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Everything posted by emuthreat
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Baroness and I spent the later half of last night trying to establish a splinter cell by taking redacted to our server to show him how things can be done. As soon as I get my kit back from the wolf fail at Tisy last night, I'll be back on the village to set up an alternative.
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There is no appropriate word other than clusterfuck to describe this social experiment. Firstly, the location is completely wrong for what they are trying to do. There is a rule that only in-game VOIP may be used in the camp, which makes the small area surrounding the central tower an ungodly cacophony of too many people trying to communicate in too small an area. The castle itself is not able to be secured in any meaningfully effective manner. There is no ability to control entry to the camp, aside from random itchy trigger fingers staring at the entry. All of the weapons are hoarded inside the tower, which is controlled by a semi-organized of self-appointed guards in lime green armbands. Nothing of value is ever to be found in there anyway; there were multiple double barrel shotguns taking up barrel space while hacksaws lay all over the floor, and as one moves higher up in the tower, you find increasingly large piles of useful non-weapon shit that should rightly be made available to the villagers by storing it in any of the mostly completely empty tents lining the edges of the castle yard. Everything seems to be stolen opportunistically whenever one looks away. On my first visit to the village, I brought two wolf pelts, and asked the farmer if I could store them there while I went out to look for some lime of my own, and one more to contribute to his farm. I came back with two bags of lime, only to find myself with one wolf pelt missing. Knowing that it was going to take a serious amount of resources to get anything done, I set off with Art to look for a truck. He had to log off soon, and turned back towards the castle. I eventually found a truck, and on my way back, I packed it full of 11 cows worth of pelts and steaks. Upon coming back to the village, I was fired upon near the brick archway house with the well and was forced to stop short and run to alert the camp. I was met with a mostly ambivalent response, so after starting the process of tanning some pelts, I went to retrieve the truck, alone... I drove the truck up to right next to the walls, and got a little bit of help from a Groze, whom we arrived with initially. After getting killed during the incursion by WD, I made my way back up to the village, only to find my cargo truck still sitting there half-full of meat and pelts. I proceed to make myself a leather suit, and go out to find some more nails to finish making it black. When I come back with my new box of nails to make a backpack, I find some guy in a bleu beret with a green guard armband helping himself to a leather backpack. The guards seem to be good for little more than standing around looking important, and helping themselves to the best of what is brought into the village. There is no concept of individual possessions, and no respect for those that have fallen in service of the village.
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Base building in hived servers after 0.63 release
emuthreat replied to OscarBlindeye's topic in General Discussion
But could you put anything in the inventory of the ruined tent? I didn't test ruined tent today, went to The Village. You should too. It may help to develop an understanding of how basebuilding a works in DayZ right now. It is a complete clusterfuck without a controlled entry point. People can easily sneak in and rummage around for a disguise while picking off players and changing clothes in between. It's still pretty fun, but a controlled gate would serve a valuable purpose. Didn't mean to run you off; I was just getting tired of all the BS and riddles instead of having a clear and concise discussion about basebuilding. I didn't think that it was too much to ask. Things I do know about basebuilding: Tents and barrels are a thing, and will likely continue to be. Craftable storage chests and buried storage will be a thing. Basebuilding materials currently planned will allow wood and sheet metal walls, wood towers of a certain maximum height, HESCO barriers, barbed wire, electrification, floodlights and generators, and a gate of some sort. Barricading buildings has also been suggested to have been in the works. If you can find your way to stating specifically what it is that you don't like about the direction things appear to be going, and feel kind enough to articulate reasons for those beliefs, I would be interested to hear about that. I would be very curious to hear why anyone thinks that a a persistent open world MMO set in a zombie apocalypse full of roving gangs of murderous bandits, should not allow players to organize people, vehicles, and materials towards fortifying and defending a chosen area. It kinda makes the genre... -
Base building in hived servers after 0.63 release
emuthreat replied to OscarBlindeye's topic in General Discussion
