Night-Z is a zombie survival game. You start with nothing, surviving on what you scavenge around, and once you die you lose everything and start from scratch all over again. There are several mechanics, both new and evolved from Minecraft.
Trailer
We are currently in BETA testing mode. The server is in testing stages. This means that there are bugs, will be bugs for a while and you need to contribute to help fix these bugs. You might die from these bugs, lose things from these bugs and a bug might affect everyone server-wide. If you are not able to handle that maturely, you should wait until the server is out of BETA.
If you encounter any bugs or issues, please post them on the quackjuice bugs forum located at quackjuice.com
What to do first
When you join the server, unless you were already alive, you are immediately teleported to a randomly chosen spawn location. This is where your adventure begins.
Immediately scale your surroundings. Your first step should always be to find a road and head towards shelter. You need a water bottle, food and basic medical equipment if you even hope to stay alive. Luckily for you, you’ll spawn with a shirt, which can be made into a bandage if you find a knife. Unfortunately, most of this gear is scattered around the map. Where you spawn hardly matters in the long run, you’re going to need to travel across the map one way or another.
Keep your distance from players and crouch. Zombies can’t sense you as well if you are crouching and the last thing you want to do is attract unwanted attention when all you’ve got is your fists and wits.
Keep in mind that if you want to rally with some friends, you need to organise this beforehand. There is a maximum chat radius, and chances are that no one will hear you when you first spawn.
Handling Zombies
The zombies will never be easy. They take a beating with your fists and there are endless swarms of the brain nomming monsters. But they have their weaknesses, just like any creature.
Zombies are attracted by noise and scent. Once they smell you, they wander towards you and will track you for miles as long as they have that scent. Once they see you, they launch themselves into a rage, sprinting towards their prey (you). If you choose to run away, you’ll only attract more unwanted attention.
If you have a gun, shoot them in the brain. Nowhere else. This applies to killing people too, but zombies take one bullet to the brain regardless of what gun you are using.
If you don’t have a gun available, try to hit the zombie down. Punching with your fist knocks the zombie back, unlike firearms. You are able to hit them off of cliffs, into water or down slopes. All of these will hinder or kill the zombie. Of course, a handy knife can work too.
To avoid making noise, crouch. When you are sure you are safe, walk. Never sprint unless you have to. If you shoot, prepare for the army of zombies that you’ll attract.
Once you see the sun setting, find shelter. Zombies wander more heavily during the night than day, and alerting them is not in your best interests.
Zombies will be your greatest enemy. If you die, you become one too. This is the circle of life in Night-Z.
Handling Players
Handling players has much easier logic than zombies. Trust no one.
Gathering Supplies
Different buildings contain different loot. A hospital will contain very different supplies to a barn. And some places may contain nothing at all.
It’s important to realise that you can not stay in the same location forever. While one area will contain a lot of weaponry, others will contain food and healing items that are essential to surviving. You could have as many bombs as you can carry, but if you are bleeding, you need a bandage. It’s as simple as that.
If you are after food and clothing, keep an eye out for houses and supermarkets. Or better yet, avoid the GMOs and preservatives and go hunting yourself for meat.
If you are after weaponry, seek out military bases, crashed helicopters or farms. Different areas contain different gun types more prominently than others, so keep this in mind for your journeys. You should also try to find some ammo for your gun, which can be reloaded be clicking the ammo on top of the gun in your inventory (not in your crafting grid).
If you need health supplies, try to find a hospital, pharmacy, medical tent, or basically anything with the Red Cross on it. Splints help with broken bones, bandages stop bleeding and antibiotics combat infection.
There are more items to be found as well, such as tools and traps. If you ever are unsure of where to find something, just think of where you’d find it in real life and look there. Looting is completely fine in this new society. Keep in mind that you aren’t the only one looting though, so it might be difficult to find fresh supplies. Keep going back to the same spot over time, and you might find something new.
