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CLE on Road to Badlands

Central Economy

User Feedback

Issue Key

DZEXP-38

State

User feedback

Access

Public

Group

DayZ

Project

Experimental Feedback

Creator

trmz

Created

Jul 12, 2026

Views

648

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No attachments

Platform

PC Steam

What happened?

I've played at least 40hours on Expy on the busy 1pp server (not the cars one). The Loot economy feels really to revolve around luck as it is, please have a look at the CLE before pushing this patch to stable. It feels to make the early game really quite dull and more importantly where you get mid tier gear like SMGs is the same distance away as where you can get good mil gear. It's made the game all about finding a lucky convoy that's not been looted or a heli etc. You need to get lucky to get good gear, playing it slow and searching hunting areas often falls short of finding a scope and a gun. There are no stab and police vests in the early game and so you it feels like the CLE leaves you with three choices:

1- Gamble on convoy and heli spawns and get lucky or not

2- Run straight to some kind of mili base like Troitskoe after going to a well and gamble you will find stuff when there
3- Slow play to a similar mili base but take many hours to get a BK18 or maybe a CR527 and a handful of bullets if you are lucky but then still be faced with the same gamble of going to a mili base with not much and then getting one tapped by a repeater to uncon because there are no stab/press vests.

The damage system is ruthless on official and I like it the way it is, but it forces you to wear at least a stab vest, not being able to get these before going into the higher tier areas breaks the game.

Guns are so rare, mostly shotguns and CR527s are found in barns but often a very long way into the map. Looting barns is not very exciting, looting in DayZ is actually fun, people enjoy it, even after 12 years or so! But endless looting houses with nothing worth checking and empty police stations feels really dull. Only to go to barn on the edge of town and be guaranteed some kind of average rifle or shotgun. It's making the towns feel redundant, there are no mosins or surprise rifles. The towns need to be worth going to especially in T2/3/4, right not they dont seem worth it.

The CLE as it is now has made the game so much worse, its not about making it easy I would love the game to be harder. But I'd like it to be fun. Why are there no SKS at mili bases? Its not a convoy gun, if you want to make the game harder making the NWAF and most mili bases have SMGs only doesnt seem to be it (to me). Please can you look at making guns like the repeater not spawn in tier 3/4, some guns should be coastal guns, tiering the weapons so we can find P1s, Makarovs, Raks and Glocks in PDs, Repeaters, Sporters, maybe only single barrel shotguns in T1, as well as keeping stabs vests in PDs and on zombies would make for really good coastal fun, then as you go in land there is some progression to better things as you travel.

Making spawned food rarer and increasing animals a touch could make the game feel more survival orientated perhaps, but as it is now there is no incentive to "slow play" the game and really search for stuff, the stuff isnt there. I have to be lucky to find a blaze with a scope after 5 hours of looking, meanwhile a newspawn is picking up a Scar 2mins from spawn at a Balota Convoy just by chance. The current patch is mostly about luck and there is little emphasis on learning the game and the hunting spawns and playing it slowly to earn your gear. It is promoting camping convoy spawns and people are logging in and out by them it feels because its better to do that than spend 3 hours searching for not much.

DayZ loot balance should be about bad guns and vests being on the coast and then some actual progression as you go in land. Right now it feels to be:

"nothing to start, nothing much in the middle, still nothing at the NWAF unless you get lucky on the C130 crates, everything is at Tisy!"

This is making the best map in DayZ feel huge for no reason, its basically "all at Tisy and then convoy/heli spawns" and its actually really bad to play (to me). Of course there is much more to the game than shooting but there is also a lot more to the game than camping convoys and going to all the great and meaningful mili bases just to feel like you wasted your time.

Please please please do not push this patch to stable with this CLE. Make the game harder, sure, but don't make it about luck or running straight to Tisy on an empty official server before switching when you have gear to use it. The map progression is gone on this exp patch.

Reproduction steps

Play the game

Exact build version (optional)

Where did it happen?

Official

Is it modded?

No

Expected result

Activity

    about 2 months ago

  • trmz
    created issueabout 2 months ago
  • nate_laptcommented
    about 2 months ago

    Agreed on vests.
    whats the point of stab vests being in T3/T4?..
    Press being Dynamic is good but their set to Police and Town, so they end up on Train flatbeds and conainters on trains...

