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Everything posted by ebrim
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Don't assume that you speak for all of "us".
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I wouldn't worry much about "bone status". It's debatable how much it is even a thing and with coming reworks of player damage systems any theories regarding it will soon be utterly irrelevant.
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I would seriously miss the birds. Birds are everywhere. I live in downtown Chicago and what do I hear at 5 in the morning when my toddler drags me out of bed? Birds. But I guess I need to actually play the patch before I form any judgment, huh? :D In a couple hours...
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^ He gets it. Wait... in response to "not enough food" it was posted above "kill some zeds"... Are we eating zeds now? We need an infection and sickness system, quick!
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Oh sure, you couldn't do it exactly the same way, but there's a middle ground between that and crafting being instantaneous as it is now.
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I imagine that gamma/brightness silliness will be addressed eventually but it's likely not very high priority. Sadly, as it is, usually I just log off at night because I can't bring myself to fiddle with them but that's also a nice way to keep my play sessions on the reasonable side. I wonder if eventually, maybe like in the Long Dark, crafting things will just simply take longer so there's something "to do" when it's dark or rainy or otherwise difficult to move around a lot other than grow crops.
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Status of 0.62 on Experimental Branch
ebrim replied to Baty Alquawen's topic in PC Experimental Updates
Just lurking... lurking excitedly. -
Sure but that does seem like a weird and ultimately undesired solution. "My fireaxe puts me at a disadvantage against a bare-knuckle boxer in physical combat! Never worry my good sir try poking your aggressor with this stick." To the original post though, if you did hit him with your fireaxe, he was likely bleeding. At that point just avoid getting hit and at some point he'll have to retreat to bandage. Still not a good solution but meh.
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Can anyone give me an unofficial list of what is/what is not quite working right in this current exp patch? A few things I noticed in my short session earlier: Rabbit traps are placing right but don't seem to be functioning still. Barrel disappeared, couldn't interact with it except that I would still collide with where it was. Not noticing much status update. I don't seem to be getting hungrier/thirstier.
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Why useless? If you have the ammo for it and it's what you find it's perfectly capable of dropping a zed or a player or a wolf. It's also relatively light-weight and not prone to damage. These things will be more useful going forward than they are now. Finally, I'm sure when weapon modifications enter the game you'll be able to mod a scope to put on it.
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I like this solution. Sadly I don't know how compatible it is with with DayZ tech though. Combined with accelerated time norms this could make night much more fun to play.
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Tease thread is a tease. I did appreciate seeing your struggle against the environment though Hicks. It's been a while since I've faced that. My last major environment issue was intentionally getting myself sick off of a raw chicken breast and trying to overcome it running around with a barrel of purified water. Sometimes you get lots of fancy clothes/plenty of ammo and get bored and need a health emergency to make things fun.
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I'm not too worried. I'm not actively playing right now either but when the next content release comes I'll play it and a lot of other people will come back to play it too. Then they'll drop off again and on and on until the project is "complete".
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I would guess that waterproof bags do work but I haven't tried yet. I'd also be interested to know if wetness does in fact affect condition decay right now. I think that's absolutely something that's planned but I'm not sure about the level of implementation. As was mentioned above the biggest clear effect of wetness right now is on player temperature. My gut take on all of this is that the bags do work but it just doesn't really matter much in the current build.
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Nope, think of it like your private vs public hive characters. The exception to this is when exp build is the same as experimental build. Someone correct me if I'm wrong.
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Maybe just decrease starting calories/hydration/blood progressively more with frequent deaths. If you're dying more once in any given hour then you're clearly not trying to stay alive.
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Things I'm not seeing but would really like to: Izh shotgun or rifle... weird as a couple weeks ago they were around. PU scopes. M44 compensators are as common as dirt though. CZ527 mags, even in those times when unicorns were everywhere, these have always been vanishingly rare. Oh and thermometers.