Chat
The chat has a maximum radius on it. Imagine you are shouting, and how far you’d expect people to hear you. This is why you can’t chat to someone from one side of the map to the other.
If you are in a group, stay close to maintain contact with them. However, keep in mind that bandits might be lingering and might see your chat.
I've been with LimeGaming for years and I like the look of the server and the things I hear about it are good. I'd like to officially apply for the server so that I can find bugs and try to make it better
I love contributing to our home server, so I'd be more than happy to help with the new one.
I've played lots of zombie survival games, not just on minecraft, and I think I know what bugs to look out for.
Because I Want To Contribute To Making A Server Better By Beta Testing And Finding Bugs (Flaws) And Just Over-all Have a Fun Time And I Have Had Experiences With Bad Zombie Servers But I Feel Like This Server Will Be The Best One In My Opinion
Because I Want To Contribute To Making A Server Better By Beta Testing And Finding Bugs (Flaws) And Just Over-all Have a Fun Time And I Have Had Experiences With Bad Zombie Servers But I Feel Like This Server Will Be The Best One In My Opinion
Wow, we had five new people join the night-z group yesterday!! Let's see if we can beat that today!
A tip for newly white-listed people... There are threads specifically about the server and how to play it at www.quackjuice.com/forum.
Also... currently, white-listing can take anywhere up to 2 hours, as Gnarusly and I are extremely busy trying to fix the bugs and glitches, so please keep that in mind. I will be refreshing this page to check for new applicants a few times every hour, but as I said, we're busy and white-listing probably won't be instant at this point. However, while you're waiting for a reply from us, feel free to register on the quackjuice website and join in any discussion or thread you find interesting or relevant.
Wow. This server is amazing, Gnar. Good job, guys. This is the kind of server I like. Brilliant RPG PVE experience, and fantastic system. I would recommend this to everyone. I think if people just gave it a try, they'd learn to love it too. I feel like I'm playing a cube-like rendition of DayZ whenever I'm online. I adore this server. 10/10.
I love Minecraft and I am a huge zombie afficionado.
So, who needs a partner? I've got your back.
Hello, I saw your feedback.
Our system is very much identical to the DayZ one, including regeneration, damage that zombies do, how zombies detect you, how your inventory works and how items spawn (and when).
The ideal way to play is stealthily. I noticed you were running, which means that you will die no matter what, even if you had OP gear. Sprinting makes zombies detect you easily, whereas crouching makes it difficult for them to see you (you can walk very close up to them).
You need to play similar to how you would in DayZ, and in a real apocalypse. In a real apocalypse, sprinting would be a death trap and you would not regenerate health very fast if a zombie were to attack you, nor would items be easy to find or make. This isn't a cliché experience, but an experience comparable to the situation that DayZ puts you into.
Do note that the best place to provide feedback, even negative, is either here or on the forums. Chat has a maximum radius on Night-Z, and I only saw your messages by chance because i was checking console. As the topic suggests, we're in BETA, which means there are bugs and the system is subject to change with feedback. If we don't see the feedback, we can't improve the experience.
You can find tips on the QuackJuice website on how to survive. It's the kind of game that you need to read up on, because you will die if you don't treat it seriously.
But the experience also isn't for everyone, and that's fine too.
