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Everything posted by ebrim
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DayZ 0.55 has given the sentence "the coast is clear" a true meaning
ebrim replied to Mental Burner's topic in General Discussion
Yeah I had tried it too and guess I posted elsewhere that it doesn't work. :( The devs have said they're working on a "cook on a stick" functionality so we'll see. -
Hey guys, nothing is showing up as an obvious answer and google didn't help. How do I reset my character so that when I die I get a random avatar as opposed to what I've last selected?
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I just want to confirm that if you go in and delete everything, your character is random upon each life again. :)
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Yeah, quite unfortunately in the current build the bow just isn't working. I'd expect that to be resolved within the next week or so. I suppose it could be longer but I feel a hotfix even just for that isn't far off.
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Depends on what your sickness is. All the same, I admire your persistence, sir! Also you'll be happy to know that a falling animation is indeed in the works. :)
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So previous to 0.55 (in which I can't find any potatoes or other fruit&veg aside from seed packs) I always kept a potato in my inventory so that I had the option of making a plot and growing a bunch of them. In 0.55 this hasn't been possible and whether or not this is intended is not clear. This said, if it is intended, I'm actually totally on board with it. Finding fresh fruit and veg in buildings always felt a bit wrong and bizarre. This leaves me in an odd situation though as it means no potatoes! So I was thinking, how could potatoes in the game be re-introduced and still make sense? Traditional seed packs don't really work quite as well with potatoes which don't have seeds as such but instead the "eyes" from which new spuds can grow. Then I realized a great solution would be to make it so that when digging in greenhouses, you have a random chance to dig up a potato. The reasoning behind this is that potatoes of course make up a huge portion of the diet in many places and during Soviet times many people in Eastern Europe enhanced their diets by planting potatoes in the garden which are extremely hearty and grow rather quickly. As such it makes sense that a number of greenhouses in Chernarus probably have potato plants or had potato plants and that digging up a tuber wouldn't be too far into the realm of fantasy - no more than digging up a cooking pot or catching boots when fishing anyway. :)
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In the game it is the whole potato. I'm okay with that being the case as you can still build up a huge number of potatoes from one pretty quickly.
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Eat the intestines of the fish, not perfect but it's still calories. :)
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Yeah, I was thinking Zub or Rog.
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Yep, having the server restart changing the dynamic of the time definitely seems like a good feature.
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Well, this is great news. I'd still love to dig up a potato now and then. :)
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I'd happily play on a 1pp public if it could maintain any population. I don't expect a full server but ideally there would be more than 5 people at almost all times. That said I've become rather addicted to the accelerated time servers the devs started up a couple weeks ago and sadly they're only 3pp. I love the day/night cycle and for now that's a bigger preference for me than 1pp. Ideally, I'd have both.
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Like all persistent items, they probably have a lifetime. If you drop a stick on the ground, it's persistent but it might only stay there several hours. A tent on the other hand might stay on a server for a week without further interaction. Maybe a mine is somewhere in between.
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None of that excitement about encountering another player goes away just because every once in a while you have to eat or that you have to give some thought to what clothes you're wearing beyond their tactical value.
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People that are starving to death in 40 minutes in 0.55 are either mentally challenged or exaggerating. Now, if you spawned into December conditions in the rain and quickly become cold and hypothermic, sure, that may be possible. However in 0.55 it's always sunny out, so there must be some other cause. There's virtually always some source of food nearby in 0.55 and water for that matter. Eat some berries for energy (don't try to become energized like an idiot, you'll spend a long time, get enough and move on) and use apples for hydration - or drink from a pump or pond (if you don't mind risking cholera). Once you get away from the coast your options for food expand rather quickly. If you choose to screw around on the coast, looking around fruitlessly in empty buildings you either have to sustain yourself by foraging or just accept that you'll likely starve. That is your choice, you are gambling finding something other people have missed in lieu of gathering calories. If that gamble fails, it's not a fault of the game for giving an impossible situation, you just chose to roll the dice and lost. If people were genuinely in an impossible situation I'd have more sympathy but as someone who plays the game and doesn't starve to death and thus knows it's quite possible (even easy) I have no sympathy for this "the game must cater to the idiot way I choose to play" viewpoint. It's a survival game and a crucial part of survival games is an effective use of resources and time. Without constraints (such as metabolic rate) that economy of resources and time becomes meaningless and thus stops being a survival game. To get at the thread title, enjoyment and realism can fit well together and even better with a proper abstractions of realism to fit into the vision of the game which many of us enjoy.
