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Everything posted by emuthreat
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Well I guess we can chalk it up to not reading and understanding the subject matter of the post, and then making a comment about unrelated, harsher substances. Also, this is what I was talking about with homophones and grammar: Sorry about all the red pen. I ran out of beer, and then got so high that I don't feel like going to the store; which leaves me with caffeine, but that can cause me to get a bit too focused on details sometimes... You may notice that I did not alter your usage of the abbreviation "ppl," nor did I comment on your structural choices to end clauses/sentences with prepositions. <--Oh wait, I kinda just did that last thing, huh?
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Generally, recreational drugs aren't known for their harsh side-effects; as having harsh side-effects would diminish the recreational value of said drugs. So yes; your limited knowledge of a subject, combined with your harsh words--indicating a strong personal opinion against such things, caused you to lose your composure on an internet forum. Not the end of the world, but still a pot and kettle situation. If you wish to further impugn the cannabis-imbibing segment of humanity, you had better fix your spelling, and learn to differentiate between your homophones; I don't want to be reading your future posts on this thread, and blow a water-column up into my bowl, because of your less-than-impeccable spelling, grammar, and punctuation skills made me laugh powerfully and unexpectedly into a water-pipe. In short, it appeared that veschula was talking about specifically alcohol and weed, and you used the term "horrible side-effects." He referenced Mr. Mackey, and you started using foul language and referred to users as "fucking stupid." Don't try to start a flame war. I don't come on here attacking vegans and people who litter, because that's what the rest of the internet is for. This was just a thread poking around at if, when and how these thing might be implemented. These-here-forums are for DayZ discussion. Try to keep yore personal biases to yourself, and avoid attacking OPs who don't think yore specific input is helpful.
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I heard a story once about a pot and a kettle. This is the second most oxymoronic statement I've heard all day. Here's the first: "Number one, I'm not stupid, okay? I can tell you that right now. Just the opposite. Number two, in terms of divisive, I don't think I'm a divisive person, I'm a unifier, unlike our president now, I'm a unifier." If human nature and long-term survival are part of the bigger picture, then alcohol and cannabis would likely be as present as they have at any time in the last 5000 years. I think you about summed-up the advantages of, and subsequent natural predisposition that people have towards brewing. Aside from the relatively modest benefits in terms of liquid calories, beer or cider could be an excellent component of a status indicator category that I feel should be added to the game: MORALE. Morale would fit in right with the energized, hydrated, healthy, stomach, and temperature status goals that we have to maintain. Each one has it's own value to the character, be it not starving or dehydrating, dropping dead from stroke or freezing, or simply tossing your lunch. Where morale would fit into the player character would be in terms of things like stamina, and the development of soft skills, or even to help with existing status maintenance. High morale would make the character more receptive to learning new skills, slightly buffer the depletion of stamina, and speed up digestion--effectively increasing the rate at which on can become healthy after an injury. A good example of how morale would be granted to the player could be through cooking complete meals. Lets say that you wanted to eat an entire bag of rice, two chicken breasts, a pepper(capsicum), a tomato, and a zucchini all in a row to try and get healthy; all of those things would add individually to your stomach contents, and take a certain amount of time to digest, while each adding/subtracting their own energy/water values. If cooking were to be made more complex for the sake of morale, then those items could be combined into a single pot of soup, or pan of stir-fry/jambalaya, in a zero-sum manner, but you would have the added benefit of being able to process those nutrients faster, and subsequently be able to eat more food sooner, to further improve your health. I know it got a little off- topic with the cooking, but this would be the basic purpose of morale. Likewise, drinking a beer while eating all of those things separately could also ease digestion; much as it does in real life. (Try eating canned spaghetti, baked beans, and powdered milk, both with and without drinking a beer, and tell me which way you find it easier.) Here's to hoping that they make us a use for that sickle in the future... Moderate beer drinking improves learning, decreases risk of infection, and improves morale; excessive beer drinking causes gun sway and control inaccuracies, increases risk of infection, and negates morale. Moderate cannabis consumption increases morale, heightens senses, and steadies hands; excessive cannabis consumption reduces stamina, causes confusion, and slows reactions. Even having only alcohol, cannabis, and morphine affect the players in this way, would add quite a bit of depth to the gameplay.
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The servers with the cars having parts indicates that vehicles were never ruined on that server. As far as I could tell, after a couple weeks of heavy usage, the cars woulds never respawn with doors, trunks, or hoods again. It seems that if you take off the ruined parts, and then they despawn, they are gone for good from that server. The servers with the fully assembled cars just never really got that much play for the past six months.
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The massive pain in the ass exercise of trying to get into a server seems to have helped some. But this is still DayZ. I killed a guy yesterday, because he was messing with the car I was trying to get running. Other than that, I usually try to live and let live. Took shots at NWAF on 1pp and booked it out of there safely. Don't worry, the game is playable, and there are, in fact, some people trying to nail down bugs; specifically all the inventory bugs, and the vehicle network bugs.