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End game is such an inappropriate concept for a sandbox. I can survive for two weeks, abandon my camp and strip down to my undies and rush off to the opposite side of the map to put myself together again. Am I still end game? Did I leave the end game? Is it a place? Or is it just a fuzzy concept used by some players to describe what their own goals are? If the latter is the case, as it seems to be, then talking about violence and videos as "end game" is not an objective statement at all. The survival mechanics in DayZ, as they are, exist as something to track as you navigate the sandbox. They will rarely seem like a gunfight because they aren't a gunfight and serve an entirely different purpose. As these mechanics develop they will just lead you to have to make more significant choices - will those often be life or death choices in an immediate context like in a gunfight? Probably not - nor really should they be. But they do make the game, whatever it is for you, more interesting. I think the OP is rather correct that this game will be significantly improved as planned stamina systems start to come online. As for the whole 3pp/1pp debate, I used to fall pretty firmly on the 1pp side, I'm much more ambivalent now. I can think of some really cool things server providers could do with 1pp only servers but I think 3pp/1pp enabled servers also have a legitimate role (no, not just pvp). ---- And just to blab a bit about speed and stamina being important. This is a change that will make almost every aspect of the game more challenging. In effect by reducing player speed you are achieving something very similar to lowering items spawns. You are making safe water more rare. You're encouraging more locality and conflict over specific places as it becomes more expensive to simply move on to another spot.
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Don't sprint except when you need to. Wear light clothing. I love wool coats but I'm just not wearing them right now. Helmets, c'mon man, unless you're running into a war zone put it in your bag. Gloves, why? Vests, balance this with wearing a heavy shirt. So instead of that shirt go in your under shirt with the vest over it or use a chest holster.
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Tag & Release - Attempting to capture 3+ armed players at Myshkino tents.
ebrim replied to sobieski12's topic in Gallery
This was a fun watch. Hopefully when soft skills come in people will be less likely to hit that respawn button and actually play along. -
You guys need to stop getting shot. This all said, I did recently get shot. After flipping the guy who was shooting at me off I decided I'd pull my trusty glock with one bullet in it and return fire. Obviously, I was keeping it my jacket because it would be easy to reach and when I went to unleash retributive justice all it did was "click click click". Meanwhile the douchebag continued shooting at me. So I chased him around a bit with my hatchet and then we parted ways. Later I found that he had shot my glock as well as ruined the hiking jacket it was in. :( That little sidearm saved my life.
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If they have an ammo type I need and don't have, I'll take it. Also, if it's full of GI Joe gear I'll take it and dump it in a bush for their own good. There are plenty of good looking clothes in Chernarus without resorting to military nonsense. I can only assume they are just lazy and never look in houses. Mostly everything else I'll leave untouched.
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Currently I'm sporting summer hunting pants and a black button-down shirt with low hiking boots and usually a baseball cap or bandana. Unless it's an unusually hot day I only ever start rapidly warming up if I spend any time sprinting but since I jog mostly everywhere, I almost never have to worry about the heat.
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What is stopping the devs from upping the difficulty?
ebrim replied to Capo393's topic in General Discussion
We're mixing up our set conditions a bit. I'm laying out what will make the game more difficult in the long-term and not necessarily suggesting what should be changed in the next build. Untreated water should never be assumed to be safe but should be judged on the least bad alternative (I'm dehydrated and water-borne illness will kill me slower than no water so I'm going to slurp this pond-scum). Treating water isn't terribly difficult right now, my most common method in experimental involves a pot and a house stove or portable and you get about 3L if memory serves. Stamina system is necessary to bring some semblance of survival back to the game. Removing people's ability to travel very quickly, very cheaply, will do a lot to in effect make all goods more scarce without tweaking CLE at all (which will be done anyway). -
What is stopping the devs from upping the difficulty?
ebrim replied to Capo393's topic in General Discussion
The last time I saw deer was on experimental about a week ago. There were about five of them all together running head-first infinitely into a fence in the wilds. I couldn't bring myself to kill them; it just felt wrong.