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emuthreat

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Everything posted by emuthreat

  1. @blackberrygoo I've been doing basebuilding for about that long already, maybe you're just playing the game wrong...
  2. emuthreat

    Barrel and Tents Serverside persistent.

    I'll let you know once @Fing collects all the native barrels on our server.
  3. Please take this care package of small items to make you posts more readable. Don't worry, they seem to multiply themselves every time you use one, so no need to be stingy. [ , . ? ! ; : ] And, uhhhh, yeah; I play at nighttime too.
  4. emuthreat

    Vehicles are useless

    The biggest problems with vehicles are cause by players at this time. The aforementioned lack of parts, the things that happen when YOU OR I crash said vehicle, and the handful of other players on a hi-pop who come to kill you and take the vehicle. It is true that certain always full private servers are hell to try to keep a motor pool on, and I can only hope that camouflage netting will help this in the future. As with everything in DayZ lately, I say you need to choose ONE OR TWO SERVERS, and make yourself a home. If you can get a couple of trucks and one of each civilian vehicle, and stash them someplace relatively safe, you should have no problem keeping yourself flush with working vehicles.
  5. emuthreat

    The theory of everything

    @Vattenlarv I do not oppose this new stamina and inertia system at all. I just think you are MASSIVELY overestimating the ways it will affect player behavior. When players are up in arms about simple things like getting cold from being drenched in the rain, and not finding enough food on the coast, how do you think they will react to not being able to run fast anymore, let-alone not be able to "A-D" juke the bambi-snipers on their way off the coast? It is a bit too counterintuitive to me, to think that decreasing travel speeds by foot, will cause players to spread around the map more. Have you been keeping up with recent discussions about the state of the game?? People are LIVID that everybody has seemingly moved inland, and that they can no longer use their preconditioned behaviors to find easy combat. People complain that the CLE has completely ruined the game by not allowing them to get geared and die on the coast within an hour of spawning. It really seems that a large portion of the playerbase wants very different things out of this game than you and I. People want fast and easy PvP, in easily accessible and predictable places, with a minimum of resistance from game mechanics. It's almost as if they would prefer that fine-dining establishments would server them a well-done filet steak with ketchup and tater-tots, out of a drive-thru window, than to go through the trouble of being groomed and well-dressed, and sitting inside where they might have to not behave obstreperously for an hour.
  6. It's a holiday week in CR, but usually I just submit a public report (including my Steam ID number), and the issue is fixed by the next weekday morning for me. You can have a friend come find you, and pass the gear up through the floor into a backpack, if you set it in the right place.
  7. So, remove all the unique aspects of DayZ that set it apart from the dozens of other shooters of the past couple years? Isn't that the plan for making America great again too?
  8. emuthreat

    last server played

    This is starting to look like a troll account. Anyone with the interest and access to post on these forums more than once a day on average over the past couple weeks, should know that this game is in early access. If you have been following the status reports recently, it is apparent that the next patch is the big move into beta. With that, comes the first implementation of the final systems of the intended game mechanics. Much of the stuff that hasn't been fixed at this point will be addressed once the fixes will actually stick. From what I've read, it appears that there is a sizable backlog of completed features awaiting .63. Addressing your disdain for the moving of a file that had always had to be manually accessed: it is perhaps a bit myopic, in that the moving of said file was not likely done unnecessarily and arbitrarily; more likely that it was done in preparation for further changes to the server browser. It is well-known that the ability to see the exact server population was removed in the last year. We can only speculate on the reason for that. It still lets you distinguish low, med, high, and full populated servers My guess is that they wanted to discourage the current meta of always joining the "most full" full server for fast action, instead suggesting that players try actually playing the game and testing out the mechanics as they are introduced and adjusted. Given my own experience, I can only imagine how many hours were wasted spamming to get back into the server your friends were on. Spreading out the population a bit more, is not necessarily a bad thing. If 40/60 is unacceptable, but 55/60 is okay, I'm not sure that anybody should care what you want out of this game.
  9. emuthreat