I was hoping that the one other guy that was playing was an AFK admin and would eventually see my feedback - or that an admin would eventually run across my feedback in the chat logs. I didn't think it would be very cool for me to make a harsh public criticism of the server, here on the forums. But... I guess my harshest criticism would probably be about the how badly the random spawn locations will completely screw a player's chance of survival just because of how far apart everything is. I sprinted along the same road in one direction for literally 24 minutes - or however long the day cycle is - and did not find a single building, or vehicle, or animal, or a crop that could actually be harvested. Outrunning the zombies wasn't even an issue until I began to starve to death. Those decorative crops are extremely misleading. I played for about two hours earlier today too, had some okay gear - a pistol, sword, several axes, club, ballistic vest, motorbike helmet, water bottle and some pork - and I still spent most of my time hiding in the attic of a house, waiting for my health to regenerate or waiting for the sun to come up - the night cycle is also 24 minutes or so - and I spent more time watching TV than playing the game. The inability to break anything - even the leaves of a tree to get away from a zombie - or to place blocks - not even to get yourself out of a hole deeper than a block tall is pretty horrible too. Forests are an automatic deathtrap. The inability to craft anything - at least not immediately - even in the smaller 2x2 grid is also an issue. You can't even craft a stick into a club (if you could even get a stick). Believe me, I would at least have a club in a real apocalypse. I did find one fairly large town eventually - and after searching every building from top to bottom, all that I had found was a flint & steel which only worked twice before it broke, and two pieces of rotten flesh.
I'll try the server one more time, and crouch my way through the world, but if my earlier experience is any sort of indicator, then I get the feeling that I'll be creeping along for 48 minutes straight, empty-handed, looking for my first house, and then praying that there's actually a usable item inside of it, and that the last person to explore it actually closed the doors behind them when they left.
EDIT: I do have one positive thing to say. You guys did a great job designing the buildings.
As it states in the original post, our server is still in beta. That means there are holes where there shouldn't be holes, and things that need tweaking or patching. Understandably, you came across a fair few of those things, and those things will be fixed at a later date. The main goal we have is to replicate a difficult, but exciting zombie survival PVE RPG server, with limited but not disabled PVP. No, you can't craft things, and you can't build... But in the DayZ system, which is the closest example to our system, you're limited in building and crafting also. There are crafting elements that have been designed outside of vanilla Minecraft, which was also in an attempt to replicate the DayZ crafting system. All of this is intentional, and adds to the challenge of surviving, which we have tried to make feel as realistic as possible.
In regards to the map holes, we've actually been working on a map update for a few days to get rid of the holes we have found. This map update should be implemented some time today, which hopefully will make your experience more pleasing. If the holes you have found aren't fixed in the update, please join our forum and post their locations on the bugs thread.
The buildings are relatively distant from each other, but not unrealistically distant. Once you play the server, you start to be able to pinpoint where things are and will be able to strategise where you go (as players have been doing). If you are sprinting, chances are you will die before you go to any of these locations, however. Outrunning isn't so much the issue, as it is that everything depletes a lot faster and zombies will inevitably find you.
Forests are a good place to /avoid/ unless you know where you are. Roads are the safest way to find a town. Not all roads end up to a town, but almost all roads end up to a building/place which may or may not have items. If the building does not have items, checking back later is a good option as items do respawn (the spawning system is nearly identical to the DayZ spawning system, including the % of spawns, when they spawn). We are slightly more generous than DayZ with our spawns, however, as our towns are a bit larger than DayZ and they respawn slightly faster.
More or less, any restrictions that are in place are there to create an authentic DayZ experience. In DayZ, terrain is destructable but not modifiyable (unless you are playing Epoch, which allows you to build walls. We are not an Epoc experience, however). Dayz is also slow-paced and, most of the time, difficult for a beginner (as in, someone new to the server, not a fresh spawn) to learn. There are tips that you learn along the way, such as the fact that you can craft bandages. There are faster-paced alternative servers that have tried to replicate this experience, and these can be more enjoyable for certain players. If you are patient, however, you will find that we offer a more authentic experience than these alternatives.
If you're still having trouble on our server and would like to view some player-created help guides, please visit www.quackjuice.com. There's a guide that Gnarusly will be posting soon which will help everyone get started. There are helpful tips and strategies on our forum from players who have found the server enjoyable.
Thanks again for your feedback. Feedback is how servers improve. Gnar modifies the plugins daily to encorporate feedback, which take effect on restart. The main experience we are trying to replicate is DayZ, and the speed of the server, how players interact with the server (such as how items don't stack, similar to DayZ, and how you need tools to break things, which can be found in industrial areas) and zombie AI is very similar to what we have designed. Though, we hope your experience on the server is improved in the future, if you try it again.
