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Everything posted by emuthreat
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When I first started playing DayZ, I had a few experiences in the first couple days that showed me what kind of game this is. Falling to my death off the stairs in the red-roof barn. Getting beaten by zombies to the point that my vision was all grey and blurry. Breaking my legs and crawling for a half-hour just to find a zombie to put me out of my misery. "Oh. Ok. I see what kind of game this is now." If people start playing and are put-off by the difficulty, then maybe this isn't the right game for them, or the right time for them to be playing this game.
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Sometimes, we see people while we are hunting. Just last week we were cooking in a creek bed, and IMT got shot at by some guy passing through the area. The point is that you don't have to go looking for other players to kill, just go about your business and let it happen naturally. I can't tell you how many times I've gone on runs with PvP centric players, specifically going to all the high-traffic areas, and not seeing anyone. It was an utter waste of time. It is much more fun to just pick a random mission or destination and see what happens.
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Now that I think about it a bit more, this fine/rough skill mechanic is somewhat analogous to strength and dexterity, though formatted in a way where one detracts from the other. I suppose it wouldn't be so bad to have this as an invisible layer on top of other skills, that you would have to regularly exercise to keep getting the best results. What I don't understand is Peter's assertion that it is necessary to have additional UI elements to provide feedback about these skills. There is absolutely no reason to provide this feedback while in-game. If you want to know how good you are at a certain task, then just try it, no need for a little skills monitor. This whole concpet is utterly ridiculous, and artificial, being only able to "specialize" in either precise or rough tasks at any one time. Anyone who has worked in the trades will know that both fine motor control, and properly applied brute force are both necessary to get almost any job done right. Even fishing requires a combination of both types of specialty that are now being proposed (reads planned to be introduced into the game instead of a much better system that we were told was coming); with tying very fine knots and gently bumping a bait or lure along the bottom, to jerking the rod to set the hook, and yarding the fish into shore as fast as possible, to avoid losing it under cover in the water. Automotive mechanical skills also require the simultaneous use of both fine and rough skills, inserting bolts precisely so as not to crossthread them, and then laboriously reefing on a wrench to get it torqued correctly. Farming is also an area that requires mixed use of fine and rough touch, in digging a hole to plant, and then caring for the plants without damaging them. I can go on all day about the necessity to use both precise and rough physical interations to accomplish many individual tasks. This false dichotomy of rough and precise skilled interactions is a non-start, and it would absolutely RUIN IMMERSION. Imagine going to a doctor and having him apologize for taking two attempts to perform a suture, and blaming it on the fact that he was working in his garden and building a fence over the weekend, and that he just pushed all those years of training right out of his experience pool, by attempting a different specialized type of labor. Hogwash. Did you read the status report? It sounds superlatively shitty from what I got out of it. You are right that they would be better off just ignoring soft skills altogether, rather than push this new "precise, or rough, pick one only", system. But then we lose player character value, and are back to rinse and repeat PVP as the only viable endgame.
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I hope this coarse/fine skill system NEVER makes it into the game. I get the feeling that they are simply moving the goalposts on this one, in the interest of being able to call it beta sooner. The previously mentioned soft skills system sounded adequate, this sounds like absolute crap.
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How close were you to the tents while doing overwatch? If you go outside a certain radius, item cleanup conditions can be triggered. This is why if you are alone and drop your gun in the grass, going a couple hundred meters away to look at low texture grass will cause the gun to despawn; someone has to camp it. Did you ever confirm that they were still there even 15 minutes after setting them? It could be that tripwires aren't configured correctly to persist any longer than regular items.
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Thanks for the nudge, @Baty Alquawen, I sent the AppData zipped with a report; hope it works, first time trying to send crash dumps. Maybe pin some good resources showing how to easily do this? But seriously, take some time off, the patch is playing 90% fine. Wolves are great, rain is a godsend, carp are yielding two filets again. It's playable for now; let us stress-test persistence. Enjoy the holidays. Thank You.
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....Hard act to follow. Here's my point of view While first cooking with Bio, Art, Griff, and Pepperoni. I was pretty washed-out from blood loss fighting the wolves. I met back up with Griff, Pepperoni, and another friend of theirs after Bio logged off, and we got some cow cooking goin'. After that, I met up with Kohlbar in Berezino, and struggled to find a water vessel to finally revive him. He had fallen victim to haste, looting the police station, while having forgotten to eat and drink; having gotten cold from running through ponds at his Rify spawn, nonehteless. After lighting a couple fires and cooking the cow meat that I'd carried from my hunting trip to Polana with Griff and Company, I managed to force-feed-and-drink Kohlbar back to consciousness and eventually introduce him to our first stable camp of the patch; where we both logged-out. Multiple client crashes and bugged status interrupted the play session. Wolves are still pussies...
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Was it still raining as you lit a fire on an unsheltered rooftop? If you don't get under a tree or some compatible structure to block the rain, your are going to have poor results. First of all, they have mentioned numerous times that guns have been removed from crashsite spawns for this patch, as they had an issue preventing them from controlling the number of guns at those spawns. So don't expect crashsites to have guns, until further notice. A few others have mentioned the first day of stable patch, ergo, hoppers. Take your time and plan your moves, but be efficient and cover lots of ground. I was disappointed with the amount of loot I found in Myshkino tents, so I ran to Lopatino and started chipping away at a herd of cows with my Longhorn. Now all I need is a couple boxes of nails. Find a way to make your own fun; don't sit there crying about the loot gods not smiling down on you enough, when really, you have just been out-looted by other players. Git Guud, Persistence seemed to work fine on Exp over the weekend, and I've got a tent and a couple barrels on stable, so it is working. That being said, there is still an Experimental branch for continued development of .61. I believe the goal is to get vehicles back in the game, with the desync issues resolved. I haven't heard either way, but I would 100% expect to see a wipe when the final version of .61 is merged. I wouldn't be surprised to see multiple wipes to stable over the coming weeks, especially if new problems arise after vehicles make it back in.