    Blood

    @Mantasisg If you want to see what is all the fuss you have been making about the "hipster" way of life in DayZ, add me on steam and come run with us. I can show you how to GET ESTABLISHED ON A CHOSEN SERVER, and set up survivalist amenities and vehicles to facilitate your thirst for interaction. As it turns out, highly populated public servers seem to have very few people who roam around looking for camps, so you can set up a few camps on a PvP haven public server. Who is dumb enough to set up camp on a full public server? Ergo, who is doubly dumb enough to go looking for such? Admittedly, my current base home server has an average of less than 10 players at any one time. (Only there because players in my group started stockpiling there before I had time to choose a server this stable cycle, and I'd rather help out than take off on my own to build a base.) Last week I met a guy when only three other players were online. Found him looting the Southeastern most tent at the airfield. Ran with him for long enough to find out that he was a duper who crashed the server at will--Pissing off the other locals in the process. As for getting vehicles running; you just have to choose a server and put in the time. It is MUCH MORE CHALLENGING to choose one server and spend your time trying to get a presence established and get to know the regulars, than it is to just hop to the most full server you see at that given moment. Currently, I am doing a deductive sweep of the map to locate the camp of one particular player on our home server; so I can write my name inside his tent inventory with loot. I'll start a farm in his base if I have to, in order to get enough items to arrange; or add another tent of my own. After a couple weeks pretty-much owning the random public server with a group of friends, we have noticed things like vehicles that none of us could account for, and a lack of activity in certain areas of the map; which greatly narrows the search area when looking for the other regulars. It can be pretty boring and monotonous, but I do this to chill out for a couple hours after work--drinking beer and bullshitting on TS while sitting in the air conditioning and scouring the map for signs of life. If we feel like finding some guaranteed player interaction, we can pretty much always hop onto a full server and find more action than you can handle within an hour. If you don't have an hour to play, then you might be playing the wrong game at that particular time. Perhaps you should try playing with us sometime. I can't guarantee your bone health will always be full, but we'll keep you well-supplied with steaks and ammo, and plenty of O+ blood if you need it. (We still need a universal donor to stockpile O-) It's worth considering: If you aren't getting the experience you want, perhaps there is something missing in your methods.
  10. emuthreat

    A few PvP clips from public 3pp run

    I think the guy in the tower knew what was coming, and just decided to ruin the NATO suppressor and waste the bullets; he sure as hell wasn't doing anything else with all that spraying. Maybe he forgot to pray?
  11. emuthreat

    Blood

    You will need to have your energy and hydration in the green to regenerate blood; only then will your health increase. Top off your food and drink, and you will see your blood regen.
  12. Just in case nobody mentioned it, guns are not spawning at helicrashes because there were problems with controlling the quantities that would spawn. I would love to see a system where the crash sites despawn in a big ball of flames, killing everything dumb enough to be within 50 feet of the thing when it finally goes big. Hear some crackling noises, watch a little flame pop up, soon the flames are nearly covering the helicopter, then you hear and see the rupturing hydraulic hoses start to shoot off like a roman candle, this is your last warning to run your ass in the opposite direction, NOW!!!
  13. emuthreat

    Spawn Points

    No, YOU get Berezino 70% of the time. I seem to get Tulga most often lately. My suggestion, try to stop having to respawn so frequently.
  14. emuthreat

    Player Assistance Team

    Willing to help out in-game and online, public or private. Can provide hunting and fishing/crafting assistance, medical assistance, vehicle recovery, and finding lost players.
  15. emuthreat