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[Opinion] The Value of Base Building?
emuthreat replied to [DGN] Johnny's topic in General Discussion
I reckon a good 50% of players would just run around killing each other on persistence off servers if they were still allowed on the public hive. I have come across a private server that was managed in a way that essentially negated persistence; the same kind of server that mysteriously resets a few minutes after 3 people die and their car is stolen. bottom line. When persistence is crap, basebuilding is pointless. -
something strange running around in latest dev log vid
emuthreat replied to Aquanoise's topic in General Discussion
For best viewing experience, watch the chicken yodeling video at the same time as the tsunami creature. Justaposition to the max, yo! -
[Opinion] The Value of Base Building?
emuthreat replied to [DGN] Johnny's topic in General Discussion
As far as I am concerned, they have already effectively taken away basebuilding with the 8-day decay on persistent storage containers. I understand that it was done to keep cycling the loot faster, to ensure that it is spawning in predictable places for people to easily go and find. I think this is a bad idea, because it reinforces the quick-gear, acrade-mode, PVP rinse-and-repeat playstyle, and all-but-forbids persistence-based playstyles. In short, it punishes the players who are willing and able to put in the time, and find those weapons. In my experience, this is best facilitated by gaining control of at least two vehicles, and doing extensive helicopter hunting, transportation of loot, tent runs, and base maintenance. It makes no sense to me to take away all of that effort invested by players, just so lazy players can get their hands on the best loot right away by going to a predictable few locations. it's not like I am storing my bases offline. Everybody still has access to the things that I have stored, all they have to do is actually play the game; get off the coast and look for it, you might even find some unique player interaction while you are at it. If anyone is curious as to the effects of shortening persistence to keep the CLE spawn tables in a state most similar to an initialized server; I have begun hoarding all of the vehicles I can find to use as more permanent storage, because they won't get arbitrarily taken away from me to ensure that any player can get a working AR within twenty minutes of spawning. I used to use vehicles as a token of goodwill to offer to new players on the server. Now I hoard them like a damned miser, so Hick's can't take away my progress every 8 days. Balancing fail. -
something strange running around in latest dev log vid
emuthreat replied to Aquanoise's topic in General Discussion
Waiting for birdshot... -
Try repairing all of the tires again; just quickly right click on each of them in the car's open inventory, and repair if the option is given. I don't know if the procedure for repairing tires is different for old UI, as I have been using new since .59 exp. Also, rotate the tires; you will know you have done it correctly once it shakes and makes noise, and the tires no longer clip into the ground. If you are still using old UI, you will need a lug wrench to rotate the tires. It is best to do this on a level surface. If the car is still performing very poorly, you can sometimes remedy it by having other drivers try the car. If this particular car has a lot of miles and wear on it, there is a possibility that it can be 'worn out'. >>>I've seen this happen to several cars, and the best option would then be to destroy the car, and then recapture the new one that spawns to replace it. A shotgun or FAL is the quickest tool to finish-off a crippled car, and sedan spawn points tend to progress east and then north from their initial positions.
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If BI would surprise us with a brand new map in the final version, where should it be located?
emuthreat replied to fabio_chavez's topic in General Discussion
Oahu would be approximately 17 times bigger than Chernarus+. That seems a bit big for the game to handle at this time. -
I understand that the spawns get a little thinly stretched after a number of camps have been established on a server, but the gear is not gone, one just has to go and find it. I see this move as a heavy-handed approach to pushing us towards CoDZ , with easy looting. You know what I did when heli-crashes on my home server stopped spawning top-tier weapons? I started searching for bases. And go figure, when I found one, it was full of SVD, AUGs, FALs, and any other high-end loot that one could want. I see this as a dumbing-down of the game, that caters to quick-service PVP, while making long-term, persistence-based play unrewarding, and not worth the trouble. Who wants to play in a sandbox that automatically stomps on your sand castle every week?
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If only it were that easy, ENO... You must still completely empty, and re-set each persistent storage container on an 8 day cycle to prevent de-spawning due to cleanup. Bases are all-but-obsolete now, and they plan to push .60 with this broken, on top of ill-conceived, 8-day CLEanup mechanic. I've talked to enough people in-game, and all have reported the same result, even with control group barrels never having been touched since they were set. You must completely repack any storage or it will disappear 8 days after having been deployed--regardless of how many inventory cells you have manipulated in the past 8 days. Every day, somebody contacts me about a came or a couple barrels that came-up missing; sometimes after only a couple days. There is something VERY wrong with persistence ATM. Sad part is that @Hicks_206 (DayZ) is still out there on social media telling people otherwise. Sir, with all due respect, you are mistaken. And even if you were correct about the inventory cell interaction criteria for resetting the CLEanup timers, it is still 100% unacceptable to have camps disappear in less than 1 month's time elapsed from having established them.