On the note of item spawns, I'm actually designing an API for my plugin to check information about item spawns, to make sure it is accurate. It should realistically take a while to kit up, but the plugin will give accurate percentage values on what spawns.
We've been adjusting item spawns for some time now, so it would be nice to have accurate readings to judge what modifications need to me made.
Do note that any adjustments won't be perfect immediately. We're in BETA and have been for less than two weeks. Issues that are there today may not be there tomorrow, but we will continue modifying the server until we have an authentic DayZ experience.
As it says at the top of the thread, if you would rather play the game when there are no issues (including spawns, item spawns and map holes), then you should wait until it is out of BETA.
We are currently in BETA testing mode. If you want to be part of our special group of BETA testers, you need to apply.
Please note that the server is in testing stages. This means that there are bugs, will be bugs for a while and you need to contribute to help fix these bugs. You might die from these bugs, lose things from these bugs and a bug might affect everyone server-wide. If you are not able to handle that maturely, you should wait until the server is out of BETA.
Put that there for one reason, because we are far from finished and we need player feedback (continuous feedback) to ensure that it gets to that end stage.
I'm not trying to be a ****, but why make a DayZ clone? You have most of the elements necessary to make a really good, distinctly original zombie survival server. If you guys are making all this API stuff up from scratch, then make it your own. Make it even more fun. I think the whole "It has to be exactly like DayZ" thing might actually be holding you back. I mean why even use the minecraft engine if you aren't going to utilize even the simplest things that make minecraft so great. I can understand the no-breaking blocks to stop griefers, and the no-crafting for realism - you don't want people making enchantment tables and whatnot in a modern setting. But there has to be a way to give freshly spawned players a few immediate options for weapons and food. Maybe make only leaves destructable - give them a specific percentage chance to drop either a club (heavy stick?), or an apple, or nothing at all - and then grow back after 1 minute instead of immediately. You could even apply the same mechanics to any other blocks, particularly dirt and stone to counter those world holes. Just have them drop nothing when broken, and then also reapppear after 1 minute. It just makes more sense to give the players the ability to stair-step their way out of holes, instead of doing the whole world manually yourself. And set the random item spawns to whatever is going to be the most fun. I'm sure DayZ probably has a good set of percentages and time rates to start with, but if it needs adjusting then adjust it. And add whatever other new weapons and items that you think would be appropriate - and fun! Or like I mentioned about the smaller 2x2 grid in the inventory screen. You could add a few really simple crafting recipes and still keep the larger crafting table disabled. Even if you choose not to allow making clubs or knives, being able to use the 2x2 grid to add a silencer, scope, or laser sight to any gun would be pretty cool too. Or wrapping barbed wire around a club to make it deal more damage... Not to mention being able to combine two damaged items of the same type to make one less damaged item. And seriously - if something looks edible and would normally be harvestable, it really should be. Starving in a melon patch is not realistic. You could even set up new bread, pie, and cookie recipes to work in the 2x2 grid. I just see so much potential. Good luck, guys. Really. Best of luck.
