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Shoe damage is multiplied instead of divided, hence causing RAPID degredation of shoes
Closed, ResolvedPublic

Description

In PlayerBase.c line 1058:

			shoes.AddHealth("","", - 1 * modifier_surface * PlayerConstants.SHOES_MOVEMENT_DAMAGE_PER_STEP * (float)PlayerConstants.CHECK_EVERY_N_STEP);

PlayerConstants.CHECK_EVERY_N_STEP = 10

So every step counts for 10 steps in this calculation. Causing pristine shoes to go ruined in under an hour currently.

Probably a copy paste error from line 1078:
float chance = modifier_movement * modifier_surface * PlayerConstants.BAREFOOT_MOVEMENT_BLEED_MODIFIER * (float)PlayerConstants.CHECK_EVERY_N_STEP;

Which uses the same thing, but is a chance instead of an absolute value.....

Please fix.

Details

Severity
None
Resolution
Open
Reproducibility
N/A
Operating System
Windows 7
Category
General

Event Timeline

rVn assigned this task to Geez.Jun 27 2019, 9:34 PM
rVn removed a project: DayZ Modding.
This comment was removed by freerider3434.
wriley added a subscriber: wriley.Jun 28 2019, 9:13 PM
Geez changed the task status from New to Assigned.Jul 1 2019, 1:16 PM
Geez closed this task as Resolved.Jul 2 2019, 10:59 AM

Hello wouter.commandeur.

The code that you quoted is inside the function ProcessFeetDamageServer that is being processed every CHECK_EVERY_N_STEP'th step(for performance reasons), currently, that constant is set to 10.

if( (m_StepCounter % PlayerConstants.CHECK_EVERY_N_STEP) == 0 )
 {
     ProcessFeetDamageServer(pUserInt);
 }

The code inside the function needs to multiply by this constant to compensate for this, therefore, it is correct. The speed at which the shoes are being damaged is therefore a matter of balance more than anything else.

Regards,
Geez

@Geez Is this value going to be reconsidered by the devs? This is the first implementation of passive wear and tear on character equipment. We have no indicators as to when the shoes are close to being not wearable, thus resulting in bad surprises or paranoia checking. In my opinion this isn't fleshed out design-wise and takes way too short amount of time for pristine shoes/boots to become UNUSABLE. The game needs to have acceleration for everything, because it's a game, of course, but under an hour is intolerable, adding to that, that there is no warning or indicator whatsoever. Please reconsider and please let me know if you won't.

Geez added a comment.Jul 2 2019, 3:46 PM

@Geez Is this value going to be reconsidered by the devs? This is the first implementation of passive wear and tear on character equipment. We have no indicators as to when the shoes are close to being not wearable, thus resulting in bad surprises or paranoia checking. In my opinion this isn't fleshed out design-wise and takes way too short amount of time for pristine shoes/boots to become UNUSABLE. The game needs to have acceleration for everything, because it's a game, of course, but under an hour is intolerable, adding to that, that there is no warning or indicator whatsoever. Please reconsider and please let me know if you won't.

Adjustments are ongoing and we have done first balance pass already, with potential others to come. This should appear in one of the upcoming updates.
Regards,
Geez

@Geez Happy to hear and thank you for the info!