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New Player Looking for Experienced Player as "Coach"
emuthreat replied to Outlye's topic in General Discussion
Add me on steam, same name as here. Maybe also download TS3. I don't really like Discord, but I'll ad you anywayz. -
Don't worry, there are still a handful of players left, who would rather spend their time helping along with the assessment of new features, than dive right back into the banal, rinse-and-repeat game play of an unfinished title. You use way too many words in stating that you don't know shit. Please be more concise in the future.
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Experimental played nice over the weekend. Still a few inconsistent hand bugging issues, and a fair amount of seemingly random client crashes, but it feels pretty playable. It was good to see a discarded propane bottle tumble in the air as I threw it away. Make sure to pack a water bottle. You'll need it to catch all those sweet bambi tears along the coast. Thanks, Devs. This patch plays nicely. here's to hoping we see some transportation after the holidays.
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Sorry @Tatanko, anybody could have told you this would happen... Thanks for trying anyway.
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Go find a buddy and try to fish together. At any time that you both have a line in the water, any attempt to check either player's bait, will result in an error, with the message "I have moved and pulled the bait out of the water." It has been like this since .59. Only recently did I get around to confirming the range was well-outside the player bubble. IMT was at Willow Lake and I was in the creek in the north-central area of Gvozdno, nearly 5km apart, and It was impossible for either of us to successfully check bait while the other had a line in the water.
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Portable gas stoves are slightly too rare. It is still impossible for two people to fish simultaneously anywhere on the map. Other than that, .61 is shaping up nicely.
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I'll settle for a ham sandwich.
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Just wait for the new player controller to get added into the game; after that, we'll see how the bullet damage works. I'm hoping that there will be positional clothing feedback when hit, such as that a hit the the left shoulder will ruin items in the upper left corner of the vest, shirt, and backpack, leaving the right and lower portions of those containers undamaged. @OP: Have you tried just shooting people in the legs and restraining their hands? This works fairly well, when you can pull it off, and you get to feel like a really badass when it works out okay. I kinda feel shitty after taking way-too-easy kills, just to get the kill, ruined gear or not. Like playing basketball to win, but against a 5 year old.
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These map changes will bring back NEAF era emptiness of the west.
emuthreat replied to Connect3d's topic in General Discussion
I'm not sure where you are getting your worries about the increased coastal faggotry @Connect3d. In my experience, the inland forests are by far the safest place to try to assemble complete bundles of sticks; you'll just get shot in the back trying to search for sticks on the coast. -
There are a number of buildings that people use for wall-glitching. Basically any building with unused rooms, and especially those with stairs, can be abused; but only ones in likely places to camp are being exploited right now. (*cough * cough, ATC) I've wasted too many geared characters trying to kill wall glitchers. Just move along if you find anybody doing that; it's pointless trying to kill them. Don't give them the satisfaction of having someone to shoot.
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Same character for 5 days? You must surely be talking about stable branch. Has the map update also affected .60 servers? If it is stable, i imagine that the only people who are still playing are relatively new, but proficient hoarder types, who mostly do their own thing and like to stay out of sight.
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I was talking to some friend in TS last night, and we started talking about what the last leg of the road to beta might look like, considering things like the addition of new features (x64 client) into later iterations of experimental. It seems feasible that the stable branch may just see the basics of each new patch, while we see a parallel experimental experimental branch running ahead with new features. This time around, the patches seem much more aggressive and there seems to be a "go-go-go" tone to the process, that seemed more muted in previous builds. I would even be fine with the developers completely ignoring the stable branch until all new content is included, opting instead for an accelerated development and load testing of new features. For instance, .62 might initially run on experimental until the map additions are all working fluidly enough, yet once it goes to stable, the experimental branch may be further used to try and piece in new bits of the player controller and animation system. They seem to be changing the way they do things in a not-so-subtle way lately.
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In a way it is. Having such an long-running open alpha has allowed for a concurrent approach to development, in the way that features can be imagined, introduced, tested and tweaked, or completely removed, based on how they work out in the public's hands. There is even an entire section on these forums dedicated to suggestions.
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I would like to see it have two free slots for IV start kits, blood bags, or blood test kits, as these items are flat. Beyond that, getting rid of Tardis containers is a good thing, IMO.
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That's pretty interesting. I don't go digging around in the files, so I never came across that tidbit. Thanks. It might explain a couple times I have been frustrated trying to hunt when I knew for sure that I was compensating correctly for the range.
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If you want to share your experiences and impressions about the behavior of the experimental branch, then this is the place. Some of the things you have reported seem to have been recently fixed, or I am just having a very different experience from you in some cases. The Bunker stairs at Tisy, comes to mind as something I never noticed a problem with on .61, and I've been there a LOT.
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When did they enable Longhorn zeroing? I got so used to just compensating myself, that I never checked it. And for clarity, I hit the player sidelong in the arm, as he turned sideways while I was attempting a chest shot. Maybe it was just a fluke, but I thought I had him dead-to-rights.