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emuthreat

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Everything posted by emuthreat

  1. emuthreat

    Feedback on 0.63 Exp.

    I don't see why you are expecting any hate. The vast majority of your post is right in line with what many of us are expecting to see, and are disappointed with in the current iteration. Stamina, hunger and thirst are in need of balancing for sure. The clunky implementation of hands ready status is just that, clunky. I've died a few times already by forgetting how to raise my weapon in the moment, and I think it's more than just a new thing to get used to. As you pointed out, it is tedious to have to hold a key to be at the ready, rather than just a toggle control. Even just assigning middle mouse button to raise or lower hands on a toggle would be miles ahead of the current state. KOS is a touchy subject for some, but I am hoping that more fleshed out mechanics and motivators will do some towards balancing out players' decision making rubric. It's already gotten to the point that running with a trigger happy companion will make you wish you were somewhere else when the zombies just keep coming. It's good to see a returning player enjoying the way the game is turning out, rather than jumping on the meme train of " lol, this shit still ain't finished, lul."
  2. emuthreat

    Where is the Headbob option

    Firstly, 3rd person, lol. Also head bob in 3pp is so outlandishly extra that I have to go see if this is actually real. And in response to your last line: Dude, that's not PC. The currently preferred nomenclature is "rarted." I learned this from the internet, presumably from young people. Am I getting old, or are kids just getting worse every decade?
  3. emuthreat

    Is this even a game at this point?

    I prefer Mount Chimichanga. And indeed, the thing I have valued in my few sessions of .63 is not the loot that I gathered (threw away the SVD and UMP i was carrying just so I could travel at a reasonable pace), but rather the progress that I had made both geographically and in terms of character health. Don't hoard food, as it does the same thing regardless of how long you wait to put it in your belly, and just adds to your burden. Keep your most important items in your pants and jacket, like rags and ammo and water. Carry burlap and rope so you can downsize and still bring a few shiny treasures with you as you delusionally promise yourself you will eventually come back for the discarded mountain backpack which ate up 2/3 of your stamina bar; but in reality, you will have found a new backpack with better things and don't want to waste time to jog/walk back to you backpack. So you again discard you new backpack and make a courier bag to carry your prezzius with you as you trek back to the first backpack you left behind. Oh shit, what was the decay time for a backpack again?
  4. emuthreat

    What I Think Players Really Want

    I just want to be able to make a sandwich from scratch. It would be nice to see a selection of different grains from which to make different breads. This would of course require some sort of a mill, even if it is just a small stone and a large stone set on a piece of suitable cloth. Cheesecloth (lets just call this damaged rags which have been boiled) and a water bottle can be used to harvest wild yeast, and with a little experimentation, one can confirm if they have cultured a suitable strain for bread; rejects can be used to brew alcohol to be consumed by the brave, or left to turn to vinegar. This vinegar, in turn, can be used in the production of mayonnaise, along with oil, which can be made in a pot full of pulped corn or other suitable seeds (we need more usable biodiversity added to this game). Cheese might be a bit tricky if they don't add young cows and goats to the game, but rennet can be made from nettles as well. Mustard seeds shouldn't be too hard to find after one becomes familiar with the plants. Now all we need are some top quality tomatoes and cucumbers (zucchini can go cry in the corner), and maybe some spinach or lettuce for texture. I think you get the idea. My ideal DayZ endgame would be running around chernarus checking the grocery stores and general stores for a meat slicer still in workable condition, and scouring the fields and hills for peppercorns to cure up some delicious meats. Who knows, maybe I'll get a little bit freaky and start hanging buckets on nails driven into maple trees? Make us up some of that fancy-ass bacon with our Canada juice. For all you trendy bitches out there, we have birch water too! You see that guy out on the pier with those tarps covered in evaporating seawater? He is my salt guy. Don't fuck with my salt guy, or there will be no christmas ham for you--or anybody else for that matter. Would you really deprive an entire server of their hard-earned ham sandwiches? Don't be that guy; you don't want to the that guy.
  5. emuthreat

    Few questions about 0.63

    I played a bit of experimental last night and saw my frames locked in at or just under 30, regardless of what I changed. Turn off clouds and shadows, nothing. Turn all settings to medium, nothing. I just max them out and carry-on. I normally get around 60 pretty steadily.
  6. I got an overwhelming impression of "who cares" from that post... If yer lookin' fer a bone to pick, just pluck one out of that mohawk.
  7. emuthreat

