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Everything posted by emuthreat
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Have there already been slight changes made to the way wolf packs pursue and circle fleeing players. IIRC, the first few times I encountered wolves, it was possible to "kite" them long distances with relatively little risk. Lately, it is very difficult to run a couple hundred meters to shelter, without taking a few hits/
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I'll have to agree with the OP on the AKM being the current most viable/balanced weapon; this is heavily weighted by the overabundance of ammo and magazines for it on the experimental branch right now, compared to other assault rifles. Personally, I try to get a Longhorn up and running ASAP, as it will one-hit most animals if you get a good shot. I've recently lost confidence in its ability to down players at close range, after hitting a player in the upper arm from 5 feet, and having him still standing. It also has a reasonable zoom, and the lack of zeroing makes it very consistent and simple to use, once you know your ranges. My PDW is a suppressed FNX with RDS and two extra mags, preferably. It will one-hit zombies, and has enough bullets to neatly kill 5 people, or sloppily kill one or two. A note to this combo: I play pretty recklessly, and do not have a precondition that everyone I see, or even who shoots me, absolutely has to die. The combination of Longhorn and FNX forces me to play close to medium ranges and encourages me to run from engagements over 400m, which makes me overall less likely to die from being flanked. t kind-of shapes my player behavior into making more survivable decisions by avoiding unnecessary contact. Of course I supplement my arsenal with a rifle, but unless I'm hunting humans specifically, I stick to my two favorite pistols for general use.
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No tears from me for a dead streamer. Perhaps they should accumulate some knowledge about the current state of the game, or find a skilled player to escort them...
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Can someone explain this phenomenon to me ?
emuthreat replied to General Zod's topic in General Discussion
If a piece of paper spawns in a mil-tent, and noone's around to see it, does it persist? Is the decay timer for paper any different from other items? Is it possible for paper to spawn by itself? Will hopping servers in the same area, one after another after another and another, eventually have a chance to break legs? Will @Hicks_206 (DayZ) see this and decide to come shed some light on this environmental disaster? (Littered paper choking up the spawn points until a server restart, at which point, the hoppers come and promptly return bases to their littered state) -
@pilgrim* You are still correct in how the server administration/leasing works. Kinda slapshod in its current state. Here's to hoping that this might someday work differently, perhaps in a more concerted manner. I have no problem finding servers to play on, but I really think something should be done before the 1.0 release. New players might not appreciate seeing all their progress get randomly deleted as public servers are rented out. Maybe the public hive just isn't worth the trouble; I hate to say it. I also have good reason to believe that things will change. Steps will have to be taken to avoid server-scrubbing outrage from console players, and the " *Official* " PC servers could easily benefit from using the same format.
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While the abuse of rented public servers is a problem, I have never had any trouble getting geared up on the public hive. Just as when I was new to the game, I assume that many inexperienced players will choose generic looking "official servers" to play on. The only problem I have with the public hive is servers going down and scrubbing camps. It all comes down to how much server support BI has planned for the official vanilla servers; and to a lesser extent, how duplication will be addressed moving forward.
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I believe this is the area you are looking for.
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Those types of trees are very similar, to the point that it would not be possible to correctly identify them without handling the needles, or examining the structures in greater detail than the game allows. Maybe some dataminer can answer this one from a non-immersive position.
