), star positions, tide heights, complex weather forecasts with air temperature, wind, newly added fog and other game world subsystems directly depends on the time of the day, date and geographic coordinates configuration.

While geographic coordinates is tied to the map itself and cannot be easily changed, date and time is exposed in the server configuration so admins can change it freely. Unfortunately, date and time is not separated in the configuration file and the easiest way is to set it to the system date and time of the server itself especially to get more variety in time of day across the servers, and as most servers aren't running in the past or in the future, that's where things like the body temperature mechanic which is connected to those settings can seem off, even if it behaves correctly - I bet most of you will be overheating and sweating while sprinting hundreds of meters in full gear, long clothes and with gloves, masks, vests and helmets on top of it all in summer weather with air temperature around 30°C. As DayZ is visually set in eternal autumn it makes sense that this mechanic is balanced to that time of year, where nights are actually cold and days can be anywhere from a bit warmer to quite chilly depending on the forecast, not to mention plenty of foggy and rainy days. Of course, it could be hard-balanced without taking weather and air temperature into consideration, however, it would be a step backwards considering that DayZ will be open to modding and there being possibilities for us to expect maps in different times of the year and geographic coordinates - jungles, deserts, mountains anyone? To allow more control over it we are going to tear apart date and time in the server config so the date is not affected when the system time is used by admins. In the meantime, there was an offset applied in the calculation of body temperature for the experimental version so it behaves more according to the visuals of an autumn environment instead of an actual summer date set in the server config file.

Now is a good time to unveil a bit more regarding the temperature feature, even if it's obviously quite low on the priority list now. Many of you noticed there is heating up and cooling down of item temperatures already present in game. This can be used to affect the body temperature of your survivor as heat packs, and even improvised ones like cans heated up in fireplace embers, will raise the body temperature while cold items will lower it. We are going to add more purpose to handling temperatures by making food perishable, especially raw meat alongside with blood bags. With plenty of refrigerators in houses or at junkyards you will be able to store food and blood bags safely to keep their expiration under control after you connect the fridges to an electricity system. The addition of cooling box containers will help you to carry food and blood bags around in fresh condition and ready to use. Considering food as one of the most crucial things for survival and with lowering of the amount of non-perishable food in the world towards the end, it will lead to promoting interesting approaches to gameplay for both lone wolfs and groups alike, as it will offer short time solutions of immediate consumption balanced against long term solutions with incorporating electricity usage at barricaded houses, camps, and bases during the times of need.

Stay cool... see you in Chernarus folks!

  • Peter Nespesny - Lead Designer

If it helps, my Steam Profile can be found here.