    Dying because of stairs

    My first ever death in DayZ, and still 60% of my most frustrating deaths.
  8. Way back in like .55, I made a post in the form of an open letter to the guys who KOS'd me and my buddy at NWAF; on our 4th trip of the day through that place. Most readers did not understand. It wasn't a "dang you guys for raining on my parade" post, but rather a "congratulations, if you'd followed us for another ten minutes, you would have found a dozen backpacks full of more loot than you could carry, and enough to supply you for the rest of the week." By not avoiding the urge to instantly approach and shoot any players they encountered, they had robbed themselves of a chance to follow us back to our stash, wait until we left, and kill us a safe enough distance away that we wouldn't have felt the need to move all the bags. Perhaps they did not care about having access to a cache of gear so diverse that they could have taken whatever they wanted without us even noticing. But if they would have liked to have a pile of free stuff, they certainly went about it wrong. My preference for encountering players and seeing what their attitudes are notwithstanding, I will still avoid taking a shot at players I see running through the woods. It might only be 10% of the time, but my restraint has earned me countless barrels over the years. So I can unequivocally say that shooting on sight ultimately degrades the experience of the more hasty players. Perhaps this does not matter to some players, and they only live for the joy of seeing others fall, but they are still missing out. True, some folks do not care for shrimp alfredo and ribeye steaks with lemon pepper asparagus, and are perfectly happy with their fare of hamburgers and french fries, spaghetti, and TV dinners. But this does not mean they are missing out, just that they do not care much about what they are missing. Much of my experience and preference playing DayZ has been geared towards long term sustainability and sticking to a single server for the most part. Effectively, I fight back against permadeath by trying to maintain stashes to assist in getting back to whatever it was I was doing before I died in the most direct way possible. To me, there is a huge benefit to doing this. Since last fall, I became heavily invested in a social experiment called The Village, which was right up my alley. The premise was to try to maintain a private server with an openly known point of interest that welcomed players to meet up, commune, group up, share stories, and go off on adventures towards a common goal. There were many enthusiastic players who loved the concept, and soon people were mixing and making new friends like never before; and others decided they quite liked the idea of knowing of a place where they could essentially go shoot fish in a barrel. Within days, the founders and OG participants realized they had to organize and fight back against the players who only wanted to knock down sand castles. At times it felt like there were only a half dozen or so players pushing back against entire rest of the server, and things would get tough. We had to move locations dozens of times, often every two weeks, but we still get players coming to the server, beating their heads against the wall, trying to find the safe zone where killing players was disallowed. There is no better feeling in DayZ than the times I have met a player looking to find The Village. After numerous deaths from approaching players to ask if they knew the way, the elation in their voices when they finally found a friendly player; a way home, a place to meet other friendly players and group up. For me, it completely changed the way the game is played. There are still bandits, many of them now in organized factions, there are still random KOS lone wolf players, and cagey survivors whose trust must be earned, and there are still lost survivors, looking for a place to settle down. Some of the best player interactions I've had were at Tisy, where I sneak up on a player and just say "hey buddy, if I was gonna shoot you, I'd have done it when you came out of that last barracks." I've ran up on a pair of Russians who had just finished killing wolves at the midwestern industrial warehouses, and asked if they were gonna eat that. I met a Brazilian regular on my chosen public official server on the platforms who talked to me for a bit and then shot me because his buddy on TS told him to--I know this because I found his camp, and managed to infer his steam account from the server roster--and went on to go PVP with his buddies despite the language barrier. And finally, I met this guy, after getting killed on Exp while killing wolves at Tisy with a friend; and heavily abused the EXP info monitor which displayed his steam ID, only to meet back up with him in less than 15 minutes after spawning near a bus and hauling ass back up north. There is an undeniable richness of experience that is passed over by shooting everyone you see. Some people don't mind, but they are most certainly missing out; perhaps they are missing out on something they don't particularly care for (connecting with other players), but it is still their loss... There are plenty of people who play like I do, and many more I have shown the way. I happened to meet a good Saffa one day, by almost (tried to) running him over with a truck because I had a passenger. We got out and talked with him, and parted ways. The next time we met, he remembered the encounter. As it turns out, I converted him to the Cult of the Leather Grundies. The cows are dead. Long live the cows.
  9. emuthreat

    Few questions about 0.63

    Just a silly question... Are your video settings cranked up to the maximums? Sometimes turning things up will give you better frames with the new renderer.
  10. emuthreat

    Is this even a game at this point?