I'm not trying to be a ****, but why make a DayZ clone? You have most of the elements necessary to make a really good, distinctly original zombie survival server. If you guys are making all this API stuff up from scratch, then make it your own. Make it even more fun. I think the whole "It has to be exactly like DayZ" thing might actually be holding you back. I mean why even use the minecraft engine if you aren't going to utilize even the simplest things that make minecraft so great. I can understand the no-breaking blocks to stop griefers, and the no-crafting for realism - you don't want people making enchantment tables and whatnot in a modern setting. But there has to be a way to give freshly spawned players a few immediate options for weapons and food. Maybe make only leaves destructable - give them a specific percentage chance to drop either a club (heavy stick?), or an apple, or nothing at all - and then grow back after 1 minute instead of immediately. You could even apply the same mechanics to any other blocks, particularly dirt and stone to counter those world holes. Just have them drop nothing when broken, and then also reapppear after 1 minute. It just makes more sense to give the players the ability to stair-step their way out of holes, instead of doing the whole world manually yourself. And set the random item spawns to whatever is going to be the most fun. I'm sure DayZ probably has a good set of percentages and time rates to start with, but if it needs adjusting then adjust it. And add whatever other new weapons and items that you think would be appropriate - and fun! Or like I mentioned about the smaller 2x2 grid in the inventory screen. You could add a few really simple crafting recipes and still keep the larger crafting table disabled. Even if you choose not to allow making clubs or knives, being able to use the 2x2 grid to add a silencer, scope, or laser sight to any gun would be pretty cool too. Or wrapping barbed wire around a club to make it deal more damage... Not to mention being able to combine two damaged items of the same type to make one less damaged item. And seriously - if something looks edible and would normally be harvestable, it really should be. Starving in a melon patch is not realistic. You could even set up new bread, pie, and cookie recipes to work in the 2x2 grid. I just see so much potential. Good luck, guys. Really. Best of luck.
The majority of the suggestions you mentioned will be implemented.
We are still working through it, so we appreciate this. Some of the things you have mentioned are already possible as well.
One thing I want to point out are that leaves are already destructible and already reset. We are hoping to have a fully decked out game within the next few months. Until then, these things will be done in bits and pieces as we get feedback.
Our intentions are to make a decent DayZ-inspired server (as you can gather from the name Night-Z). The current options for DayZ in Minecraft are often inappropriately titled as "DayZ Minecraft". The game will always feel like DayZ, with an atmosphere that encourages caution, and the game will always feel slow-paced because that is what we are aiming for. However, we will be adding features that are not from to DayZ as well (and adjust what we feel that DayZ does poorly).
Most suggestions need to be posted on our forums to get community feedback for us to implement them. We take feedback from the community, see what they feel about it and weigh up how plausible it is.
You can find our feedback section here. If you want, post some ideas there, and see what everyone thinks. I recommend making your own thread to get the most feedback from the community.
I imagine by the end of the BETA period, we will have quite a few things that aren't found in DayZ, as well as more things from DayZ that aren't already in there (such as the medical healing system and vehicles, which you should have to repair yourself. I don't see helicopters being feasible though).One thing is for sure, the average lifespan on DayZ is 1 hour and 9 minutes.That is influenced by
A. New players dying often because they are inexperienced.
B. Players not playing very wisely.
On Night-Z, that will be the same.
I am also mainly after the atmosphere and play-style found in DayZ, a game that I have enjoyed for quite some time. A game that encourages caution and trust between players.
I appreciate the suggestions though, most of them are reasonable. It's the kind of feedback I want from the community so that we can develop and expand for the future, once the BETA period is over.
The white list has now been removed from the server, though we are still in BETA testing mode.
Please keep in mind that to report bugs or glitches, we require you to sign up on our forums and post details of said bug or glitch on the appropriate forum thread.
Night-Z is a zombie survival game. You start with nothing, surviving on what you scavenge around, and once you die you lose everything and start from scratch all over again. There are several mechanics, both new and evolved from Minecraft.
Trailer
We are currently in BETA testing mode. The server is in testing stages. This means that there are bugs, will be bugs for a while and you need to contribute to help fix these bugs. You might die from these bugs, lose things from these bugs and a bug might affect everyone server-wide. If you are not able to handle that maturely, you should wait until the server is out of BETA.
If you encounter any bugs or issues, please post them on the quackjuice bugs forum located at quackjuice.com
What to do first
When you join the server, unless you were already alive, you are immediately teleported to a randomly chosen spawn location. This is where your adventure begins.
