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emuthreat

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Everything posted by emuthreat

  1. The difference in visibility between a full moon vs a new moon is like night and day. But there is a caveat with the full moon, where the brightness is enough to wash-out your night vision for a couple minutes if you look towards the moon or at a light enough surface. Walking in the shadows of the forest should provide a player with a bit better night vision than a player in the open fields under the moon; and both would be at a disadvantage when entering or exiting areas of vastly different illumination. It's a moot point with gamma boosting...
  2. emuthreat

    What you think that Devs are doing?

    I think this photo of the office from two days ago might add some context for you, Guy. Edited for @Irish.: Yeah, I thought this was about what the devs are doing after getting .62 finished to the degree that this is possible. Maybe a little celebration and unwinding as the teams converge again to push on through to .63 And it's June, nice weather, weekend... I don't get how anybody got trashing the dev team or development speed out of this, despite the hackneyed jokes about lambos.
  3. emuthreat

    Airborn threats still on the cards?

    Gyrocopters confirmed.
  4. emuthreat

    What you think that Devs are doing?

    After dropping this fashion bomb of a map update on us, One can only assume they are out cracking a cold one with the boys, while ridin' on the bleeding edge of style. Those men are wearing rompers, and holding fidget spinners, for those of you living in under a rock someplace.
  5. emuthreat

    Why Dayz dev team dont use Unreal 4 engine

    Short answer: because alpha.
  6. emuthreat

    changes in playstyle for 0.62 exp

    I'll be picking up a whole stack of small stones from the coast with each new life, or use a pickaxe to mine some if I spawn a bit inland. Stony ground textures are few and far between now. As far as basebuilding goes, I'll be using a go big or go home strategy, now that tree cover has been greatly reduced. Might have a few barrel tricks up my sleeve, but will have to wait for a few days without a wipe to check out the feasibility.
  7. emuthreat

    State of the Game?

    Wow. Can't believe this thread is still a thing. I couldn't imagine that there are still any unanswered questions about the OP. Guess what, there's a new patch out. And still about the same 5,000 people playing. I guess there is only so many players who like this game enough to still play it at this tedious stage in development. I reckon most people who liked DayZ, but don't have the patience for this development process, were smart enough to move on and just wait for word that it is finished. .62 is on EXP branch now, and .63 due out sometime later this year (probably early next year, to be realistic). After that, maybe we'll see some players come back. If they aren't too heavily dissuaded by all the negative buzz created by impatient and crass former players. Gee whiz. If you bought a fixer-upper RV and left it at a custom shop to get completely rebuilt, and kept showing up to bitch at the mechanics and tell them it is never going to be finished and that they essentially stole your money, they'd probably just give you a half-finished piece of crap and tell you to fuck off. BI has been amazingly patient with the worse parts of this community, all things considered.
  8. emuthreat

    DayZ FB hate

    A lot of people think a lot of things. Most of those people have an inverse relationship between how well-informed they are, and outspoken they are. I know, I know. Everybody is entitled to their own opinions, right? Nobody ever said anything about everybody's individual opinion having to be right. And here we are, where the prevailing opinions are often profoundly wrong, yet propagated faster than it takes to explain the truth of the matter. It's a wonderful thing, this instantaneous mass-transmission of information that the internet facilitates. /S
  9. emuthreat

    Realistic Log-Off System.

    It makes no sense to have environmental effects affect you while logged out. For one thing, this would require status update ticker to occur, which would kill everyone of dehydration in 6 hours while logged out. Perhaps I'm not understanding exactly what you propose to happen when logged off, and how and why it may happen.
  10. emuthreat

    Realistic Log-Off System.

    I meant immersion breaking if you have to log out, and then come back freezing or dead. It's a bit much to ask, especially of more casual players. That's why I like having a benefit rather than a detriment, so it would be extra for those who care and irrelevant to those who can't be bothered to care.
  11. emuthreat

    Basebuilding....why?

    Yeah, the kind of bandits who hold up random survivors and insist that they eat some delicious boiled steaks and take some extra ammo with them.
  12. emuthreat

    Realistic Log-Off System.