    Okay, did I somehow miss that we can now shred wool coats into rags in .63? And I'm starting to think with stamina slowing things down, the gameplay loop is going to change and the old adage of "don't get attached to your gear" will become somewhat less relevant. It seems that with the slower pace of travel, players are going to get more attached to their progress; perhaps even dropping their whole backpack and that extra rifle that hangs like an albatross around their neck, just to save the character and his 10 km traveled and the 15,000 calories he's managed to stock up in his belly. "It took me 6 hours of careful play to get to this point, I'll bypass the airfield for now, and stick with my CR527 rather than risk losing it all."
  11. Are you sure about that? I always thought it was the possibility for more various and layered interactions not generally found in other titles that made DayZ so unique.
  12. Thank you yet again, for the hyperbole. I think what people are getting at, is that in the past Experimental servers used to have more of a cooperative spirit of discovery between players who chose that branch. Since the times between patches have been longer, more people just hop over to the new version for more of the same. In regards to the larger issue of the game being an open-ended battle royale for many of the players, much of this can be solved by like-minded players coming together on certain servers to push back against the regression towards the mean. (pun only slightly intended) There are certain things that might help players to interact beyond simple point and shoot gameplay; little things that the developers can add to incentivise players to see if information sharing is a better option than looting a corpse. I remember before when wardrobes were briefly persistent world containers, along with refrigerators. Adding the ability to lock these with a tough combination lock, or even have a few buildings with a gun safe sprinkled around the map, would cause players to see others as a possible resource when left living. They can of course, just eventually backstab that person as well. I think the idea here is that the game plays much more richly when less than 80% of players camp cities looking for victims or rove around looking to immediately shoot everyone they see. Plenty of people still play the game that way, and on servers with consistent populations of regular players, they are often identified fairly soon and hunted. The game has ways of balancing these things out through populations' behavior and preferences. It's just that it would be nice if a few more factors were in the mix to incentivise player choices. If I'm not mistaken, this is why shooting people ruins their inventories, but that basically just incentivised players to go for headshots.. I'm assuming that if the devs intended DayZ to be no more than a platform to run around and shoot people, they could have stopped working on it years ago.
  13. emuthreat

    This is geting silly

    You pretty much nailed it. We all know that DayZ has had delays. Over the past year, they have been pretty upfront about the delays and the reasons for the delays. Most of the past six months of status reports were basically saying "we have a lot of animations to redo in the new player controller, here is some other stuff we are working on which you won't see for at least few months. Still working on animations, here are some more new things for the future. Look, we have some cool new animations ready to show you, yeah they are still a bit messed up, as is most of the other new shit." But now they are delivering the new work for us to test. I'm sorry if other people don't agree, but we are kinda past the point of complaining about timeline, first since it's been going on so long by now, and more importantly, because we are starting to see the finished product. It definitely makes a lot more sense to discuss the new features, rather than the past delays. I'm more excited than frustrated, and don't understand why other people aren't too, at this point.
  14. emuthreat

    This is geting silly

    I just mean that it is what it is. DayZ has had many delays, but it is now at the point of delivery of all the hard work they have been doing. Stress test assets are incomplete, but are being added to on a weekly schedule. I can bet safely, that there will be delays in implementation of weapon animations in the future; perhaps even after we see 100 player server populations, they will still have to delay patches awaiting animations for more exotic weapons. None of this will be a surprise. All of the information to make these inferences is available in the last years worth of status reports. So yes, in a way, we all know that DayZ development is a special type of project, with delays to be expected up until the last push to .63 experimental to 1.0 and beyond. So continuing to complain about aspects of the development that are well-known and very likely to continue just seems a bit misplaced.
  15. emuthreat