    Dynamic police events make sense at least..
    but the supply crates at the airfield?... That should be a rare chance for a plate, which is kind of the case now with the few set to dynamic spawns at Military.

    all shotguns being pushed up to T2+ Maybe instead of pushing a coastal gun to higher tiers, make buckshot more rare on the coast (I'd make a T1 classname for the types distribution) and boost up rubber slugs. or better yet, add a bird shot ammo for T1.

    I find moving the glock mags to T2+ an interesting change...
    I did happen find a gun with a mag by chance, but maybe have the police zeds have a chance of a mag spawning.



    <type name="PoliceVest">

    <nominal>12</nominal>

    <lifetime>7200</lifetime>

    <restock>0</restock>

    <min>9</min>

    <quantmin>-1</quantmin>

    <quantmax>-1</quantmax>

    <cost>100</cost>

    <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/>

    <category name="clothes"/>

    <usage name="Police"/>

    <value name="Tier3"/>

    <value name="Tier4"/>

    </type>

    <type name="PressVest_Blue">

    <nominal>4</nominal>

    <lifetime>14400</lifetime>

    <restock>0</restock>

    <min>2</min>

    <quantmin>-1</quantmin>

    <quantmax>-1</quantmax>

    <cost>100</cost>

    <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="1"/>

    <category name="clothes"/>

    <usage name="Police"/>

    <usage name="Town"/>

    </type>


    <group name="StaticObj_Wreck_Train_Wagon_Tanker_DE" lootmax="5">
    <usage name="Industrial" />
    <usage name="Town" />

    <group name="StaticObj_Misc_SupplyBox1_DE" lootmax="8">

    <usage name="Military" />

    <usage name="Village" />

    <usage name="Town" />

  • traqucommented
    about 2 months ago

    UMP should go to T2/3 police
    AKS SKS should go T2 military
    Press vest T2 military
    Blaze should be way less on cherno ang go to T2 hunting

  • about 1 month ago

  • 89commented(edited)
    about 1 month ago

    Something you guys said made me think, why not have even more dynamic events?
    I don't want to feel like I wasted my time, but being able to count on what's going to happen is boring as well.
    I'd rather have a chance to hit some kind of dynamic event on my random journey and not knowing if I will find any supplies in the next town; not camping any possible events, but just discovering them organically.

    What made me think is your comment on press vests @nate_lapt , press vests are rare, but where would they spawn? At a press coverage area right? So why not add a dynamic press event? In fact, why not add "civilian" events to the game? Wouldn't that add so much? Then the problem with not finding loot in towns as much, as the original post describes wouldn't be a problem and the game gets tons better; this would draw players away from towns and increase base building in residential areas as well I think. This would also increase exploration and draw players away from the same old routes; I for one am TIRED of seeing stary sobor. I just am, I hate the loot runs I take and I enjoy jumping into a DayZ map and not knowing where anything is at. So why not have civilian events? Maybe a small skirmish between civilians who are infected now, or maybe you just walk up on like 4 dead "survivors" and there's some meager gear between them. Maybe down the road from berezino towards rify there's a press van and some vests, camera facing towards either POI like they were covering a story? Find some vests, some flares. It doesn't have to be a chance to give players anything "good" just give them something, and maybe a chance to give them one good thing.

    The surivior skirmish events could give those trashed guns; personally as the original post describes enjoying getting trash guns I also like this "surprise guns" and trashy guns feature that's kind of been in DayZ where you find something you maybe wouldn't have ever desired to use; although in the current situation it's perfect for what you need. That badly damaged le-mas with the mag in it? It isn't ideal generally, but can you really complain when you were carrying a damaged kolt with no mag?

    Loot spawns in general do seem very odd on experimental, not finding many weapons anywhere, but that could just be because of high traffic. Is the scr meant to spawn anywhere on sakhal?

    ***EDIT:

    Another event could be hunting camp events, you find a messed up tent, a tundra on the ground, not infinity rounds, just a couple. Maybe some of the rare hunting prizes like a bear / fox hat. I think these dynamic events would address the issues in the long run; but seeing as how the devs are desperate to produce the badlands update at this point with the hype, they may not be able to reasonably fit this into their dream board right now.

  • nate_laptcommented
    about 1 month ago

    yeah... More unique events that make sense is good!

