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Everything posted by ebrim
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Last week it was delayed because they were working on things they wanted to include. With no new exp downloads for a few days now, I'm guessing this is the case again. We'll get an exp update and a status report likely within hours of each other. Today, if we're lucky, but if not it'll be done when it's ready.
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1pp vacated servers are quite sad indeed as I really like 1pp play and dislike, let's call them oddities, of the 3pp camera most notoriously looking over walls. I'd be perfectly happy with an improved 3pp POV that makes such oddities less of an issue or eliminates them entirely and a reunion of the playerbase.
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Whenever someone says "Well, I'm off to kill some bandits." I know that in a few hours a bunch of people will be like, "This damn bandit KOS me for no reason."
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Have you been dying mysteriously? :D
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.56 patch coming anytime soon? Is this game progressing at an increasingly slower rate?
ebrim replied to Miquinei's topic in General Discussion
Hopefully we get a status report tomorrow as that'll likely shed some more insight as well. -
Please, stop building villages everywhere
ebrim replied to billyangstadt's topic in General Discussion
Disagree OP. Go visit these new villages and towns, they're works of art, the north/northwest of the map are some of the most interesting environments in the whole of the map. There also remains a great deal of wooded areas just not so much wasteland forest that existed before which was only useful as a stash spot. -
Introduction and Why: So earlier it was suggested that survival is incredibly difficult in 0.56 experimental and I wanted to give some idea, number-wise of how foraging really can sustain you, foraging alone but realized I had no numbers to do so. This of course is not limited to 0.56 exp, I've seen many claims of people spending a half-hour foraging only to die 10 minutes later and similar seemingly outrageous things. This went well against my own experience as I felt I had in not very long foraging been able to sustain myself with little stops here and there, enough to stay alive and get to less traffic areas of the map. Still though, without data, these are just ideas so this afternoon I did some testing... Method: Sitting at one berry bush and then one apple tree in Rogovo I foraged for 5 2-minute intervals. So ultimately I foraged a total of 10 minutes at one berry busy and 10 minutes at one apple tree on US Northeast 1pp experimental server. I used the stopwatch on my phone, watched the entire animation before hitting "f" again and never went more than 5 seconds past 2 minutes to let an animation finish. Results! (energy and hydration values sourced here. Apples, 2 minute trials 1st trial: 2 apples 2nd trial: 6 apples 3rd trial: 6 apples 4th trial: 5 apples 5th trial: 2 apples Total for 10 minutes: 21 apples Avg apples per minute: 2.1 Total energy gained from apples: 1449 kcal Total hydration gained from apples: 3612 ml Berries, 2 minute trials 1st trial: 5 berries 2nd trial: 6 berries 3rd trial: 3 berries 4th trial: 4 berries 5th trial: 7 berries Total for 10 minutes: 25 berries Avg berries per minute: 2.5 Total energy gained from berries: 1750 kcal Total hydration gained from berries: 100 ml Total Energy gained from 20 minutes of foraging: 3199 kcal Total Hydration gained from 20 minutes of foraging: 3712 ml What the hell does all this mean?: I'm a nerd! But also... 10 minutes of foraging either apples or berries will get you more calories than a can of peaches and either drastically more and a quarter as much hydration and more than triple the energy of most other canned foods. Maybe this doesn't sound like a lot but keep in mind that I'm idle while doing this, meaning that I'm burning the minimum amount of calories, far less than even walking. In addition to burning minimal calories while foraging, in the 20 minutes I gained nearly as much as energy as you would get from eating an entire bag of rice (3740 kcal) while not suffering the dehydration effects. So why the hell does it feel like it takes so long?: Well, finding canned/dry foods is rarely what one is specifically seeking to do. Instead, one is often "looting" when doing this, not searching for anything specifically. When foraging, you're only gathering food or as I like to say, you are trading time for energy. I'd suggest if you are foraging, set a timer for 2 minutes while you do it, this way it feels like goes much faster I found doing these trials. And you're actually getting a significant reward for the time spent. Are you suggesting I forage for 20 minutes?: Definitely not. My advice is always: forage to stay alive, perhaps do no more than two minutes at a time to keep yourself from starving but don't try to get energized doing this. Keep yourself alive by foraging and then go check what's in that next shed, or the next town. Maybe you'll run into a chicken, maybe you'll find a can of beans, maybe you'll find that rifle you've been looking for and now can hunt. ---- Please, discuss. :)
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There's no question that foraging isn't "fun". That said I think there are a few things to be said for the current system: 1) It's limitless which means that starvation is never definite. If a player manages things right, he never has to feel like there is no hope, that may be useful from a gameplay perspective. Making trees/bushes exhaustable could lead to problems of exploitation and abuse where people specifically take all the available food from spawn areas, for example. 2) Foraging is tedious. This may not sound like a good thing but it also reduces dependency upon foraging. A game where everyone forages for all or most of their calories instead of seeking other sources isn't fun. Foraging is a last resort right now and a supplement at most unless you have a lot of patience. It works but it's not desirable. I think that's actually a good thing as it gives an incentive to seek out better and more interesting energy options. 3) No barrier to entry. This works hand in hand with #1. Everyone can forage and you need literally nothing but time. This means that if you're a newspawn or even some poor bastard who gets robbed of everything, you always have a chance to make it. 4) Let's see what happens as other foragables are introduced. See the mushroom models!