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1st person perspective only (Message to devs)
emuthreat replied to cs_wolf's topic in General Discussion
Nobody is trying to force you to play 1pp servers, @igor-vk. Nobody is forcing you to participate in this particular discussion, either. But the people who really enjoy playing 1pp are allowed to discuss how to incentivize people to choose the path less traveled, and possibly have a chance at getting some support from the developers towards generating enough interest for 1pp servers to get more fully populated and be as viable as 3pp is now for player interactions. It's all about reinforcing feedback cycles. Lets say you play with a group of twelve people, and one of them absolutely cannot tolerate playing on 1pp because of headaches/dizziness, or whatever; the whole group has now migrated to 3pp because the group wants to stay together and that was the only way. Once the majority of the population goes away from 1pp, then the population dwindles to a handfull of people who don't mind playing on empty servers. The only viable 1pp servers are private, and have been increasingly trending towards whitelisted servers this past year. Why don't you go do something useful, like lobby your local municipality to not put any more benches in public parks, since you don't personally use them, and don't think anybody else should either. I mean, if there's no benches, then people won't have a place to sit at the park, so they will stop sitting down at parks; and if they get out of the habit of sitting down at parks, then they won't need those stupid benches to begin with. Problem solved... I think people just want to see a little support from the developers towards establishing a healthy set of public 1pp vanilla servers. It won't really be feasible until the new player controller is implemented, and the stances get adjusted so you can see freely out of windows. But it should definitely get some attention before the full 1.0 rollout; any later than that, and it will likely be a lost cause, and 1pp players will be forcibly segregated onto the various private 1pp hives. -
I've heard plenty of people complaining about their characters getting set back to the last time they logged in. Instead of spamming the exp .61 discussion thread, I thought I'd write it here for everyone to see. LOGGING OUT MANUALLY WILL ENSURE THAT YOUR PROGRESS IS CORRECTLY SAVED TO THE HIVE. As it is now, every time the server resets, you will lose any progress you made. You can prevent this by logging out manually, every time you feel significant progress mas been made. Lemme know if you need to borrow some typewriter ribbon...
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I've noticed that enough people have become disillusioned with the loss of progress, that the queue is now almost non-existent. I''ve only had to wait once today, and I was first in the queue. Trying to weigh the benefits of losing all your progress, vs having to wait get back into a server is a pretty ineffectual way to look at it. You'll be throwing away your time every time it restarts, anyway. But hey, you are free to spin your wheels all day long. In the meantime I'll be running around, hoovering up all the loot, while I wait for everyone else to stop playing Groundhog Day
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Public apology to the development team and Brian
emuthreat replied to exwoll's topic in General Discussion
^^^What he said about drunkenness, though a tad might be on the light side for some people. I prefer playing fairly drunk at times, just a tad may work for others; to each his own. As for public apologies, I thought those were just something they made paedo's do after getting away with it because of their social position. No need for that ugliness. Not being an asshat does the job just fine, and without drawing attention back to the negative. Never would have though this was warranted until you decided to remind us; still not sure that it was. -
I've been thinking for awhile about what this game seems to be missing, aside from things confirmed to be already in the process. The idea I came up with was for a morale system. Morale would be a stat to be managed, parallel to energy and hydration, blood and health, heat and cold, and stamina. It would work as a modifier to the maximum of core health stats, aside from heat and cold, which would always affect morale negatively; fatigue, from repeated depletion of stamina may also decrease morale. Stamina would benefit from a "Complete Hard Maximum Morale" level, but this would not be possible to sustain, as repeated depletion of stamina would decrease morale and remove this benefit after one or two depletions of the morale-increased stamina reserve. The way you get morale would be from eating better food. Even something as simple as heating a can of beans, instead of eating it cold, would give a slight bump in morale. In this case, it would be only a very slight boost in overall morale, but the hot food would take up slightly less stomach volume to simulate aided digestion, allowing you to take in more energy in a shorter amount of time. At the most basic level, this will allow players who choose to take some time to prepare meals, to regain energy, blood, and health at a faster rate. At the more advanced level, it would incentivize players to combine foods in pots and pans, and to cook more complete meals for a significant boost in morale. There should also be the possibility for yet-to-come consumable items to be used as instant morale boosts. Things such as alcohol and cannabis could be consumed to affect only morale (to a certain point). These items would also serve to temporarily reduce the depletion of morale. Beyond that, the new player controller and advanced crafting mechanics may