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Ok, who voted No? You gotta be kidding, right? After this wait?
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If BI would surprise us with a brand new map in the final version, where should it be located?
emuthreat replied to fabio_chavez's topic in General Discussion
Those building are all just plywood mock-ups for the photographers. That means maximum performance. I'm sold. -
If BI would surprise us with a brand new map in the final version, where should it be located?
emuthreat replied to fabio_chavez's topic in General Discussion
I, for one, would love to see a new map packaged with the game upon release. I believe it should be located in my pants, close to the package, for most efficient release.... -
^^^Yes. Only than....
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Just keep your eyes on all the usual places. Somebody on Twitter, Reddit, or these-here forums will start a topic as soon as the files can be seen on steam.
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It doesn't look like today is the day, yet.
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Is it Possible for 3PP to NOT be Overpowered?
emuthreat replied to Kohlbar's topic in General Discussion
I think what he is talking about is a "certain class of player" which is very common, and often found sharing the same characteristics. It would be from those ranks that we might see any vocal rejection of a viable wall/roof peeking fix being applied to 3pp. Some of those characteristics that I've personally observed are: the inability to consistently feed oneself, neglecting to carry bandages, server-hopping for guns, duping for pvp loadouts, and being completely lost anywhere that is not Cherno/Elektro, Berezino, or the corridor leading from Kamenka to NWAF. I feel dirty every time I exploit the high school in Elektro to kill an unsuspecting rube, but I still do it sometimes. I wouldn't complain if they took away the ability to find and shoot people without first having to expose myself to know of the shot. I should question my morality for the decision to shoot someone in the back, not for the exploit of vantage that facilitated it. -
I'm really liking the improvements in these status reports, specifically the itemization of blockers. It does a lot to help keep down the 'itis' caused by waiting for unknown issues to be fixed, while sitting in the dark. I was super-excited to read about all of the planned functionality for basebuilding. I'm looking forward to making that tough decision on whether or not to shoot, and destroy, a valuable generator, or try to find a smarter way through an electrified fence. Then I remembered how badly persistence is broken right now, and how it is planned to be pushed to experimental in a deliberately broken state. Here's to hoping that we won't have to disassemble and reassemble our entire bases every 8 days....
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RIP, Riddler's internet connection. We barely knew ye. As always, thank you for your hospitality. I'll try to populate the server some for experimental, so you can live vicariously through you ts, if you like.
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Well, there's your problem, right there. You were on a road. Don't use roads. You know who uses roads? Players with 1000 hours of game time, and still no ability to navigate the woods. Call them what you want: highwaymen, roaming bandits, blacktop assassins. The outcome is always the same. You. Are. Dead. How about next time, you pick up a compass, a water bottle, and an improvised knife, and take a cross-country tour of all the hunting stands and feeder huts? The latter will often have edible berry-bushes growing nearby to keep you from dying too quickly; don't eat the blue ones.
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At the time of that thread, there was some confusion about the nature of barrel/tent persistence, because many of my camps were grandfathered-in, and still working on the 45 day rule. As of early March, any persistent container placed would follow the new rules for persistence; which were, and still are, broken to the point of pointlessness. Barrels and tents SHOULD be working like this: Place a tent or barrel, and it will disappear after 8 days of not having the inventory matrix accessed; this should include simply moving any item from one cell to another. Barrels and tents ARE working like this: Place a tent or barrel, and it will disappear with everything inside of it after 8 days, unless you completely empty and reset it; this is true now for barrels, tents, protector cases, and ammo cans. Just my two cents, @Hicks_206 (DayZ), this is a terrible design decision. It is a slap in the face to all of the players who don't live out of a backpack, and play for the single purpose of killing everybody that they see. Even if working properly, this 8-day persistence is just unacceptable. It leaves dedicated players no time for busy workweeks, vacations, family emergencies, and any other thing that can cause them to lose all game progression after not getting to each base in a week; and it is not really enough time for players who avidly play the game on more than just a single server The period of time in which an entire base will disappear should be no less than 3 weeks. Essentially taking away persistence is not the solution to managing memory resources more efficiently. May as well roll back to .48 and call it a day. I know you can do better; 45 days was working just fine. Don't dumb down the game for everyone, just because most prominent streamers never use camps--it would be a tactical error to stream one's camp anyways. People who want to play arcade mode, persistence off, PVP-centric DayZ, will always have the option to do just that. For people who want to establish a presence, and try to survive for extended periods of time on a server, you are making the game nearly unplayable.
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Yup, same here. I was hoping we would come back to find the bugtracker working, but no such luck...