Immediately scale your surroundings. Your first step should always be to find a road and head towards shelter. You need a water bottle, food and basic medical equipment if you even hope to stay alive. Luckily for you, you’ll spawn with a shirt, which can be made into a bandage if you find a knife. Unfortunately, most of this gear is scattered around the map. Where you spawn hardly matters in the long run, you’re going to need to travel across the map one way or another.
Keep your distance from players and crouch. Zombies can’t sense you as well if you are crouching and the last thing you want to do is attract unwanted attention when all you’ve got is your fists and wits.
Keep in mind that if you want to rally with some friends, you need to organise this beforehand. There is a maximum chat radius, and chances are that no one will hear you when you first spawn.
Handling Zombies
The zombies will never be easy. They take a beating with your fists and there are endless swarms of the brain nomming monsters. But they have their weaknesses, just like any creature.
Zombies are attracted by noise and scent. Once they smell you, they wander towards you and will track you for miles as long as they have that scent. Once they see you, they launch themselves into a rage, sprinting towards their prey (you). If you choose to run away, you’ll only attract more unwanted attention.
If you have a gun, shoot them in the brain. Nowhere else. This applies to killing people too, but zombies take one bullet to the brain regardless of what gun you are using.
If you don’t have a gun available, try to hit the zombie down. Punching with your fist knocks the zombie back, unlike firearms. You are able to hit them off of cliffs, into water or down slopes. All of these will hinder or kill the zombie. Of course, a handy knife can work too.
To avoid making noise, crouch. When you are sure you are safe, walk. Never sprint unless you have to. If you shoot, prepare for the army of zombies that you’ll attract.
Once you see the sun setting, find shelter. Zombies wander more heavily during the night than day, and alerting them is not in your best interests.
Zombies will be your greatest enemy. If you die, you become one too. This is the circle of life in Night-Z.
Handling Players
Handling players has much easier logic than zombies. Trust no one.
Gathering Supplies
Different buildings contain different loot. A hospital will contain very different supplies to a barn. And some places may contain nothing at all.
It’s important to realise that you can not stay in the same location forever. While one area will contain a lot of weaponry, others will contain food and healing items that are essential to surviving. You could have as many bombs as you can carry, but if you are bleeding, you need a bandage. It’s as simple as that.
If you are after food and clothing, keep an eye out for houses and supermarkets. Or better yet, avoid the GMOs and preservatives and go hunting yourself for meat.
If you are after weaponry, seek out military bases, crashed helicopters or farms. Different areas contain different gun types more prominently than others, so keep this in mind for your journeys. You should also try to find some ammo for your gun, which can be reloaded be clicking the ammo on top of the gun in your inventory (not in your crafting grid).
If you need health supplies, try to find a hospital, pharmacy, medical tent, or basically anything with the Red Cross on it. Splints help with broken bones, bandages stop bleeding and antibiotics combat infection.
There are more items to be found as well, such as tools and traps. If you ever are unsure of where to find something, just think of where you’d find it in real life and look there. Looting is completely fine in this new society. Keep in mind that you aren’t the only one looting though, so it might be difficult to find fresh supplies. Keep going back to the same spot over time, and you might find something new.
Chat
The chat has a maximum radius on it. Imagine you are shouting, and how far you’d expect people to hear you. This is why you can’t chat to someone from one side of the map to the other.
If you are in a group, stay close to maintain contact with them. However, keep in mind that bandits might be lingering and might see your chat.
As always, be cautious.
play.night-z.com to play!
I've been with LimeGaming for years and I like the look of the server and the things I hear about it are good. I'd like to officially apply for the server so that I can find bugs and try to make it better
I love contributing to our home server, so I'd be more than happy to help with the new one.
I've played lots of zombie survival games, not just on minecraft, and I think I know what bugs to look out for.
Because I Want To Contribute To Making A Server Better By Beta Testing And Finding Bugs (Flaws) And Just Over-all Have a Fun Time And I Have Had Experiences With Bad Zombie Servers But I Feel Like This Server Will Be The Best One In My Opinion
Welcome aboard! play.night-z.com to join us.