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Does fish netting still only spawn on the coastal boats?
ebrim replied to 97ADU Doug's topic in General Discussion
I'm guessing like most things it can spawn anywhere now. It'll probably get tied to boats or at least the coast eventually though. This is because the devs have said only guns are spawning area specific right now. -
Interesting if purified water matters or not. In my mind farming was a great way to turn unpurified water into hydration without tablets.
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Hmm, I don't think I've tried since 0.55. That's a shame.
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The only difficulty present in 0.55 that I've encountered is that there is no rhyme or reason to where most things spawn, that said, at this point that's working entirely as intended. Not finding matches (until the other day) and currently not being able to find cookware is a bit meh, no doubt. That all said, this is one of the easiest patches in that loot-splosions in outhouses are super common and there are assault/high-cap vests everywhere. It's also sunny all the time! The biggest challenge in DayZ in recent months is the rainy day spawn which can quickly lead to a cold-hungry death cycle and that doesn't exist at the moment. The over-abundance of backpacks, vests, etc. in 0.55 drastically reduce challenge. Zombies really aren't that difficult. Take them down from range or better don't take them down at all. Sneaking is very effective. If you do get into a melee situation I've found the pickaxe and ice pick very effective. With headshots you'll drop them very quickly, even with body shots they'll tend to stagger giving you an opening. This isn't about elitism, it's saying "adapt and you'll be fine", there's no special quality that makes people succeed in 0.55 except a bit of patience and a willingness to change ingrained behaviors.
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So yeah, I think having certain areas where it's more likely to find certain things is pretty crucial. The good news is, that's exactly what will be happening as the new economy gets more developed. So far, as has been said, just guns have their first iteration of this, eventually everything will have more advanced rules for where they spawn.
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Gun ownership particularly for hunting was actually quite common in the Soviet Union, especially in rural areas. There were a couple attempts in the late 20's and during collectivization to confiscate many guns, particularly in the cities but these were short-lived episodes.
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Who's playing on them, how are you finding it? Is the rate too fast or too slow? I'm curious what other people are thinking. Speaking for myself, I'm loving the change. The game feels much more like a long-term adventure with changing conditions to respond to and it's just great being able to see full transitions from day to night and back within a single session. I find myself thinking along the lines of "well, yesterday I did x, I'll craft more arrows tonight and go to y tomorrow" or because of glare playing during the day "I'll hang out on the outskirts of town and forage till dawn". Getting rushed by zeds when you can't see a damn thing becomes a serious risk but the accelerated time gives you the option to either go for it now, or simply wait out the night. I'm think perhaps the transition is a bit too fast as it stands on these servers this weekend but I don't feel strongly about it and am pretty happy with the rate. It also has the effect of making the character's metabolism not just feel appropriate for gameplay purposes but more "realistic".
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I think it's random. I've had perfectly good and rotten crops grow right next to each other. I figured it was working as intended to incorporate in a rough way the fact that not all crops succeed due to any number of factors (weather, pests, bad soil, whatever). Good news is that you can still recover seeds from bad harvests.
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This will be a difficult trade as essentially anyone can walk into a police station and have the exact same experience. MP5 mags and RAK are crazy plentiful right now. Maybe someone will give you beans for it.
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Whenever I start to wonder whether or not DayZ is going in the direction I feel it should (I want it to), there's a post like this which reassures me completely. This will be a very exciting year indeed.