Okay, I guess I get the disconnect here. I suppose I was working on the assumption of a base built out of HESCO concertainer barriers, and that the point of entry would be the weakest part of the bulwarks--you know, the rule of thumb for pretty much every other structure that has ever existed, ever... I'm glad we got that settled. I hope we can agree, that for all practical purposes, we will not be discussing a base made with a picket fence and a steel framed gate with steel cladding, as that is a ridiculous proposition and a purposefully poor example to choose for a denial of entry discussion. For clarity, and I guess part of your Standalone Remedial Education, tents act as a solid object, and will stop a vehicle dead in its tracks at this point. Players can glitch through tents and between them under certain circumstances, and it appears that no amount of gunfire or grenade detonation will damage either the tents or their contents. I understand that this could change in the future, but for the time being, tents are solid objects, cannot be locked, and are impermeable on all surfaces except the designed entry. AFAIK, tents CANNOT be destroyed, they can only be emptied and despawned, at this time. FWIW, I have never seen a ruined tent, and would suspect this only to be possible if a player was shot while wearing it as a backpack; and I have no idea if a ruined tent could still be deployed, whether it could accept items into the inventory, or if it would still serve as a physical barrier. What I would like for you to consider, in regards to the obvious consequence of player placed object degradation, is what happens to ruined items and player placed objects; and how long the inevitable result of ruining an object is delayed before said object is made irrelevant. Like I said, I have never seen a ruined tent, perhaps I will try to make one here this afternoon to play with for a while I do not know if you are saying that a player with a machine gun 500 rounds of belted ammunition, or a player with 5 grenades, or a single V3S cargo truck should be able to severely damage a HESCO to the point that it would immediately cease to server as a barrier to entry; or that once ruined, they will despawn. That is a balancing issue, which can be solved by adding a zero or two to any aspect of base wall structures that can bee too easily abused. I think many of us are more concerned with what systems will be in place to complete the concept of basebuilding, rather than how current mechanics can be abused to negate any future additions to basebuilding provisions. What I do know, is that you go quite a bit out of the way to avoid directly saying what you are trying to say; it is unnecessary, annoying, and impedes any meaningful discussion. It also comes off as intentionally condescending and dickish; which contrasts wonderfully with your apparent lack of contemporary knowledge regarding the subject at hand. Perhaps if you asked clear questions, you would get clear answers. Perhaps if you took any time in the last year to play the game and learn the current basebuilding mechanics, much of your "contributions" to this discussion would not be necessary. -
From what I've seen, items will stick around for no more than one hour if you don't touch it, and as little as ten minutes after you drop an item; excluding backpacks and persistent storage. If you camp an area, it appears to stall the despawn timers for all items in the area; possibly 100-200 meter radius.
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Base building in hived servers after 0.63 release
emuthreat replied to OscarBlindeye's topic in General Discussion
That was all back from the mod, as I understand it. Seeing as I've only played SA, it seems irrelevant to this discussion. And yes, I get what you are trying to do here. The mod had many mods. Still, that shouldn't be a detractor from the core playerbase trying to ensure that vanilla DayZ SA is made to be as feature complete as possible. The more features and systems that are hard-coded into the base game, the less demanding the subsequent mods will be on performance. I honestly don't understand why you keep harping on about tents. The whole point of basebuilding will be to provide a means to protect your tents. I say "here is one thing that I think could work for base security, and this is how it might be organized," And you go off on a weird enigmatic tangent alluding to star wars and driving over tents in the mod. 1/10 useful contribution to this discussion IMO, @pilgrim* -
Base building in hived servers after 0.63 release
emuthreat replied to OscarBlindeye's topic in General Discussion
Concerning hardened entry points and locks, I think an elegant solution can be realistically implemented in a fairly simple manner. I will arbitrarily use 5 as a baseline for this system. Sorry Pilgrim, I'm going to ignore grapples/ladders for the purpose of this discussion. Firstly, we can have an assortment of gates in five different durability classes, each gate being allowed to take a lock one class above its quality/durability level. Similarly for those actively defending from a siege, or having logged out inside their base, they can bolt the gate from inside with a bolt following the five rule. The lowest tier gate when closed and latched from inside can be beaten down with an ax/sledgehammer/pickax within one minute; an interior crossbolt could add one more minute; and a lowest tier lock would add one more minute to the overall breach effort required. This should make half as much noise as handgun shots, and kick up a fair amount of dust. A player leaving their base alone while logged in would only be able to rely on a lock from the outside and the basic latch strength of the gate. So a basic gate with a tier two lock would provide three minutes of brute force resistance. A tier three gate with a tier four lock and a tier three bolt would have a cumulative brute force resistance of ten minutes. A player with a pristine lockpick