A tip for newly white-listed people... There are threads specifically about the server and how to play it at www.quackjuice.com/forum.
Also... currently, white-listing can take anywhere up to 2 hours, as Gnarusly and I are extremely busy trying to fix the bugs and glitches, so please keep that in mind. I will be refreshing this page to check for new applicants a few times every hour, but as I said, we're busy and white-listing probably won't be instant at this point. However, while you're waiting for a reply from us, feel free to register on the quackjuice website and join in any discussion or thread you find interesting or relevant.
I love Minecraft and I am a huge zombie afficionado.
So, who needs a partner? I've got your back.
The ip to join is play.night-z.com
Hello, I saw your feedback.
Our system is very much identical to the DayZ one, including regeneration, damage that zombies do, how zombies detect you, how your inventory works and how items spawn (and when).
The ideal way to play is stealthily. I noticed you were running, which means that you will die no matter what, even if you had OP gear. Sprinting makes zombies detect you easily, whereas crouching makes it difficult for them to see you (you can walk very close up to them).
You need to play similar to how you would in DayZ, and in a real apocalypse. In a real apocalypse, sprinting would be a death trap and you would not regenerate health very fast if a zombie were to attack you, nor would items be easy to find or make. This isn't a cliché experience, but an experience comparable to the situation that DayZ puts you into.
Do note that the best place to provide feedback, even negative, is either here or on the forums. Chat has a maximum radius on Night-Z, and I only saw your messages by chance because i was checking console. As the topic suggests, we're in BETA, which means there are bugs and the system is subject to change with feedback. If we don't see the feedback, we can't improve the experience.
You can find tips on the QuackJuice website on how to survive. It's the kind of game that you need to read up on, because you will die if you don't treat it seriously.
But the experience also isn't for everyone, and that's fine too.
I'll try the server one more time, and crouch my way through the world, but if my earlier experience is any sort of indicator, then I get the feeling that I'll be creeping along for 48 minutes straight, empty-handed, looking for my first house, and then praying that there's actually a usable item inside of it, and that the last person to explore it actually closed the doors behind them when they left.
EDIT: I do have one positive thing to say. You guys did a great job designing the buildings.
As it states in the original post, our server is still in beta. That means there are holes where there shouldn't be holes, and things that need tweaking or patching. Understandably, you came across a fair few of those things, and those things will be fixed at a later date. The main goal we have is to replicate a difficult, but exciting zombie survival PVE RPG server, with limited but not disabled PVP. No, you can't craft things, and you can't build... But in the DayZ system, which is the closest example to our system, you're limited in building and crafting also. There are crafting elements that have been designed outside of vanilla Minecraft, which was also in an attempt to replicate the DayZ crafting system. All of this is intentional, and adds to the challenge of surviving, which we have tried to make feel as realistic as possible.
In regards to the map holes, we've actually been working on a map update for a few days to get rid of the holes we have found. This map update should be implemented some time today, which hopefully will make your experience more pleasing. If the holes you have found aren't fixed in the update, please join our forum and post their locations on the bugs thread.
The buildings are relatively distant from each other, but not unrealistically distant. Once you play the server, you start to be able to pinpoint where things are and will be able to strategise where you go (as players have been doing). If you are sprinting, chances are you will die before you go to any of these locations, however. Outrunning isn't so much the issue, as it is that everything depletes a lot faster and zombies will inevitably find you.
Forests are a good place to /avoid/ unless you know where you are. Roads are the safest way to find a town. Not all roads end up to a town, but almost all roads end up to a building/place which may or may not have items. If the building does not have items, checking back later is a good option as items do respawn (the spawning system is nearly identical to the DayZ spawning system, including the % of spawns, when they spawn). We are slightly more generous than DayZ with our spawns, however, as our towns are a bit larger than DayZ and they respawn slightly faster.
