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Beizs
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Everything posted by Beizs
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MMO's aren't defined by the number of players on a single server. That's the most obvious one, but from a game development perspective, DayZ is absolutely an MMO. If you just use player count on each server, where do you draw the line? Is Destiny an MMO? Runescape? WoW? These all have pretty large differences in player counts per server. All of those are considered MMO's. DayZ has already had servers with 100 people on (somewhat) successfully. The 75 player servers on experimental have all been pretty playable. Obviously there's issues with lag and desync, but that's the only limiting factor. They could, theoretically, have a server with 1000 people on it. DayZ can support pretty much a limitless number of players online at the same time on separate servers, all of which (on the public hive) are pretty much interchangeable, ignoring persistence. This is, essentially, the definition of an MMO.
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Whoever the bastard who jumped out on me by the Lopatino garages (just south of the village) was, thank you very much for nearly giving me a heart attack. Also, thank you for not shooting me as I cried friendly and ran away sloppily. Not sure whether you tried or not, you were aiming at me, but I heard no gunshots. Either way, thanks for keeping me on my toes. I started recording a video series last night and it would have really sucked to have lost my character for it off video. :P I just needed dem cargo pants. Only place I've seen them so far. This was on the UK 2 0-1 server not ten minutes ago. EDIT: Actually, that's a question that I really, really want to ask everybody. How are you all doing for six slot pants? The only ones I've found this entire time are cargo pants - and those have only been in the large garage buildings (the ones that can get buses in them). I've not seen any hunter pants, ttsko pants or anything anywhere else. I have searched a fair few military places too, though many of them seemed to have been looted already. But not a single pair of pants. I've seen a tonne of canvas pants and jeans though, which is annoying. Especially when I find hunter jackets and M65 jackets regularly in certain buildings, but never a good pair of pants.
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Ebrim goes foraging! (forage yield experiment 0.56 exp)
Beizs replied to ebrim's topic in General Discussion
I'm sure I got them when I cut the pumpkin in to slices. As in, not an option to cut out seeds, but just cut them in to slices. -
Ebrim goes foraging! (forage yield experiment 0.56 exp)
Beizs replied to ebrim's topic in General Discussion
I can only speak for pumpkins, as they are all I've ever grown (some of the best food in the game, honestly), but when you cut the pumpkin into slices, you also get a bunch of seeds.I assume that cutting the other plants will yield seeds too. -
I've always found that feedshacks especially are often left untouched. They generally don't spawn much good stuff and most are just too far out of the way for most people to bother. But I have to say, all of my small tools (hatchet, ice pick and field shovel), my hunting backpack, a bunch of rope, wire and food all came from those things. They're only worthwhile if you're a lone wolf who avoids the towns as much as possible though. But they are damned nice.
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Last suggestion. Play on EZ mode. Kill yourself in the sea until you get a Berezino/Svetlo spawn. Load up on berries/apples until first stage energised and run toward the northwest. Should be able to find loot after around the midpoint of the landmass, in the north.Looting apples/berries does not use more energy than you gain. I've gone from hungry to energised multiple times using a single tree/bush over the last week... Within five minutes.
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I ran from Pusta to Grishino without having to stop at all, after stocking up on apples (somewhere between first and second stage energized & three more, with a improv knife taking my last slot). When I got to Grishino, I was orange hunger, but that wasn't a worry as I just started collecting apples again and got myself back to neutral... Then found three tins of food within a 30m radius of where I'd been picking apples. This was before the most recent wipe, toward the end of that loot cycle. Loot has been improved since then, too.
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I don't quite see how you could possibly be completely unable to prevent yourself from starving picking apple trees. It takes 15 apples to go from 0 energy (where you're literally dying of hunger) to neutral. If you get to an apple tree quickly after spawn, you can get to first stage energized with roughly the same number of apples, which generally should be acquirable within five minutes of picking. I like to pick three more and get an improvised knife from the coast (actually the first thing I do). At that point, I have enough to run inland. Once I've been first stage hungry for a couple minutes and have eaten my spare apples, I look for a new tree. They're pretty common, but if, for whatever reason, I can't find them, I go and find a berry bush and spam it until I no longer have the hunger status and have a full inventory of berries/apples, again. I might do this once or twice after leaving the coast, depending on how many extra apples I ate at the start, before I reach a town which starts to have loot in it. Feed shacks, barns (of both varieties) and many, many different houses tend to have loot. Up in the northwest, some of them can have several cans each, if you get lucky. Really, it's piss easy to survive up in the north west - it's just a bit of a grind with the berry/apple picking to get there. Once there, surviving is incredibly easy. I've not seen the hunger status since I hit around Grishino after the latest wipe. Before that, it was the exact same thing. I've yet to die from hunger, and I've not even seen a single animal on this experimental branch, nor have I tried fishing, or seen another player more than in passing.