should take one minute per lock quality tier to silently remove a lock. Ammunition and explosives could all be assigned a fractional tier value per round placed accurately on the lock; the same could go for explosives. As a caveat, players who damage a lock before attempting to pick it will have sealed their fate as brute force entry methodists; to balance the possibility for abuse by base owners, only pristine locks will not degrade over time--say one status condition per day. In this way, a player could use a grenade and a few shotgun blasts to degrade a tier five lock down to damaged condition, requiring two additional minutes of brute force to fully remove it. Locks should never be removed by ammunition or explosives alone, unless expensive and rare breaching charges are used. In the case that one has to share their base, it should be required of them to find a locksmith workshop to duplicate and share keys. Keys should be outwardly recognizable by examining the style and cut profile. Pristine keys can be used with 100% accuracy in creating a duplicate. A relatively simple combinatorics process can be used to differentiate between species of the 5 different classes of keys, with one "blank form" corresponding to each tier of lock strength. Each blank would have five different spline profiles to determine if it can even be inserted into the lock in question. And each spline profile would have five cuts along the length (or circumference for barrel-blank keys), each with five different variable for the depth of cut. With this system, there would be 15,625 unique key cuts for each class of lock, which can all be visually inspected and possibly even duplicated by more skilled players in the case that you kill the owner of a base and closely examine his ruined key. Ruined keys WILL NOT work in a key duplication machine, and rather will have to be correctly assessed visually, and the proper instructions will have to be given to the machine. The player would have to haul a generator to a facility that has a key grinding machine (perhaps tier four and five locks will have only one or two of these capable machines on the entire map), and secure the area while they load in the correct type of blank. The blank keys will come in the five different spline variants, of each of the five different classes, for a total of 25 different key blanks needed to represent one chance at making one key of each class for each spline profile. A player would then be tasked with identifying the class and spline profile of the blank they need to use, and then programming the machine to cut a value of 1-5 in each of the 5 pin positions; for a total of 3125 possible cut profiles. This would make it extremely difficult to manufacture a key to fit the lock of a killed player with a ruined key, but you would literally be able to walk up and open the gate within seconds. Thank you for your consideration. -
ANy Idea of what happened to Official server UK 5-50 ?
emuthreat replied to golgothe's topic in General Discussion
All I know @pilgrim*, is that official servers are supposed to be stable. There are issues remaining. I almost think BI needs to have a dedicated employee to administer their official hive servers. They should be persistent, they should be distinct and *permanent* for the duration of a patch cycle. They should have some means to check and reinforce that these conditions are met. -
This looks good and cool I can't wait for point six three Oh wait, yes I can
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Infinity is.
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I see you've been reading up on multiverse theory...
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Prove it. : )
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ANy Idea of what happened to Official server UK 5-50 ?
emuthreat replied to golgothe's topic in General Discussion
I appears to have gone offline about 5 1/2 hours ago. Is this correct to your experience? I tried finding it in the server browser both by name and IP, and found nothing. Are there any similarly named UK servers that you have noticed are new today? Maybe we should get @pilgrim* on the case, he has more than a casual level of understanding of how these things work. -
You'd be surprised what can be done with a couple dozen tents. Looking forward to proper base building, but we never let that stop us from doing what was possible with tents.
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I'm gonna go ahead and guess that you don't know how to use tents and barrels properly....
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I've never really seen any problems with these things this patch. You are talking about THIS PATCH aren't you? The only issues I've been aware of, have been from a couple of the ATL 1pp servers that got hives crossed with 3pp official servers. If you know of any current issues with official servers, please report them. AFAIK, they now have a responsibility to maintain distinct, stable official servers for the duration of a patch, this includes not having any persistence glitches or reassignments of any server.
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Was this the link you were talking about? https://www.gametracker.com/server_info/173.199.73.186:2302/ I went and looked and it is called "DayZ // Loot // UK // ENG" That is not an official server. I am now confused... I am certain now, that you are the single most humble human to ever grace this dusty ball we call the Earth. Amazingly humble, the humblest. And with a sense of humor to match. Buckaroo Banzai got nothin' on U.