    I think the better way to go with the logout concept includes elements of a "morale" system, not to be confused with good or bad morality of actions, but rather player comfort and attitudes that positively effect health and stamina. If you log out with all basic needs met--comfortable temperature, and no wet body or clothing, energized hydrated and healthy; as well as extras, like having eaten a warm meal cooked with a variety of ingredients, all clothing in worn or better status, and all weapons having full magazines; you come back with slightly improved/boosted stats. Maybe even have an opportunity to increase the maximum capacity of certain player status after logging out with maximum stats all-around, as an incentive for players to plan ahead on taking care of their characters for maximum performance. These conditions will help you to have a secure, comfortable and contented character, which will yield such benefits as faster healing, slower food and water consumption, larger stomach capacity and quicker digestion, as well as an extra buffer of stamina. Of course if you let yourself become hungry, thirsty, or overly exerted, these benefits will no longer be available until you restore all stats to maximum and perform some extra actions to boost morale; such as sitting down to eat, or consuming a hot meal, reloading and repairing all your kit, logging out with a friend (someone who has fed or healed you during both of your current lifespans) and so on... And for those concerned about balancing, or just don't want the presence of super-characters, just remember that this is all based on morale--being in high spirits in addition to being healthy; so getting slapped up by zombies, or shot, is definitely going to ruin your day as well as degrade your perfect health required for said perks. The idea of adding an extra layer of penalties to the logout process seems unnecessary and immersion breaking. I would much prefer there to be a system of additional 'perks' for going the extra mile to ensure your maximum character value.
  13. emuthreat

    Basebuilding....why?

    What exactly are you trying to say here? Lol I'm just hoping that by the time basebuilding materials are put into the spawn tables. we will have reliable means of transporting them. Last time I took a supply run to Tisy, my preferred vehicle lacked the acceleration to make it down from the reserved parking lot. That is until after a server restart, at which point it dropped through the ramp... and the ground. F8
  14. emuthreat

    What clothing set/weapons would you add if you could?

    USMC woodland can be found at helicrashes.
  15. emuthreat

    How old are you?

    Haha. Not trying to derail thread, but maybe add another facet. I'm sitting at 3875 hours right now, and didn't get my first kill until around 500 hours. It was with a group of PVPers that were training wheels for my exploration of the western edge of the map. I was late logging in when going to new server at witchy shrine by Myshkino, and had the honor of sneaking 100 meters down the road to the treeline and taking a gut-shot with my repeater on the last guy standing, as he was looting my friends. It wasn't until about 1500 hours into this game that I got very comfortable with going anywhere that I felt like, anytime I wanted, and learning to deal with the consequences. Now I just stash a bunch of decent stuff and go try to rub my balls scent all over the server, albeit dying relatively frequently. It definitely changes how you play and see the game after different milestones. Is it better to just go run to player concentrations for PVP, or to go hide in the woods and sneak your way to a good safe existence, do you avoid players altogether, or get yourself set-up on a server and try to build an army? How has this changed as your hours stacked up?
  16. emuthreat

    How old are you?

    30, Western US. Srarting to feel honored when I'm ID"d for beer.
  17. emuthreat

    spice up the gameplay/realism settings

    Unfortunately, you will need a buddy to kill you and stuff your gear into a barrel to avoid having to accept the loss of all progress you have made. It's happened to me a couple times. : (
  18. emuthreat

    State of the Game?

    If you can't be bothered to read the status reports, yet presumably spend hours on these forums arguing that nothing is being done, then I guess that is your problem. .60 was new renderer, .61 brought new sounds system. The new engine, at this point, is basically the new player controller. This includes player movement (why glitchy buildings have not been fixed), combat (why weapon sway, stances, and melee has not yet been updated) You keep putting out examples of other games that were made more quickly, but those are irrelevant. Please show me a new engine developed for an MMO shooter that has taken less than 4 years to develop, and then you might have something resembling a cogent argument.
  19. emuthreat

    State of the Game?