    Status Report 27 June 2017

    RE: Player mind map
  16. emuthreat

    The theory of everything

    I'm perfectly fine with the stamina system and more realistic inertia behavior. I'm just not convinced that this will do much to raise the lowest common denominator. It will definitely make the interaction a bit more smooth and believable, but won't do much to change the types of interactions. What I hope to see, is more value attached to individual lives. Systems which reward players for preparation, and allow them greater survivability against players who will pick up the first thing they see and then try to kill as many players as they can before they die of hunger and thirst. Perhaps even a nascent skill system which would reward longer surviving players with more valuable or more developed skills on their next life. This would not prevent players from recycling meatbags on the coast all day, but it would reward those who do more with their lives. I'm sure there are a lot of people out there who would very strongly disagree with my wishes to facilitate what would amount to players eventually being able to survive and thrive long enough to practically have a juggernaut of a character after a few days of being well fed and relatively uninjured. But the important point is that ANYBODY can do it. This will possibly create a stratification of players, but that already happens to a degree anyway. I see little difference between this and the current trend of some people running around the coast with sporters and skorpions PvPing in Kamyshovo for hours, and the players who run inland and get fully geared and set up camps; a couple well-placed bullets and better tactical decisions will still make the most difference. It would, however make it much riskier and less likely for a freshy with a screwdriver to be successful against an armored and well-fed player. If a near-starving player who just washed up on the beach, went to attack a player who has eaten well for days on end, I would reasonably expect the more healthy player to be able to easily shove the weaker player to the ground, spraining an ankle or wrist in the process. I can understand this type of system leading to a grind, which the quest for loot arguably already is. But it gives the players choices as to what type of game they wish to play, based on the amount of effort they put into developing each life. People who value life less, will not get the benefits of increased skill development, nor will they likely see the benefits of preparation to ensure comfortable survival and attaining a higher standard of living. In all honesty, they may not much care, unless they really start to flame about not being able to one-punch that geared guy who came back to the coast looking for netting or car batteries. A player who has fooled around on the coast for a few days, with a dozen or so different lives, would have a bit of a tough time getting back up the food chain; but it would be possible if they chose to pursue that. Stamina might just concentrate the bullshit in smaller areas, increasing suicide-spawns, and leading to an increase of the less-fulfilling meta of coastal RnR. Maybe people will have to farm a bit on the coast to make it viable after apple spamming is removed, but that is really the only outcome I can see from the stamina system, on that particular segment of the playerbase. Player inertia will surely lead to new behavior metas when it comes to coastal melee attacks; certainly less circle-jerks in the streets, but a likely increase in ambush tactics inside buildings. One thing it will certainly do, is teach people to move more carefully, and will likely drive more players into the trees to travel, as they can no longer fearlessly serpentine sprint down the road while taking fire. It will make snipers have a much easier time, that is for certain... I think we both want the same thing in the end, better and more varied player interactions. We just might see different ways of coming about that end.
  17. emuthreat