    This is geting silly

    DayZ is either completely unknown to some people, or very well-known as the definitive example of an early access game with development delays and changes of plans. People complain either out of a complete lack of research, or because they just like to bitch about stuff. Criticizing DayZ for taking too long is like telling a tall person that they are tall, or remarking on how wet it was in that swimming pool, or needing to put labels on coffee to warn people that it is hot. It's just a bit redundant and unnecessary at this point, isn't it? Would you go on vacation to the ocean and complain of the smell? Would you go back again and have the same complaint? Would you buy a house there and then go complain to the local council that they need to do something about it? Complain about the new control scheme, complain about the HUD, complain about the stunning knockback from zombie attacks. Complain about anything but the fucking timeline, because we all are extremely well-aware of that facet of development by now. Do you know who goes to a restaurant and sits there for two hours waiting for a table, watching as tables each sit for over an hour waiting to get their meals, and when the server is finally bringing their order from the kitchen, loudly proclaims to everyone that this is the slowest restaurant ever? Do you know who does that? A person who is both dumb, and obnoxious, that's who.
  16. emuthreat

    This is geting silly

    LOL, which one? Take on Mars, Ylands, ARMA 4, Vigor? It's all pretty irrelevant to DayZ production, aside from the little bit about ARMA 4 needing this engine working and polished before they can get that game running at full capacity. Hell, the way they have changed the approach and redesigned the new engine for DayZ in the past couple years, it wouldn't surprise me if ARMA 4 ran on yet another iteration of the Enfusion engine. I'm a little rusty. Does this mean "I hope you aren't evil if I kill you?" Whatever this little cultural tidbit is, it flew completely over me head. Now back on Topic: Gooble gobble, gooble gobble. But seriously, those of us who have stuck with it the past two years especially, have a pretty good understanding of what is going on and why. All of these stress tests are incrementally adding features, as well as (quite recently) pushing the max player cap upwards. I'm not sure if the stress tests will even stop once Experimental branches are running steadily up to the 1.0 release. My best guess, is that once they have the bulk of the PVE interaction systems and netcode workable for the targeted 100 players per server, they will use the stress tests to add new weapons and related animations and root out major issues before pushing those builds to experimental permanently. Again, for those of us who have been participating over the last year especially, it is pretty apparent what has been happening these past few weeks. They have gotten to a point where the most critical and permanent underlying systems are sufficient for what they plan to do through 1.0 and shortly beyond. To use yet another residential construction analogy: Once they started running stress tests, that meant that the foundations have been set and determined to be workable. We can think of some of the as yet absent weapons and crafting features as doors and windows; and hopefully they have already installed the appropriate headers. The only thing I am worried about, is that the implementation of vehicles may be akin to a 7,000 gallon saltwater fish tank. I REALLY hope they have thought ahead and put a proper footing under this. The rest of it, I am fairly confident can be made to look and work perfectly with some shims and furring. But yes, this whole process has been somewhat silly since the late .5x iterations, when they realized what needed to happen to get this built right. One thing to remember, is that this is a remodel job, not new construction; and remodels are always fucked up and require adaptations on the fly to make things right.
  17. emuthreat

    how it feels to chew .63 gum

    This type of stuff usually goes here. Thanks.
  18. emuthreat

    Sneaky Sniper

    If you are trying to find an SVD in .62, your best bet is to place yourself at Tisy for a normally scheduled server restart. In the first half-hour to hour after a restart, the CLE seems to "catch up" with the nominal call-for quantities of each type of loot, giving you a greater chance of finding a decent gun.
  19. emuthreat

    Status Report - 5 June 2018

    Looks like things are speeding up a bit finally. Can't wait to play on persistence enabled servers to see how the CLE does over time. Also: @Valdis1996 it defeats the purpose of having a riddle if one posts the solution right underneath it. Maybe delete the pic to be a good sport for those who haven't seen it yet. Or put it in spoiler box by spelling "spoiler" inside [brackets] Although I'm not sure you are correct... I'm pretty sure this one is from .63, as I can't remember any such sheds placed that close to rocks.
  20. emuthreat

    Need some honest advice...