    I added Plane crashes to sakhal a few weeks after it released when there were no dynamic events on the map.
    Bought a Cessna 172 plane model and imported it, along with the biplane from Sakhal, added a propeller plane sound on the event, and added it randomly around the map. made it spawn hunting loot around the crash and spawned 3-6 hunter zeds around it.

    Basically a dynamic poi to get mosins or tundras with ammo.

    There is a TON of things they could do...
    I love realism... Things that just make sense.

    The Van which they retextured into an ambulance, slap a news logo on the side, Done! Simple!
    Don't even need to retexture it other than the news logo. well.. please add some rust... I've been yelling at ardem to rustify their vehicles.


    another very hidden event I did on sakhal, I added a hunter spawn.
    It's a body with a backpack you can find in specific parts of the map, should always have a tundra and at least a box of 308... could spawn more..

    Deer isle has the dynamic camps.

    They can have so much freedom playing with the mission files with just a few assets...

  • l909
    changed state to
    FEEDBACK
    about 1 month ago
  • cflynn_93commented
    about 1 month ago

    I'd love a hunting/fishing dynamic event that spawns around the ponds and lakes on the maps with hunter infected. There's tons of assets there like the static ring fireplace and static medium tents with camo net included to achieve this.

  • traqucommented
    about 1 month ago

    @nate_lapt how does dead body cleanup work for this body-event you have? I was thinking about similiar but idk how to begin.
    Would it be possible to be done through XML for events? Or it is 100% scripted → dress a Survivor object and kill it? (but then unsure how the cleanup would work)

  • nate_laptreplied to a comment
    about 1 month ago

    Oh, it's just a static asset I imported.

  • 89replied to a comment(edited)
    about 1 month ago

    For body cleanup try this:
    1) Event spawns somewhere on the map; a despawn timer starts (15 min?)
    2) A survivor enters the event zone and the timer is set to 30 min,
    3) When the player reaches 100m from the epicenter the event is treated like a dead player; once no survivors are in the event zone for <10 minutes, the event despawns

    Attempting to create this purely with XML may require you to do some scripting anyway, (to define the DeadSurvivor and what they will have on them.) I wish I could give you some more information. I would recommend you dress a survivor object and kill it, I would help you guys whip this up if the DayZ modding suite worked in my environment. Show your support and ask the devs to: Merge the tools with the base game, or Distribute a standalone binary for the tools on their website that runs independantly of steam.

  • about 1 month ago

  • dannydoomno1replied to a comment
    about 1 month ago

    Crazy you say that haha its exactly what I did on my server!! Players love running into new events they have never seen before!

  • about 1 month ago

  • no_soul_requiredcommented
    about 1 month ago

    I hate to suggest it but would be nice to have "safe zones" where one shouldn't have to worry about every sweat on the server, would make adventuring out more fun being able to find a partner without the worry if one is gonna die or not, then once you and whomever left the safe zone if they're say an untrustworthy individual the same type of stuff would happen , idk just something I've thought about attempting to find another to run inland with because going against duo/trio's as a solo freshie I'm 100% being a woods goblin and hiding until I have some help on my team lol but also I found sg5k & bizon both in back of firetrucks in front of fire dept earlier in Зеленогорск while looking for a nbc hood.. then proceeded to stumble upon even more weapons just seems like a place nobody goes but like for example staroy mili base is ran through every time I get to it, but I was looking just like you and all I even had was a deagle prior and got into 1 gunfight getting to my destination and won so its all about luck really.

  • 89replied to a comment
    about 1 month ago

    Consider playing a PvE modded community server; this isn't canon DayZ, nor should it ever be.

  • about 1 month ago

  • kurukommandercommented
    about 1 month ago

    I have played nearly 100 hrs of the new 1.29 patch both on exp and spaggies. The Ak74 and sks are now both convoy/heli loot tag this is frankly ridiculous. You can now find a dmr more reliabley (as it spawns in t4 tents) which makes no sense either canonically, as chenarus is set in a soviet country where these would have been common service issue rifles, or in terms of loot economy balancing. I dont mind harsh loot economy but it has to be balanced this new loot economy is not balanced and is going to be incredibly challenging for new, less experienced players.

  • about 1 month ago

  • uncle_philcommented
    about 1 month ago

    I partly agree with what @trmz said earlier, and I have some thoughts on the CLE below.


    It’s interesting when it’s a bit harder to find what you’re looking for in DayZ; I like the premise of disrupting established loot routes and encouraging players to search more widely—forcing them to learn the map, the buildings, and the points of interest.