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Ebrim goes foraging! (forage yield experiment 0.56 exp)
ebrim replied to ebrim's topic in General Discussion
So weirdest thing: I decided I'd try some walking/jogging/sprinting trials from newspawn to starving status (death? not sure yet) and decided to suicide my 3pp character with a landmine I was carrying. So I setup the landmine, safely back away and hit activate. Then there are messages: "landmine active in 3"..."2..."..."1..." "landmine is active". Firstly, I'd never seen this before so that's cool but I still want to kill myself. So I run forward, run over the landmine and.... I get a red message: "you've been hurt by a landmine" but I noticed really no damage to speak of. There was no explosion. Must be something they're testing. Very cool though. I still put my blaze under my chin though and pulled the trigger. Let the walking/jogging/sprinting begin! I posted this in the wrong thread, could a wonderful mod delete it please? -
Ebrim goes foraging! (forage yield experiment 0.56 exp)
ebrim replied to ebrim's topic in General Discussion
It's my pleasure. Also, I'll make sure to grease/water my pot next time. :) Fishing rod only works in fresh water*. As for the fish trap, you don't have to be near it, in fact it's probably better that you wander off for a few minutes and come back. *For now, I understand there's a model for a sea fish but it's not implemented yet, so we'll see. -
Ebrim goes foraging! (forage yield experiment 0.56 exp)
ebrim replied to ebrim's topic in General Discussion
- Fat can absolutely be eaten raw (for now) and it's usually the first bit I eat, I like to think of it as a special treat. :D (it dehydrates you a little) - I actually cooked some sheep steaks yesterday in a pot and they burned quickly, maybe next time I'll try using the fat as a grease and see if that helps. - Guts will absolutely make you sick though and there's no way to cook them (no sausages yet, sadly). If I have charcoal tabs on me, sometimes I'll eat the guts too if I really need the energy and the tabs will stop the food poisoning. Apparently you can combine them (guts) with plant material in a barrel and make fertilizer but I haven't tried this out yet. Guts will also dehydrate you. - Rabbit snare, yes, you just need space in your backpack/pants/coat whatever. 2x1 slot open, then move it to your hands and deploy like normal. - Fish trap, you need to be near the sea, you probably know that but I just want to cover everything. Drag the fish trap to your hands, then drag a worm onto the fish trap in your hands. Wade into the sea, maybe to about knee level and keep scrolling, eventually you'll see an option to deploy it. Within not very long when you pick up the fish trap there'll be sardines inside waiting for you. Sadly, when I ate them raw they both caused food poisoning and didn't seem to give me much nutrition. Another thing about fish traps, I have difficulty seeing them in the water when I go to pick them up, so I try to deploy them while keeping in mind some sort of reference point on the beach. -
Ebrim goes foraging! (forage yield experiment 0.56 exp)
ebrim replied to ebrim's topic in General Discussion
Yup, you're exactly right, in 0.55 it would have worked just like that. There's still inventory funkiness in experimental though and it really just comes down to having room in your inventory or the crafted item just goes *poof*. For example if you were to craft a fishing rod without a massive empty backpack, or your melee shoulder spot open, the rod would just vanish. But if you remove whatever is in your melee spot it'll appear right on your shoulder, safe and sound. Hopefully when 0.57 goes stable things will go back to being deployed to vicinity if you don't have room but that's just not the case right now. (For what it's worth, if you look at my couple screenshots early in this thread you'll see I'm wearing both an improvised bow and improvised fishing rod) -
Ebrim goes foraging! (forage yield experiment 0.56 exp)
ebrim replied to ebrim's topic in General Discussion
Fishing and rabbit snares most certainly work in exp right now. The problem you're running into is that crafted items must have a place in your inventory to go or they, as you say, disappear. The problem I ran into with the fish trap is that you can catch sardines fine but you can't prepare them like you could before with a knife nor can you cook them whole, at least not on an ashwood stick, I guess I should try with a pot. Interesting point about getting really hot while cooking with the stick. One thing that comes into mind to try also is not putting the hot food into your inventory but putting it on the ground and eat it from there. -
Ebrim goes foraging! (forage yield experiment 0.56 exp)
ebrim replied to ebrim's topic in General Discussion
So the only data I know about passive and active energy consumption is probably old and outdated from this . If we assume I was idle for 20 minutes and active for 1 minute (moving from bush to tree), I burnt 95 kcal worth of energy according to these numbers. Similarly if I had been active the whole time (looting) I would have burnt 315kcal. That said, these numbers have likely been tweaked a good bit since this video was made, especially when character heat comfort was introduced. The general consensus is that sprinting uses more energy than jogging now which didn't seem to be the case when this video was made so take these estimates very lightly. -