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@pilgrim* I think you missed the meaning of my post. The OP was complaining that his "home server" has vanished. This does not happen with the official hive servers anymore, because they have isolated the official branch servers in preparation to properly facilitate the vanilla experience, and I recommended them for stability and consistency. Perhaps I should have instead said "you should play on official servers if you don't want to risk losing your progress." I suppose it wasn't very clearly stated. As always, you know your stuff regarding the intricacies of server hosting allocation practices; but you seemed to have missed the bit of information pertinent to my advice to OP. I haven't looked over the contracts, so I don't know if they are obligated to host official servers despite not having any renters (In the bizarre case that it would require for that to be a thing), but I do know that they are now required to maintain the integrity of the Official servers. Despite having been around, I don't see much change from you either. Well, perhaps your unabashed bragging is less specific now. Do you still enjoy bicycle rides in the countryside, and enjoying good books and wine with your unbelievably beautiful girlfriend? LOL I see you still put in just as much effort as ever in pursuit of completely missing the point of my posts about the official servers. They are now a real thing, you know? Bohemia realized the importance of having a place for players to experience the game without their server getting randomly recycled.
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This will never happen on an official server. If you lose persistence from an error on maintenance night, just message the GSP or Baty to let them know there was an issue. The Official Hive servers are designed to be stable versions of the vanilla game, unaffected by the whims of the person paying the bill or not. LOL @pilgrim* I can finally call these what they are and you got jack beans to say about it, haha! ; P
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Well, I know that the dev team made this engine with DayZ in mind, and that they are aware of all these issues. That is enough for me to have faith in their ability to put together an awesome game in the relatively near future.
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I think you might be taking a lot of this out of context. The current build is the most advanced they can manage without the new underlying technology. In a sense, it is all putting lipstick on a pig, just so we have a pretty pig to play with while they finish creating the new engine. Many of the things that you mentioned are the reason that they decided to build a new engine. It was an application of the law of diminishing returns. Everything they could have done to address those problems would have added unnecessary complexity, and severely impacted resource consumption and server performance. The .62 patch is held together with duct tape and wire, just so we still have something to play; and likely so they can do large scale testing on the CLE and vehicles. .62 might be the most complex build that they have released, but it is nowhere near the smoothest. In beta we trust.
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I'll own my piece of this getting a bit out of hand.
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Wow. Ohhhhhkaaaaaayyyyy. Here I was thinking that this discussion was about the events in Charlottesville that prompted the OP. Specifically, Trump's apparent unwillingness to quickly condemn the people chanting "jews will not replace us," along the people who didn't take three BIG steps away from that group when they heard those things. But yeah, lets not worry about the white nationalist movement chanting anti-Semitic things, some of the people opposing them are communist thugs, you know. This is known as the poisoning the well fallacy, and you've been using it all along to distract focus from Nazis and white nationalism. This is why I am annoyed and feel the need to keep explaining this. Besides, antifa wouldn't exist if there were not large-scale misery and abuses of the working class. Now the billionaire misers are using racial tension to keep us distracted from their next round of fleecing, and it appears to be working... Maybe I am indifferent to the tactics used by antifa, maybe I even support their backlash against the large institutions that extract the majority of wealth generated from the economy with no value added or fear pay for those who actually generate that wealth. Insurance companies take the hit anyways. I could cite all the stories of incidents like the guy getting knifed getting out of his car for a milkshake because he appeared to have a Nazi haircut, or any of the other things that are done by individuals who are just looking for an excuse to do some damage, but that is beside the point. BUT we aren't here to talk about antifa tactics and the struggles of the working class. This is about the rise of mainstream hate in the US (and Europe) and where, based on historical observation, it is likely to end if left to grow unchecked. Well, actually we are here to talk about DayZ, but I saw someone trying to take focus off a burgeoning movement of mainstream hate and discrimination, opting instead to focus on a fringe group of rabble-rousers who sometimes like to smash things. I think we've done beat this one into the ground, mate.
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While I do agree with your assessments of DayZ being a niche game, I also know that there is just nothing else like this on the market. I wouldn't say that I expect a huge influx of new and returning players, but I also wouldn't be surprised if it took off in a big way and maintained for at least a couple years.
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I don't think that trying to prevent Nazis from speaking unopposed in public is going to deprive anyone of their hard-earned money or right to work hard and succeed in life. So much focus on Antifa being anarcho-communists detracts from the issue at hand. I would have thought it was a no-brainer to condemn antiquated and dangerous ideas seeping out into the mainstream again, but alas, I was wrong. Too much faith in humanity, I guess. Reminds me of a recent conversation about the Charlottesville incident in which someone said "I guess that's what they get for standing in the road." I guess the only people actively opposing Nazis are the bad guys too. Where does that leave the rest of us?