    Current server population is max 60 on .62. The target for .63 to 1.0 is 100 players. The map totals 15x15 Kilometers, but about 60 sq km is water along the south and east. It is not really that buggy anymore. .62 is the most polished older version of the game, and plays pretty well. .63 is in stress tests awaiting a solid experimental candidate. Both versions are very much playable at this time, with .63 being about 60% feature complete. DayZ is an experience more than a game. It takes time to learn, and patience to master. The map is big, and takes a while to learn. The best starting advice I can give you to find your friend quickly is for each of you to find the coast, and then the sun or moon. If you are on the coast and the sun is offshore and low, you are on the east coast. You can communicate this to your friend, and keep the coast to your right and left sides, respectively, to meet up eventually in most cases. This game is better than H1Z1; I bought it a couple years ago and never even got two hours in. In fact, most of my steam library is useless because of DayZ. Most players have a microphone, and all players should have a microphone. Playing without a mic is a serious handicap, because most players will not trust someone who is not talking. Even in the case that someone may be responsive to text, they may not notice the text before getting scared and shooting as you approach close enough. Text chat is only visible to players close enough to hear you. Don't play Dayz without a microphone. use a good headset or people might kill you out of frustration with the background noise. You will die and have to start over, A LOT. Don't get discouraged. Use each life as a learning experience. Even after thousands of hours, this advice stands. Start playing on .63 to get the feel for the new systems. Right click Dayz in the left side of your steam library, select properties, go to betas tab, hit drop-down menu and opt into stress test. Password is 'ireallywanttotest"
  21. Even though i am pretty-much against being able to pick your spawns in DayZ, I do think it would be kinda cool to have an endgame ability to craft and deploy a bedroll. Place it in a tent in a secure base, or just pop it down in a house somewhere and hope nobody finds it. Spawn back on the coast would mean "oops, someone found my bedroll."
  22. emuthreat

    Soft Skills

    It looks to me like it's part of their new console-friendly UI design...
  23. emuthreat

    .63.. Some changes are for the worse.

    Absolutely. It's more apparent when using lead ammunition, such as extremely cheap .22LR. But the rifling will eventually be deposited full of fouling, which will seriously affect the accuracy of a gun until it is cleaned. Mosins are famous for using corrosive primers and not cleaning them will permanently degrade the barrel over time.
  24. emuthreat

    Soft Skills

    The current system is just a disappointment. It arbitrarily divides all skills into two categories, and forces one to choose. It's simply not realistic. The decay sounds interesting and appropriate, but I don't agree with the notion of debuffing or ignoring other skills while one is being improved; that's just not how things work. The general goal should be to either advance one targeted skill aggressively, or try to make a well-rounded character. As for skills getting rusty, perhaps a certain amount of loss after no practice seems appropriate, but someone who masters something should never drop to the same skill level as a freshspawn. For example, I haven't used a lathe since high school, but I would fully expect to remember the basics enough to get better and faster results than someone who has never even seen one before. The way they have it now is so basic, unnecessarily limiting, and just kinda cheesy. I would call it a missed opportunity at this point, and I don't see the current iteration being easily balanced out into something any better. It really just makes me think "why bother." Edit: @amadieus I think the point is that this system splits all actions into two arbitrary categories, of which it seems you can only improve one half at a time, or ever, once one side is maxed out. I hope that we can never spend points, instead keeping it all behind the dashboard. As for someone becoming the best at everything, it should take an almost prohibitively long time to survive long enough to do this. If each distinct action needed to be skilled up individually, 95% of people would never survive long enough to max out their skill types or master even a third of the individual actions; and if they are never aware of the numbers outside of observing the in-game outcomes, it would effectively discourage completionist grinding by the vast majority of players--assuming they could even survive long enough. There are lots of possibilities, so it's just very curious why they chose to go in this direction with it.
  25. emuthreat

    Soft Skills

    None of the soft skills many of us would like to see would make anyone a super soldier. Nobody is talking about reloading magazines faster, or reducing sway. Things like crafting though, would benefit from starting out at a relatively modest base level of speed or quality, and give players some room to grow as they survived. 80% of players might completely ignore this, knowing that they will run directly to the first shots they hear and roll the dice, and that is fine. I think many of us are wanting/expecting some sort of systems to add complexity to the game beyond the same playstyles we have been seeing for the past 3 or 4 years. Even a change as modest as getting a full stack of 5 sticks from a bush with a maxed naturalist skill would be enough to spur many players into thinking about division of labor. It might spur fresh players to seek out the help of geared players with certain tasks, rather than trying to punch everyone out immediately. It could mean that a freshspawn would take longer to pick a lock, and therefore might not want to risk running back to attempt breaking into a base they got killed at, until they could get a bit more practice to speed up the process of picking locks. And rather than immediately trying to fortify a location, fresh players would perhaps be more likely to cover more ground and do the higher risk looting before they have as much to lose. Most importantly, it would add greater disappointment to dying, and reward players for taking things more slowly in many cases. Anything to add more variety to player behavior, I see as a positive addition to the game.
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