    The theory of everything

    Had an interesting experience entering Stary after a beeline spawn run from the southeast last night: I had just looted the firs row of cars in the parking lot approaching the town, and noticed a guy just a few meters to the north of the wall. He was standing there aiming a rifle at me, so I ran over to hide behind the van and pulled out my ax as he approached with an AKS74u in hands. I hailed him and said I noticed he was aiming at me earlier, and asked if he wanted to talk, etc. but he just ran up and said "hey buddy, don't worry I'm not gonna kill ya, what's your... bam..bam." That was the most highly evolved emergent behavior I have seen in this game yet. I mean, instead of meeting a friendly guy with two pots and a stove and no gun, this genius talks just long enough to easily kill a cooperative guy with nothing better than an ax. The strategy was groundbreakingly emergent. Not only does he get water storage and a free gas stove, but the widely envied joy of doing all that truly bitchin' gas findin', fishin'/huntin', pot cookin', and water carryin' all by himself. Lucky bastard might be making himself a leather suit right now, for all I know; maybe he saw some poor schmuck carrying a barrel and lime. Unfortunately for OP, there is not game element that can remove this basic aspect of online play: Other people, and their motivations for playing at that particular time. Even if it's not a KOS, players will sometimes determine that they will kill everyone they see, even if they do say hi first. It's RP KOS rules... Certain measures might have an affect on the type and number of players who are attracted to the game. In terms of increasing difficulty and time commitment for meaningful success in the game, this will filter the player behavior to some degree, but will greatly reduce population and interest if it's too much. It's also worth noting that in that respect, the tuning of the game just becomes a balancing act of scarcity, risk, and reward; which adds little to the overall experience of the game. Instead of balancing new realism systems too harshly to drive player behavior, I propose/rehash the idea of additional benefits to certain actions. I would like to see a Morale system, not to be confused with morality, that would adjust player statistics based on comfort level, security, and confidence of the player at that time. Things like eating hot meals, or even better, diverse meals of meats and vegetables and rice; eaten warm, while seated in player placed shelter; with friends who helped build the shelter, or fed and/or healed one another; and having all your guns fully loaded with your clothes in good repair and dryness; sitting in reclined position. These little creature comforts would reward the player with faster digestion and more energy and hydration density in foods, a 66% blood regeneration buff, and a 50% health regeneration buff; healing bone damage after 5 minutes. Having all those conditions met will result in +100% shock damage and +50% shock regen. Additional systems like having increased stamina from high morale can also be possible, to provide incentive for players who do loot runs to hunt and farm and rest up before venturing, so they can carry more for longer distances before becoming fatigued. Sprinting too long could diminish the stamina buff, so players who are careful and budget their energy expenditures carefully can possibly keep this buff for days on end; so long as they never allow themselves to become hungry or thirsty, get injured in any way, or sprint for more than 3 minutes straight (or more than 4 minutes of any 5 minute period, possibly). I really believe that the solution lies in an incentive system for desired player behaviors. The way I see it, is that many of the players don't even know such basic things as cooking with pots in household fireplaces, or crafting leather clothing for extra storage, killing a chicken to make bone hook, turning guts into a rope, keeping multiple stones to make new knives after using it a few times, to keep meat cuts at above 90% quality. There is already so much depth to this game that goes completely over the heads of much of the playerbase, because they have no real incentive to try these things. Let's see how an incentive system works with driving player behavior.
  18. I reckon you might be just a few months early with this post. The next stage of development will address many of the issues you mentioned, with the implementation of the new player controller and scripting language. We are on the precipice right now; enjoy the old style game with the newfangled map for a while, and come back in December (hopefully) to see the rest of the enchilada.
  19. emuthreat

    unplayable ofc

    @desolace1 If you want to learn how to survive in this current build, I'll be happy to help you along or refer you to people who can.
  20. emuthreat

    respawn option while unconsciousness

    That feeling when your buddy puts a pair of handcuffs on you just for laughs, and then the server goes down. SMH... Definitely would love to see a 5 min timer before respawn during unconsciousness; it usually only takes me two minues tops to clean up the area and decide if it is safe to restrain and revive a player.
  21. emuthreat

    FULL GEAR - ZOMBIE 1 HIT = Dead

    Please refer to the first, and second, rules of bone health.
  22. emuthreat

    food need balance to save life

    Anybody want to teach a man to fish???
  23. emuthreat

    why was "fast forward" removed

    Yeah, the two key sprinting definitely causes fatigue. Perhaps you can find a mechanical solution to ease the strain; I use a pair of nail clippers and a nickle to jam my W and shift keys when desired. About quitting DayZ because of the separation of public rented and official servers: How could this possibly make the game less fun for you? If it is because you enjoyed looting up safely on a rented server, only to go steamroll the official servers, then good riddance. That is a pay-to-win strategy that spoils the game for others. No offense, I just really can't see how having separate hives for official and rented public servers makes anyone's life harder, unless they are cheesing it to begin with.
  24. emuthreat

    Why Dayz dev team dont use Unreal 4 engine

    Have you met @boneboys yet? I would be surprised if you hadn't by now, talking like that. Here are the Forum Rules, Roles and Guidelines, in case you decide to extricate you head from the source of your comments, and participate.
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