    Boy. people sure do have a way of burying their heads in the sand. This cannot be stressed enough, that this development project is not making a game. The game has existed for years already and had multiple issues. What BI are doing is creating a custom-tailored engine to run the game. Once the new engine is finished, it's basically a quick hop, skip and a port away from being a finished game. Really, this baffles the shit out of me. I mean, I can understand the criticism, I like to joke about slow development too from time to time. But it is an entirely different thing to completely disregard that BI is building an entirely new engine from the ground up, while letting the public still have access to the game. They could have rushed out a crappy version of the mod, albeit running smoother, and called it a day. But they didn't. They decided that it was necessary to do the right thing, no matter the cost, both in development hours and PR costs. I'll provide a useful link for all the haters once this shit is finished.
  20. emuthreat

    Status Report - 16 May 2017

    Great Status Report. It sounds like things are really coming together. I have noticed that batteries area big issue for the radio, which create an unnecessary need to fiddle with turning it on and off again frequently; always wondering if something was missed. This week's community spotlight just rubbed more salt in the wounds from seeing Baty's twitter feed earlier this week. (It's okay to downplay your job satisfaction maybe a little bit) Just kidding : ) Definitely a bucket list item to see it for myself. +1 for great weather Speaking of which, my local weather is set to improve towards the end of the week, so I'll go ahead and flippantly forecast a Friday release of .62. Because, you know, Murphy is watching...
  21. emuthreat

    Dont wanna make new thread?Use this!

    Park a bus with the door right next to the tent wall and get out of the bus. It's pretty cheesy, but so is not being able to walk over a rock...
  22. You'd be surprised what you can build with a couple dozen mil tents.
  23. emuthreat

    Player interaction and loot distribution.

    As I understood it coming into the game back around .51 when I thought it was roughly halfway done, this game was not necessarily supposed to be like the mod, but rather a standalone title built around the basic premise of the mod. I suppose people who played the mod might have different expectations of the experience. My main gripe coming into the game was the lack of interaction, as there was little more to do than run around and shoot people as they tried to get to military areas. It sounds like most people mean "interaction" in terms of "find people to shoot at more easily." People talk about the game being boring and dead now. I can't imagine the days when everybody would just go aim at the handful of sure thing loot spawns; it's almost like a paid hunt on a private ranch, with 20 poor saps drawing straws to see who gets to shoot at the 3 cornfed bucks standing at the feeder station. At least now there is the option of getting a group together and establishing a supply network; requiring vehicle sourcing and maintenance, storage solutions, extensive traveling and hauling supplies, and of course defending yourselves from people who shoot anything that moves. If I'm playing on the same server and getting to know the regulars and the common paths and points of interest, I have very little difficulty finding people on a populated server. But I have had to change my habits and methods a few times. I guess it comes down to what people want out of the experience. This brings up the subject of whether they are playing the game wrong, or are playing the wrong game. If I want the satisfaction of landing a trophy trout, I either spend a lot of time trolling or sitting bait on the bottom of a lake, or restlessly fling lures out into a fast river full of snags; I wouldn't expect success to come easily or often. If I want constant action and easy pickings, I might go fish for perch or smallies in a shallow lake or lazy stretch of river. I definitely wouldn't go fishing for sturgeon if I were wanting constant excitement. People just need to decide what they want, and try to go about it in the way that seems most likely to yield the desired result. The mod still exists, AFAIK. I'm content with adjusting my behavior while I see how things are turning out.
  24. emuthreat

    Player interaction and loot distribution.

    I think a lot of the issue with players complaining about lack of interaction stems from their own difficulty in adapting to changes and relearning the flow of players after additions and changes to the map. If you want to see players, go to Staroye, Novy/Stary, Gorka and Polana, run up and down the northern highway between Sverograd and Novo, make frequent trips between Tisy and Kamensk or between Tisy and the western roadblock, camp Grishino. It's not super hard to find interactions if you look in the right places, it's just that those places have moved around a bit, and there are fewer overall players right now.
  25. I did an experiment earlier this year when I started streaming. I tried to show the other side of DayZ gameplay, the hunting, fishing, cooking, crafting and base building aspect of the game. For the most part, I noticed that my views only ever go up when the thumbnail shows that I am at Tisy or NWAF, and if there is no action they leave after a minute or two. Sometimes a viewer would hang around to watch us kill and process an entire herd of cows and pack them into vehicles, but for the most part, nobody wants to see anything but Pew-Pew. Even Baty drops by occasionally to tell me how boring my streams are, though to be fair, she likely had been talking about how I'm not blabbering into the mic non-stop while I run around Chernarus.
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