Ebrim goes foraging! (forage yield experiment 0.56 exp)
ebrim replied to ebrim's topic in General Discussion
Oh and pictures! During apple trials (let none go to waste!) During berry trials! (berries are being hidden in "vicinity" behind other berries) -
Add 'base layer', remove current minimal layer t-shirt
ebrim replied to Roshi (DayZ)'s topic in Suggestions
For what it's worth, I'm not sure why a lady running around in her undies is any more perverted than a dude doing the same. Rust lets you run around balls dangling in the wind and I don't think it's perverted at all. It would be no different with a female model. Obviously you'd get issues with people themselves being perverted but I'd argue that cannibalism and/or murder are probably more serious moral concerns. :D That all said as for the original suggestion, I really would like layering to be an option as well. Not sure how this would best work in the engine though and given how clothes that we currently have work... Maybe have under-layer garments like t-shirts be attachable to coats and heavier shirts? That way you'd increase the heat comfort values of the upper layer or something... Layering is definitely a popular idea and I'm sure the devs have thought about it. -
I'm no developer but my understanding is that the "feature freeze" you mention is post alpha, pre beta. Beta isn't about adding content but refining and debugging the content that is already there, some of which was added during the alpha phase before the feature freeze. Also, apparently I'm not the only one who thinks this "bullshit". Alas, it seems your education campaign has a long way to go. :( From "what testers should expect" from alpha: (those features haven't been added yet) Also, by using "fan" as a way to discredit anyone who disagrees with you, you're implying that your argument isn't strong enough to stand on its own and thus requires somehow diminishing the credibility of those with opposing views. It's poor arguing style and makes you look foolish or simply incompetent.
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You just lumped alpha and beta together as if they were the same. What you are describing, however, is beta phase. Also, lose the "fan" terminology, it just looks like ad hominem nonsense and weakens your argument.
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Dear OP: The point of alpha is precisely to add all the planned content, then worry about debugging, cleaning then up and balancing them later. We also have very different ideas what the core gameplay is. Zombies for me are pretty whatever, I agree that they should be in but they are more or less already and will improve in time. A lot of things you are calling "extras" are for me core: crafting, survival elements, etc. In my mind this is a post-apocalypse survival title first and an FPS and zombie game second. This is not to say it must or should be this way but I thought it useful to point out that what you see as obviously true is not agreed upon by all the playerbase.
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To reflect that this is a post-apocalyptic world and you're not getting these clothes from a store straight from wholesale but instead they are the remains of what people had and used before.
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Improvements for the **IMPROVISED BOW** (Quiver, Arrow Stack Limit, Range)
ebrim replied to 0.64 Freerider's topic in Suggestions
What we have right now is specifically the improvised short bow. I would not be surprised if eventually we're able to craft a different or long bow in the way we can now craft bone arrows. So I'm not as eager for improvements to the one we already have until we see what else may be planned. As far as the quiver, no special slot for it, it has to use an existing one. -
Maybe it's just in exp 0.56 so far but I did see mention of someone having a sprained ankle. It would be interesting if walking with no shoes (especially running) led to things like blisters or hurt ankles. So far though, at least in stable, I don't think it's an existential threat in any way unless you have other things wrong too.
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Improvised sewing kit: Bones can be crafted into needles with a knife - guts and/or some other cordage can be made into string (perhaps require a barrel and lime to properly cure the string?), combine them and you have imrpov sewing kit.
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I started playing Rust many months ago and when Garry began working on the redo, I was pretty active on the fora for that game. One day I was suggesting a different type of inventory system based upon what somebody is wearing. Some guy responded, "Have you played DayZ? Because that sounds a lot like DayZ." So I looked up DayZ and it looked like something I very very much was interested in. I think I bought it the same day.
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I imagine as we get closer to full beta, balancing will become more important and this is something that I think should be looked at in balancing for all the reasons I state above. Punching is silly as it is in the game right now and doesn't really give an incentive to use other impromptu weapons.