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Since the introduction of DayZ patch 1.07, I have been thinking of what I could introduce into Vanilla Plus Plus(V++) Deathmatch that would give players something to work towards and keep players interested in playing on the server. Over the last eight months, we have heard plenty of complaints from players who do not like the way the starting equipment functions on the server, and I hear you loud and clear. Currently, the server's starting equipment system works off of RNG, and every time you spawn a player receives: A primary weapon, a secondary weapon, and a clothing set. This data is server-defined and can be changed at any time by Mark and myself. From speculating for countless nights, I understand that regardless of the changes that we can make to that data, it will randomly leave players with poorly constructed load-outs which the player may not be used to, and unfair engagements with the other players on the server. With the next patch of VPPDM, we will be integrating leveling and experience tracking. With these features in place, I will be able to introduce a system that allows players to unlock weapons and clothing. I hope to combat the randomness of the load-out system with a progression system that will allow players to pick their load-outs with the firearms, and clothing they unlocked from leveling. However, before we get to that point, we must first test the leveling and experience systems to make sure they are stable and suitable solutions for the issue at hand. Over the next week, we will be testing the leveling and experience system, and there will be absolutely no change to the way load-outs work at this time (Sorry). If we can complete our testing, we will go forward with making the load-out customization portion of the update, and the old load-out system will change. Fair warning, I will be resetting level stats whenever we release load-out customization. Day 1 Experience System Reflection: After this morning's release of DayZ patch 1.08, it is clear that the experience and leveling systems do not cause any issues and it is stable. Also after many hours of being at almost max capacity on every server, I've only seen two crashes on two different servers. I feel these issues have been identified and will get resolved very soon as I do not wish to kick a fully populated server for an update, and the crash doesn't happen often enough to justify it. Soon we will start the creation of the unlockable side of the experience system, but this is only the first day of the test, and things could easily change tomorrow. Before the patch, we could keep the server up for large spans of time without a restart, so we are aiming to keep that track record. Stay tuned for more! Thanks for playing!