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emuthreat

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Everything posted by emuthreat

  1. Quasi? They have no intention of releasing their stranglehold on content delivery anytime soon. It's been well-know for some time that the big players stay just below FTC red-flag levels by trading territory among themselves between noncompeting markets to keep regional proportions within guidelines to avoid being called out as a monopoly. They are fighting back hard to force people into buying cable and satellite subscriptions as the only means to watch new episodes as they air. I remember the good old days when you could get streams directly from the AMC website. Now you must have account for tv service at the same address as the internet service for the charter login to work. #Don'tShareTV Cable/satellite providers are battling for exclusive airdate primacy by closing ranks among traditional tv providers to force the new content through their delivery services. It would be like if brick and mortar retailers threaten to boycott manufacturers and distributors that sold to online retailers. Not very ethical behavior. It might be a more slow process than you would think, transitioning away from the large cable/satellite package subscriptions to individual series consumption; especially if you want to see the new episode of our favorite show before it get spoiled by news sites and social media. Has anybody tried that new Sling TV service that Danny Trejo has been pimpin on the youtube ads? I got like a week to decide before I break down and become the cable company's bitch so I can watch walking dead this season.
  2. emuthreat

    Standing in ponds is the new falling through floors

    Must be quicksand.
  3. Permadeath and persistence are kind-of contradictory, but that's the way the game works. Survival without persistent storage just doesn't seem like it would work very well. It certainly wouldn't offer any incentive to do more than the coastal rinse-and-repeat. A well timed killing of someone whom you had followed back to base would at least buy you a few minutes before they can run back to stop you from stealing all their best stuff. And a well-placed mine would make them rip their hair out when they finally made it back, only to get blowed-up on the doorstep. ; ) I'm waiting for those soft skills to show up to really see what makes people value their life over some quick LOLZ.
  4. emuthreat

    Standing in ponds is the new falling through floors

    We discovered this on experimental; I died to it a few times more than I probably should have. Did you go prone? I normally go prone and roll in shallow water until I am drenched, and then do my drinkin/purification. If you stayed standing up the whole time, then this is new to me. I think it has something to do with desynch, where the game still believes that you are lying or crouching with your head underwater. My tested and proven workaround is to stand up and run until you no longer hear splashy footsteps, then you can go safely stand back in the pond without fear of drowning in ankle-deep water.
  5. That is exactly what some of us are afraid of, especially because of the current state of 1pp only servers. One of the reasons that I never bought the mod was because I didn't like how fractured the community was, and how everything became a caricature of itself through the mods. It is the exact reason I am concerned about not seeing much 1pp support in the game yet. If they fix the current view position limitations, and the sickness/head-bob, but don't really make any effort push 1pp popularity, I'll be pretty disappointed with the developers for letting that part of the game atrophy to the point that it just falls off. If I can't find a populated, vanilla, 1pp, official server to play on for the first year after 1.0 release, I'll consider it a sign of failure on the part of the developers. It would be kinda like a city neglecting a park for years because it wasn't very popular, while ignoring that the reason for the lack of popularity, was their neglecting to cut the grass for years.
  6. I don't really understand the whole "broken loot" callouts on this patch. My .308 rounds have been coming 2 or 3 at a time, from mostly empty FAL magazines at crashsites. I lost my FNX to a hillside a few days ago, and have yet to replace it. If I manage to get an AK and a magazine with bullets from the same military facility, I feel very lucky. Sure, it is pretty easy to build a sizable stash if you know the game well, and put in the footwork. Nothing about CLE in .60 seems too easy to me.
  7. It's really not that hard to get a big base like that. It depends on a couple things like what kind of playstyle people have; obviously people who never leave the coast, or run straight up to NWAF to get killed will have trouble accumulating this much stuff. Some things that I do to make stockpiling a more natural and easy process is to set up a couple drop tents in about 5 key locations between major points of interest that I frequent. Once the tents are there, use them frequently to drop off anything you don't absolutely need to take with you. Carry a burlap sack and rope, in case you happen to run across a particularly tasty helicrash while your inventory is full; you can hide your manufactured backpack safely for up to four hours, while using the improvised backpack to stuff full of goodies, also freeing up your hands to double-carry any spiffy new guns you may find. In previous patches, maintaining a few vehicles scattered across the map was a great way to improve efficiency when trying to stock up a camp. Nowadays, I'll use them as temporary stashes to hold my extra stuff for a half hour while I deliver the meat from a herd of cows to the nearest camp. Recruit a couple of newer players who may have never even seen an M4 yet, and give them one of your many extras in exchange for their services as a mule. Keep moving. Cover lots of ground. Avoid high risk areas when you are hauling a valuable load. Then watch it all disappear after 45 or so days...
  8. emuthreat