allow for things such as eating off of plates with utensils, at tables. Perhaps a crafted item can be table place, where a full meal and beverage can be consumed sitting down with friends, to yield a synergistic multiplier to the morale boost. Once soft skills are introduced, morale could play into that mechanic by allowing higher morale to increase the rate at which skills can be improved. Even existing activities with a chance of failure, such as searching for stones or apples, fishing, or lighting a fire, could see a benefit in success rate when morale is high. The core mechanic of the morale system should really be based on eating, particularly, creating complex hot meals from fresh meats and vegetables. Imagine that you have a zucchini and two fish filets. At 560Cal, 160ml water content and 300ml volume taken for boiled carp filet, and 51Cal, 306ml water content and 323ml stomach volume used; eating these items would add up to a combined 1171Cal, 626ml water, and 923ml stomach volume used. I used the product of the combined ratio of Calories to volume and ratio of water content to volume to create an arbitrary value of 0.86 for this meal of separate items. Having these items cook together in a pot, should bump this number by 15 or 20 points for a full meal bonus. Perhaps a multiplier based on the individual values of each ingredient? Here's the numbers for 2 lard and 2 apples: individually; 800, -150, 180; 200, 172, 130; combined 2000Cal, 44ml water, 620ml stomach volume used. 2000 x 44 / 6202=0.23. This is a low number, considering that lard is the most calorie-dense food in the game, but imagine eating just a whole chunk of lard, or a dish that was 70% lard. Not too good for morale... You can see that the balance of water to calories is important by this metric, in that the -150 water taken from the body by each piece of boiled animal lard, largely offset the benefit of being more Calorie dense. The substitution of one boar steak for one of the lard chunks will change this metric to 0.58. which would be consistent with the palatability difference between just fat and apples, and meat, fat, and apples. A static modifier could then be applied if the meal is eaten hot or cold. It's pretty slapshod math, but I just did it to prove that there is already a possibly viable way to manage morale benefit calculations based on the existing values of food items. If foods were to be assigned additional values, this could work a bit more realistically. The specific math isn't really important at this point. The morale value generated by the consumption of well-balanced, hot meals could be further modified by other factors such as temperature and existing levels of wellness. Surely a sick, tired, cold, and hungry player should see more of a boost than a comfortable player already in high spirits and good health. Morale would work similar to the energy stat, where the soft maximum of energy allows one to heal completely, but can still be added to much beyond this soft max. At this soft max morale level, the player's other status categories would increase at the base rate of 100% when the conditions are correct, such as when near a fire when cold, or when a player is regenerating blood while fully (soft max) energized. When morale is further increased beyond the baseline, or soft maximum level, the player would receive benefits such as increased rate of blood and health regeneration. Conversely, when morale is lower than this soft maximum, the player might be more prone to deplete stamina faster, or take more shock damage from injuries sustained. Maintaining a character at the Hard Maximum Morale for extended periods of time would allow the player to incrementally increase the maximum cap on health to perhaps 50% above the current maximum. ANY reduction in morale beyond the Hard Maximum would result in a slow depletion of this bonus shock damage reserve. Taking any damage, allowing hunger or thirst to fall out of neutral status, repeatedly depleting one' stamina, or becoming hot or cold would start to deplete the health reserves caused by attaining excellent morale status. With this configuration, morale would serve to benefit well prepared players with increased survivability, at a cost of maintenance. This would allow long-term survival players a higher chance to escape from danger, and for well-prepared PVP players to have an increased chance of survival at initial attacks. It would also serve to reinforce the goal of implementing soft skills, by further facilitating and rewarding the survival of individual characters. I feel that this system would be controversial to many players, fearing the implications of encountering "Juggernaut" type players, but anyone has the opportunity to attain such status benefits, and any positive effects will be quickly eroded by most player or infected contact, or even sprinting long distances. Morale would be optional, meaning that players can freely choose not to put in the time to regain full health and morale as a part of their life cycle; much as some players currently neglect to ever regain full health, opting instead to hunt other players as soon as possible, while leaving themselves on the brink of starvation. For the amount of depth-of-play that this would add, I can't really think of any serious drawbacks. Let me know what you think.
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I'm not sure if you are discerning the difference between morale, and morality. Easy enough mistake, I suppose. Double-click, right click, google.
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I'm afraid you may have confused morale with morality. Morale is high spirits, morality is right and wrong. Two very different things here.
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Dear BIS - upload MAP image for print please.