    However, the way it’s currently designed feels somewhat punitive and frustrating, as there’s no real sense of loot progression.

    As someone who plays solo on official servers, I can say with confidence that this economy kills the desire to start a new adventure (a 3–4 hour session). I know I’ll end up in the Vybor area—or similar regions—carrying a CR-527 with no scope (or maybe just a red dot) and zero protection, contemplating a risky, ill-advised raid on the military base just to get some decent gear.

    From my experience playing the game, I understood that tier tags were meant to guide organic progression from the coast to wherever the game takes us... but the current structure just reinforces the old "speed-run to the NWAF" meta, where players ignore their character's status just to snag a gun and a vest.


    To reiterate: I think the idea of making the game harder is great, but we need to rethink this CLE. Maybe make food and ammo scarcer, or limit the quantity and quality of Tier 1 weapons so that every shot counts. I realize that with the increasing variety of weapons, balancing new items gets trickier—but abruptly removing them from Tiers 1 and 2 is foolish and discouraging, especially on such a large map that relies on that sense of progression to sustain long play sessions. Speaking specifically about vests, I see them as a way to give us another chance—"that run for your life." Without them, we're at the mercy of whoever finds a weapon first; a single shot can send us right back to the coast, starting that tedious cycle of finding nothing for hours while wondering whether it's worth stopping or just making a beeline for NWAF or Tisy.


    Well, I think those are my thoughts on the current state of CLE... Cheers!

  • batjuan66commented
    about 1 month ago

    Agreed on this take about the new changes to the loot economy, it appears to be a bad direction to go in.

  • 29 days ago

  • mopscommented
    29 days ago

    In general I do understand the reasoning behind this update and all but such system not gonna work. The game itself hard enough (I like that dgmw) let's circle back to days when we all just started playing the game and didn't know where to find anything. There are some part of that players still in the game. Players who play casually 1-2 hours a day/week and keep on going with their lives. Just imagine how they gonna feel when there is literaly nothing you can find in T1 area.


    I understand that most of the playes just gonna "eat" what they were served and learn how to work around this system. But it's not a good thing to do it's just desparate attempt to get some fun from the game you love. Me personaly spent 2 recent years on playing and learning how everything working. I don't like the idea of huge map with no loot on it.


    Regarding my suggestions for the next update:

    Instead of nerfing amount of plates you can decrease amout of damage/shock damage it's absorbs because even with LAR or Tundra when you shooting the guy in chest on 200-300 meters he is staggering and not going uncon. (I know that you can shoot in the head instead, thanks). I'm okay with every other vest in the game, but plates shouldn't be ultimate as they are right now. With same amount and less protection (maybe less weight even) people will understand that they are not super heroes and gonna stick with smarter way of playing

    Remove shotguns from the cost and keep them as T2 weapon. So basicaly on the coast you will be able to find repeater, pistols and rarely RAK with 15rnd mag + stab vest, very rare CR 527 or Mosin (in towns or camps). T2 area you have more of CR 527 or Mosin, shotguns and all SMG's through the area, same chance for stab vest + very rare press west with some basick helmets. T3 mix of T2 area with a bit better chance to find SK + baby AK, maybe Lemas on mili base, low chance to find a plate on a zombie some nades this tear should be more focused on ammo rather than weapons. T4 area you getting all the goods like M16, Tundra and so on so people would like to go there but wouldn't rush as they understand it's risky.


    In general I love the game and want to see more of it in future. For me almost any quality of life update will work, but this loot system needs to reworked for sure. Hoping to play on Badlands soon as well as to see wooden/metal doors on vanilla Chernarus houses

  • fbencommented
    29 days ago

    I agree that the current CLE fells random. I somehow understand that it´s supposed to be harder to find a good gun with a mag and ammo but the current changes do not achieve that. Since the changes I basically skip T1 and T2 completely which results in even less interaction with other players because I simply do not meet anyone. There is no reason to stay near the coast anymore.

  • about 19 hours ago

  • l909
    changed state to
    USER FEEDBACK
    about 19 hours ago

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Issue Key

DZEXP-38

State

User feedback

Access

Public

Group

DayZ

Project

Experimental Feedback

Creator

trmz

Created

Jul 12, 2026

Views

648

Attachments

No attachments