    Dayz Timeline

    Have you tried browsing the forums to educate yourself about the timeline? You can find plenty of semi-weekly status reports that give up-to-date reports of what is being worked on, and what the issues/blockers are at the time. Basically, they greatly underestimated the difficulty of integrating the new engine modules; by 50% or more in many cases. The problem with this development cycle is that they are changing out the backbone of the game, a few vertebrae at a time, while still allowing " the patient" to walk around and try to live a normal life. Each new major component of the engine has to be integrated in a way that allows backwards compatibility with the existing tech, and also allow for the newer updated components to be integrated at a future date. This is no simple task, and likely requires reworking things at every step to agree with the current configuration. Yes, it adds a lot of time to the development process, allowing us to play while it is in development, but that is the path the game is on. The good news, is that these changes are two or maybe three patches away from critical mass; once a couple major parts are integrated, the rate of change will increase dramatically. There has been a lot of work that has been mostly completed and shelfed, awaiting the point when enough new tech has been integrated, to allow these new items an features to be added one, rather than increasing the workload to make each iteration work correctly. Honestly, I wouldn't expect to see beta until late spring of next year.
  9. emuthreat

    New Aimspaces

    Now if only they would let us move around some inside vehicles. I can see this feature making the bus a humongous disappointment if we still have those pieces of window frame obscuring our vision in 1pp. Fingers crossed for new player controller + animations.
  10. Yeah, I was trying pretty hard to not let this one go the way of fighting about which is better. I don't think either screen should have the HUD exclusively, and definitely not visible all the time but maybe more as a toggle or something. I don't care about the wall peeking, I do it on 3pp like everybody else; and don't on 1pp, where we can't. It sounds like your issue with the sound from breathing, is that it is triggered for too long, and with much less distance traveled than one should expect. Now that I think of it, I'm not sure where the player sound sensor is located, whether or not 3pp sounds are heard from perspective of the camera, or the player's head. You nailed it with the assertion that new engine systems and balancing will fix some of the issues endemic to 1pp. It would be nice to see 1pp get some love, after being left to rot for in the hardcore cellar for so long.
  11. I believe this is already the case, as 3pp allows for players to see more of the world around them than a natural perspective would. ^^^ I know that it is inconvenient, being unable to hear the world around you when you are out of breath in 1pp, but this seems pretty consistent with real life experience. I'm gonna lean towards the "out of breath panting overshadowing nearby noises" thing as being a gameplay mechanic that is designed to add balance to PvP, by limiting the perceptive abilites of run-and-gun players. There is absolutely no reason why a player who carefully and plans their movements, should not be rewarded for their patience by being able to listen to the world around them more effectively than someone who sprints around full-bore. The noisy breath mechanic is not only a touch of realism, but vital to balancing player interactions. I do agree that the new player controller will help to alleviate the main issue affecting 1pp viability. The lack of fine control when looking out from cover forces 1pp play to a choice between long-range marksman and standing behind a door with a shotgun in many cases; and it definitely gives a steeper advantage to the players attacking a building, over the ones struggling to see what's happening outside.
  12. emuthreat

    "Bumblebee" PLANE: Specs & Discussion

    This is just my opinion, but if one is trying to survive long-term in an apocalyptic wasteland, generating a surplus of supplies seems like the a pretty reasonable use of one's energy. I know some people might not like loot-hoarding, but persistence is a feature; and as long as it is a feature, people will use loot hoarding as a way to soothe the sting of "permadeath."
  13. Now that is a good idea that I have never heard suggested before. I do have reservations about what @Espa suggested, regarding allowing HUD elements to only be displayed in a certain perspective. It would not take anything away from 3pp, but it would force players to use a visual perspective they might be firmly against using, in order to gain access to information that should be intuitive. There is also the issue of 1pp camera already making things feel a bit "squished in" compared to the pivoting follow cam of 3pp, and cluttering up this view with with all the status indicators would detract from the immersion and utility of 1pp. I am, however, pretty excited about the possibility of multiplying sound parallax in 3pp, to give an incentive for the player to choose to perceive the world from inside the player's head, rather than from a displaced observation station. If it does take away anything from 3pp, it is actually for a physically significant reason, and seems pretty well justified.
  14. emuthreat