emuthreat replied to niki72rus's topic in General Discussion
UNDER your monitor?!? What setup are you playing the game on, I wonder. I would also like this to happen, as having a map up on my second monitor causes a host of issues like tabbing to scroll/rescale, and the light pollution on my poor little eyes. You have my vote. -
I think this comes down to what people want out of this game, and there seems to be two polar opposites. The VAST majority of players appear to prefer having a lifespan averaging much less than two hours, and want non-stop action. It makes me wonder if they are familiar with the ARMA series... Personally, I have the most fun on a medium-to-low populated server with a number of consistent regulars. I like to travel the map extensively, even if it is mostly making a wide lap around the same general region, and try to look for signs of player activity. I will never understand the point of server-hopping cherno to listen for gunshots so you can bring in the rest of the crew for some quick, guaranteed pew-pew. It always seemed like those folks were choosing the wrong game for their particular tastes. Had a helluva good time the other night on my admittedly desolate public server that holds my tents. Ran into a guy in Myshkino tents, after carefully scanning from the east hill. We both were alerted by footsteps, took defensive positions, and tried to talk. Long story short, he needed a tent, I had an extra tent. On the way to helping deliver it to the East coast, we found a bus, fixed it up, and had a nice little drive in the country. We spotted a couple deer nearby our destination, so after getting the bus stuck perpendicularly on the tracks, I went and rustled us up some grub. He was the only other person on the server besides myself, we met as Myshkino and made friends, and then introduced each other to our camps to build and strengthen the mutual trust seeded by not trying to murder each other . That is how I have fun playing DayZ. You get what you look for in this game, it seems. Go to a full 60/60 server at the coast, in a big city, or a military site, and expect more bullets than words to be exchanged. Go to a quieter corner of the map, or on a more desolate server, and you just might make some non-lethal contact out in the world.
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I am always sceptical, but i keep getting pulled back in.
emuthreat replied to sneakydude's topic in General Discussion
I think he was getting at asking which future update would be likely to see the last of the "heavy lifting" accomplished, so that prepared assets can be easily integrated, and thus speed up the tail end of the development cycle. I'm kinda interested too, but I just saw where you reminded someone in the .61 topic the futillity of asking about .62 milestones. But those new sound mechanics though... -
As far as I can tell, the team is masticating the hell outta this development. Would you prefer that they chew with their mouths open?
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Would you care to elaborate? I think that having a system that incentivized long-term survival and rewarded advanced crafting knowledge would be a good way to diversify player movement and behavior. I can't really think of any drawbacks, as anybody would have equal opportunity to seek these buffs. Are you sure it would "ruin DayZ"? Or would it just make a number of people modify their playstyle? If it would ruin things by making it more difficult for someone who just washed up on the beach to cold-cock a well-geared and well-fed veteran survivor, then I think we just won't see eye-to-eye on this. Think about it; everybody starts out equal, but players who choose the more time consuming path to long-term survival would be rewarded with higher likelihood for survival. And yes, it would act to force bambis off the coast at first, as they would have a snowballs chance in hell of winning any kind of engagement with longer surviving, more healthy toons. But that doesn't seem like a bad thing to me.
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Thanks @-Gews-. I've fallen victim to popular misconception. Still don't want to see different character sized added, for the aforementioned reason.
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Dayz keeps freezing every couple of seconds for a few seconds, any help?
emuthreat replied to Keith Robertson's topic in DayZ Mod Troubleshooting
Hahahahaha. NP Have you consider playing Standalone. It should be ready sometime before Christmas, 2018. We hope. -
Dayz keeps freezing every couple of seconds for a few seconds, any help?
emuthreat replied to Keith Robertson's topic in DayZ Mod Troubleshooting
Are you playing DayZ standalone or the mod? If you are playing the mod, you are in the wrong forum section. Go here. -
Dayz keeps freezing every couple of seconds for a few seconds, any help?
emuthreat replied to Keith Robertson's topic in DayZ Mod Troubleshooting
.60 is the latest update, although we're all Cautiously OptimisticTM that the new patch will roll out any day now. What version of windows are you using? The .CFG file will be found in your documents file, in the DayZ sub-folder; look for the file type that says .CFG. Documents>DayZ>DayZ Do you see below, where the 5th and 6th lines are Resolution, and the 14th and 15th lines are Render width and height, respectively. Go ahead and make sure that both of those numbers are equal; use the smaller numbers as a reference. In my case, the native resolution 2560x1080, and the render resolution is double that, at 5120x2160; Both sets should read 2560x1080. I use a 21:9 ultrawide monitor, so you probably shouldn't copy my numbers. Then set this file to read-only and try to play the game. -
Dayz keeps freezing every couple of seconds for a few seconds, any help?
emuthreat replied to Keith Robertson's topic in DayZ Mod Troubleshooting
If this is your first time back on .60, make sure to check your config file, and verify that your render resolution and display resolution are the same. This patch had a nasty habit of setting it to double, and it messed us all up the first week. Also, delete any launch options in steam. I just thought of this as well: the new renderer has updated to directX11, so check to see if you have any compatibility issues.