More or less, any restrictions that are in place are there to create an authentic DayZ experience. In DayZ, terrain is destructable but not modifiyable (unless you are playing Epoch, which allows you to build walls. We are not an Epoc experience, however). Dayz is also slow-paced and, most of the time, difficult for a beginner (as in, someone new to the server, not a fresh spawn) to learn. There are tips that you learn along the way, such as the fact that you can craft bandages. There are faster-paced alternative servers that have tried to replicate this experience, and these can be more enjoyable for certain players. If you are patient, however, you will find that we offer a more authentic experience than these alternatives.
If you're still having trouble on our server and would like to view some player-created help guides, please visit www.quackjuice.com. There's a guide that Gnarusly will be posting soon which will help everyone get started. There are helpful tips and strategies on our forum from players who have found the server enjoyable.
Thanks again for your feedback. Feedback is how servers improve. Gnar modifies the plugins daily to encorporate feedback, which take effect on restart. The main experience we are trying to replicate is DayZ, and the speed of the server, how players interact with the server (such as how items don't stack, similar to DayZ, and how you need tools to break things, which can be found in industrial areas) and zombie AI is very similar to what we have designed. Though, we hope your experience on the server is improved in the future, if you try it again.
-Fang. Co-Owner & Administrator of Night-Z.
On the note of item spawns, I'm actually designing an API for my plugin to check information about item spawns, to make sure it is accurate. It should realistically take a while to kit up, but the plugin will give accurate percentage values on what spawns.
We've been adjusting item spawns for some time now, so it would be nice to have accurate readings to judge what modifications need to me made.
Do note that any adjustments won't be perfect immediately. We're in BETA and have been for less than two weeks. Issues that are there today may not be there tomorrow, but we will continue modifying the server until we have an authentic DayZ experience.
As it says at the top of the thread, if you would rather play the game when there are no issues (including spawns, item spawns and map holes), then you should wait until it is out of BETA.
Put that there for one reason, because we are far from finished and we need player feedback (continuous feedback) to ensure that it gets to that end stage.
The majority of the suggestions you mentioned will be implemented.
We are still working through it, so we appreciate this. Some of the things you have mentioned are already possible as well.
One thing I want to point out are that leaves are already destructible and already reset. We are hoping to have a fully decked out game within the next few months. Until then, these things will be done in bits and pieces as we get feedback.
Our intentions are to make a decent DayZ-inspired server (as you can gather from the name Night-Z). The current options for DayZ in Minecraft are often inappropriately titled as "DayZ Minecraft". The game will always feel like DayZ, with an atmosphere that encourages caution, and the game will always feel slow-paced because that is what we are aiming for. However, we will be adding features that are not from to DayZ as well (and adjust what we feel that DayZ does poorly).
Most suggestions need to be posted on our forums to get community feedback for us to implement them. We take feedback from the community, see what they feel about it and weigh up how plausible it is.
You can find our feedback section here. If you want, post some ideas there, and see what everyone thinks. I recommend making your own thread to get the most feedback from the community.
I imagine by the end of the BETA period, we will have quite a few things that aren't found in DayZ, as well as more things from DayZ that aren't already in there (such as the medical healing system and vehicles, which you should have to repair yourself. I don't see helicopters being feasible though).One thing is for sure, the average lifespan on DayZ is 1 hour and 9 minutes.That is influenced by
A. New players dying often because they are inexperienced.
B. Players not playing very wisely.
On Night-Z, that will be the same.
I am also mainly after the atmosphere and play-style found in DayZ, a game that I have enjoyed for quite some time. A game that encourages caution and trust between players.
I appreciate the suggestions though, most of them are reasonable. It's the kind of feedback I want from the community so that we can develop and expand for the future, once the BETA period is over.
Really well designed map, amazing realism. You can tell that the Admins put a lot of effort into the server
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