    "Bumblebee" PLANE: Specs & Discussion

    Can't wait to get one stuck on a fence...
  15. I'm not sure who told you that bullets shouldn't have anything to do with health status. They are most assuredly intended to reduce the health status of players. Bullets *should* do a predictable and consistent amount of damage, depending on which body part is hit, and how direct the hit is. And the health of a player should definitely be a factor in determining how that bullet hit affects the player. If someone is fully energized, hydrated, and healthy, a direct hit to the arm should not kill them; but if the player has already taken a lot of damage, or simply neglected to get himself healthy, a single bullet to the arm would be more likely to kill that player.
  16. What was the hit ratio of your AK spray? Is it possible that you may have heavily perforated the air surrounding the guy, but somehow never landed an actual hit? (You would hear the player cry out from getting shot) Was the guy fully energized, hydrated, and healthy? What was he wearing? What was the condition of his clothing. There is a world of difference between shooting a guy in ruined clothes, already inches from death, and shooting a prepared survivor, who keeps his gear and stats in perfect condition. Did you know that you can carry five times as many calories as you can ml of water? When you are healthy, and carrying a surplus of energy, a single shot can sometimes start to heal immediately, leaving you almost completely unharmed; and very capable of self defense.
  17. Sounds like he just winged you. Believe it or not, there is a significant difference between being shot directly, dead-center, in the head, and getting grazed by a bullet. I think that's where the term "dead-center" might have come from, TBH.
  18. Yeah, I think the whole reason for this/these threads is because people who like 1pp are aware of the negative feedback cycle of low populations-->decreased interest-->low populations. I use 1pp on the 1pp/3pp server I play on quite a bit. I never even got established on 1pp this patch, because DUG was always full/whitelisted. I'm pretty sure @sneakydude is trying to run this discussion into the ground already, so I'll add my two cents about why I don't think the devs are ever going to give 1pp any official love; and that immersion enthusiasts will have to turn to privately hosted servers and events. It's very similar to why production automobiles are increasingly difficult to find with manual transmissions, without special attention given to this detail; some models are even unavailable in manual altogether. When there are multiple available ways of doing the same thing, people will choose what is quickest, easiest, and requires the least amount of attention to use. This topic has gone round and round in the almost two years I've been participating in these forums. 3pp is unarguably more popular, and by extension, more fun; as well as more useful for content creators, which drives 3pp popularity. The perspective itself lends well to the playstyle of many groups who tend to camp a large city from elevated (and often bulletproof) positions, and shoot everything they see for a few hours a night. It is highly exploitable. 1pp is unarguably more realistic and immersive, and by extension, more challenging; but it is less useful for content creators, which reduces 1pp publicity and popularity. The perspective lends itself well to the slower paced, deliberate playstyle of the survivor, while making PvP encounters all the more unforgiving. It is exploitable for ambushes, due to both players having a more limited field of view, but this requires planning, patience, and good knowledge of the map and common player paths through specific areas. 3pp advocates are afraid of having something they enjoy, and are very accustomed to, taken away or changed for the worse; while 1pp players are frustrated that they only get to play with full servers during the first few weeks of an experimental push, or on private hives, which often have restrictive policies regarding in-game behavior.Unfortunately, BI seems steadfast in their decision to fully support 3pp as the mainstream flagship version of DayZ. I'd love to see them incentivize 1pp by adding 1pp exclusive features, content, or CLE configurations, but that seems very unlikely to happen. I suppose 1pp preference players will just have to hope that somebody with brass balls makes an awesome mod and releases it for 1pp only; it will be awesome for a few weeks until somebody copies it and makes 3pp available--at which point all of the players will shift to the 3pp version.
  19. I get a mix of The Road, and Zombieland, depending on whether I am interacting with humans or infected. Had a couple guys with me the other day who were just blown away that I killed a zombie with a gas can. It's like they only ever considered guns as an option for taking care of infected. Greedy bastards shot the one I was gonna beat down with a MedKit.
  20. So far this seems less like a "which is better" thread, and more of a discussion about why it hasn't been given any kind of boost or forced public testing run. Some good points have been made too, including the limited 1pp stances leading to inability to peek through windows, and the lack of usefulness to content creators. I'm definitely in favor of offering a higher ratio of 1pp to 3pp servers in an experimental push, just to see if it has any effect on acclimating people to 1pp who would otherwise avoid it. Some of the best times I have had on 1pp servers were in experimental, where limited slots always made sure the 1pp servers were full too.
  21. emuthreat

    Question about dayz

    Ur post not that helpful... @Megickarp The new renderer boosted performance across the board. You should be fine, for the time being.
  22. I think sometimes that the problem is with the game being built for high populations of throwaway play via coastal PVP. I really enjoy sticking to one server, getting established and getting a feel for the lay of the land. Few things compare to the feeling of success that comes from noticing small changes to the landscape that indicate other players have been there, returning at similar times, and trying to pattern their behavior from little scraps they leave behind. It all builds up to that moment when you find their camp, and can make the choice to raid it and call it a day, or to follow them, and try to make contact someplace neutral, knowing full well that if they cross you, they gonna come home to find mines in their ammo tent and poisoned water bottles in their food tent. Maybe the solution is to run a parallel attempt to optimize 30 person servers for maximum zombie population and environment modification/feedback.
  23. emuthreat

    New stuff on Trello

    It think you may have picked up on a bit of facetious predictions. Much in the way that we are functionally seeing .60 having no vehicles; for all practical purposes, vehicles may be understood not to exist in .60 in any persistently usable state; it is also understood that there is a high likelihood of .61 being left in a similar (or worse) state. A number of people, myself included, could no longer find enjoyment in the game after a few weeks of stocking up and stalking down. This was largely because of the Sisyphean feedback cycle that came from vehicles not being persistent, and locking up when near another vehicle. So when people say "no vehicles in .61," They often might mean " vehicles are there, sure, but why bother?"
  24. emuthreat

    Ringing Ears!

    @Hicks_206 (DayZ) That seems totally fair and appropriate. I've never been to an indoor range, (we'll mostly just drive 15 minutes out of town and find a nice valley or hillside, East of the Cascades) But I've heard from a few people that you REALLY don't want to be in there without ear protection for any period of time.
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