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Absolutely, I think that it'd be awesome and I really do hope they add extra maps. Just wanted to point out that it's actually a much larger job than simply 'porting' them over. :P
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This. The throwing up thing is a myth from coincidence. The only thing that heals all of these illnesses etc is time, or, with a few of them, things like charcoal tabs and antibiotics (you can check out WOBO or other, similar YouTubers to find the exact cures to everything). The way these illnesses work is they have a few stages, each giving its own messages and having its own effects. I'll completely make up an example, but this is how they all work, in essence: Fake Sickness Stage 1 Message 'I feel ill' -1 Water/s -1 Energy/s 10 Minutes Stage 2 Message 'I feel absolutely awful' -5 Water/s -1 Energy/s 5 Minutes Stage 3 Message 'I might die' -15 Water/s -15 Energy/s -5 Blood/s -5 Health/s 10 Minutes Stage 4 Message 'I'm starting to feel a bit better' -1 Water/s -1 Energy/s -1 Health/s 5 Minutes After the final stage, the sickness ends and you're 'healthy' again (in the sense that you're not dying any more - you'll still need to eat and drink). Most of the cures skip you straight to the final stage, which is generally fairly mild. So, the illnesses don't actually kill you, but the lack of food, water, blood or health is what does it. As such, the best thing you can do is take whatever cure has been proven to work, if there is one, and load up on food and drink as much as you can. Some sicknesses, namely chemical sickness, are so bad that there is no way to stay conscious for the whole sickness. This means that you will go unconcsious and die from them, unless you have somebody to force feed you food and water while unconscious. This is the only cure to chemical sickness. It may be the case that throwing up immediately after eating/drinking something that causes sickness prevents it from kicking in. I've seen no evidence either way. However, once you start getting those status messages, the sickness has kicked in and throwing up will do absolutely nothing for you.
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Did it? I'm being serious here. I only get the prompts if I crawl under the cabin and scroll. Honestly. I'll not be held liable for any deaths, though... And I'll be a bit more wary in the future. :D
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Crawl underneath the cabin.
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Holy crap, what? That's actually really, really interesting. I've not seen that anywhere, changing between servers due to restarts, lag, or just taking breaks. As such, I'm assuming that it'll only be the case for areas that haven't been looted. Maybe the initial spawns are the same (like, on initialization the CLE control generates a seed that it throws out to all of the servers for the starting loot), or maybe it goes through a list (one that's created by the loot spawning algorithm). Definitely needs more testing, though I'm not sure how we could possibly manage that without private servers. Please devs, comment on this! EDIT: Now that I think about it, I'm almost certain I've got it right there. Server initialization after a persistence wipe, all of the servers have to spawn in new loot. The CLE generates a list of loot and its locations and just spawns the same one in for each server. When loot is picked up, it spawns the next item in in a random location, making the loot on the servers the exact same at initialization, but slowly become very distinct over time (or, more likely, very, very quickly). Places that aren't looted, however, look the same. Some might have an extra piece of loot or two if chance happens to spawn an item in there, but yeah. That's my guess, making initialization far faster as each server does not need to generate a list of literally tens of thousands (or hundreds of thousands) of pieces of loot to spawn. It just needs to follow a basic set of instructions, then take over from there.
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Towns to the west around to the northeast of NWAF have all been awesome for me. I'd suggest going further than that.
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Where abouts are you? Up in the NW area, food is pretty abundant. Got four cans of peaches, six tactical bacon, a tin of beans, a tin of spaghetti and a box of cereal in my inventory right now. Found more rice in the last two days than ever before (a bag a day) and have had no issues since getting north. Pretty consistent between different servers, too. Been consistently light green energized and fully hydrated (I've found 4 PET bottles and 2 Canteens - threw away the canteens for inventory space, as it was overkill). Main issue for me has been ammo... Well, good ammo, that is. Found plenty of .22, .308 (for which I have no guns and haven't seen a single gun that accepts it), some 9mm, a couple shotgun shells, 5.56 mm ammo but nothing for my CR527 or Magnum. :(
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Just wondering, as I've never really gone heli hunting in the entire time I've played DayZ (since SA was released) and am thinking about doing some today or tomorrow... Do both of the helicopters give of smoke plumes? I know that the American one does, but does the Russian heli, too? Makes it much easier to spot, which I like for convenience, as I don't have the keenest eyes. At the same time, it sucks because it's more likely that people will have seen it (on very high object detail settings, you can see it from quite a while away) and looted it already... Especially now they're not resetting on server restarts (which I actually like). Also, does anybody have info on how V3S's are going to work now? I've had a couple wrecked already (as in, one flipped entirely and unrecoverable and another flipped onto its side, requiring another V3S to tip it back over). Will these disappear eventually and spawn in again, or not? Because having as few V3S's on the server as we have currently, with all of them completely persistent, it's going to become very difficult to find new ones once we hit stable and no longer have the regular wipes (just weekly). People will just hide them off in the corners of the map.
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I'd just like to point out that the only one of those three things that isn't present in experimental right now and being released next week is the base building (as in, 'boards for a house'). That kind of thing is a much, much larger undertaking and they've said that you're not actually going to be able to build buildings, similar to what you can do in Rust, because that just doesn't fit in the DayZ world. However, if you're simply talking about building basic shelters etc, I don't imagine there's a lot of work left to be done with that. Really, it's just making new models for tents and adding the crafting recipes. There is already a basic crafting system otherwise, which has been around for a long while and has a decent amount of depth to it so far, and persistence has been around for a fair while now.
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1 - Would love the ability to actually make tools. Shovel is easy - flatten a can and fasten a stick to it. You've got a makeshift shovel right there. Axes and pickaxes are a little more difficult, though you could probably sharpen a rock in a similar way to the stone knife then just lash it to a branch for the axe. Spear would be a stone knife and an ashwood stick. 2 - That's something that I've not really understood the delay on. Improvised shelters basically just need a crafting recipe and a model (which could be made up of a few sticks and a tarp or something laid over a frame made of sticks, then can be implemented in the exact same way as a tent. Hell, the most basic form could be two sticks dug in to the ground with a tarp laid over it.
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Would be nice, but I don't think they're going to consider more maps until the very end of development, if they do them at all. Might just leave that to the modders. You have to bear in mind that every new map needs all of the zombie, animal, loot, dynamic events and everything to be set up, as well as adjusting the CLE to keep the map balanced with its size. Would be awesome to see more maps in DayZ, I agree, but I don't think they'll happen any time soon.
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There can't really be calling or texts, as that requires the maintenance of cell towers and a whole infrastructure that would be dead, at this point. Same goes for GPS, which needs the clocks on the satellites to be adjusted regularly. As for playing snake, I don't see why not, but it's not a particularly useful feature. Music, I believe is available through the new radio in the exp branch, but who knows what they'll add in that regard in the future. Have seen a lot of people requesting musical instruments for RP and ambiance purposes.
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Well, in my experience, quite a few of the people I've argued with over the development rate of DayZ have actually changed their minds in the end, once presented wth all of the facts.If I can get one person to understand and stop shitting on the game/giving the devs crap with this thread, that's a victory in my books. I feel like the fact there's been no negative replies so far on this thread is actually proof of my success in explaining it - there is definitely people who often complain about this topic who are active on the forums. Honestly, I just really wanted to get this off my chest in a clear, concise manner once and for all. In the future, when I see people bitching about it, rather than typing out several paragraphs each time, I can just link them to this. :P But yeah, there are some people who just won't be happy either way. But there is definitely a few who will change their minds when properly presented with the facts.
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Mods are, besides back end stuff like the renderer, the thing that I'm most excited for. The DayZ mod was modded so much, there was pretty much a range of different games that spawned from the original DayZ mod. (Okay, not quite, but they were pretty great). SA, assuming mod tools are provided (and they're good), is going to be absolutely fucking awesome with mods... And without them, but yeah.
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With things disappearing from the roadmap, it's more of a case of things being written more broadly. Bikes and boats fall under vehicles. Snow falls under weather. Not everything is going to be listed in the roadmap - that would be ridiculous. As for things taking longer than stated, that has happened a few times, sure. But the roadmap is, essentially, written as 'best case'. That's rather obvious to most, I feel, and saying that the devs should be able to follow a timeline perfectly is ridiculous. Nothing that I can think of was delayed that much (it's mostly been one or two patches later), besides the renderer, which was down for Q1 of this year. That was delayed for a good reason. One that benefits us. (DX11 and 12 support, rather than 9 and 11) I'm not saying that critics can't criticize the game, but it's also just as important for people to be able to point out the flaws in their argument. The idea that the game is being developed slowly is unfounded and just the opposite of reality. It's that simple. What the devs hope for is irrelevant in that, because it just is. It's not really nit picking, you're trying to fault the devs in any way you can, and I'm simply rebutting your arguments. They never said that it was going to be released as beta in 2014. They always maintained the roadmaps as goals, not fact (literally the only way they could lay out a roadmap that was set in stone would be if they could see the future). They've developed this game a whole lot since initial release and they've done it quickly. That's all I'm arguing for.
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Servers all seem to be back up now... Not sure at all what that could possibly mean in regards to an update, if it means anything at all.
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Just throwing this out there, but talking future wise with multi threading coming to DayZ (it'll have to for the PS4's sake), I would not recommend 'upgrading' to an Intel processor (I wouldn't recommend it for any game, honestly - only tasks that Intel processors really excel at. The price difference is not worth the performance difference, imo). Games that have good multi threading tend to play incredibly on AMD CPU's. Out of my friends with BF4, which is well optimised for multi threading, the AMD users seem to have the best performance, generally.