-
Content Count
2599 -
Joined
-
Last visited
Everything posted by emuthreat
-
To point one: Sadly, I can only feel that I have a good understanding of the intended finished product from playing straight through basically from 2015, and paying close attention to the status reports. I'm not aware of any comprehensive list, per se. The more recent status reports do more to mention which intended features will not be in the more proximal updates, rather than stating what is intended to be implemented; for reasons quite obvious by this point. From the outside looking in, it seems reasonable to assume content parity with .62 as a minimum feature list; but this leaves out old favorites such as the broom... And as for zombie traps, maybe three zombies in a room is enough to spook someone now, but maybe not be a certain death. I haven't had much screen time lately, I'll probably have to try playing with them more. Mostly my post was a measured response to all the claims of fraud and *borderline illegality* which i didn't quite understand. Seems a lot like people are just jumping on the hysterical hate train. And most of the stuff in the trailer wasn't even too far off, so it's hard for me to understand the kneejerk reactions.
-
So I learned an important lesson this week, regarding the way that long-term persistent items such as tents and barrels are cleaned up by CLE. I, as well as many others, were led to believe that all you had to do to keep a stash or camp from disappearing was to make sure you use it on a regular basis. Sadly, this is not the case. Early on in the stable .59 experience, I picked a "home" server and we then proceeded to set up a sprawling network of camps, dropsites, and even a vehicle service warehouse--that was just over 90 (probably closer to 45) days ago. I know this because every tent and barrel that we set up has despawned, with the exception of a couple tents and barrels added after-the-fact to expand storage. Just like clockwork, the decay timers of 90 days for durable persistent objects did their jobs; regardless of how recently I had moved items into or out-of the inventory of each container. And yes, I did interact with every container, as each tent or barrel was dedicated to a specific class of item. Just last week, I brought a few tires up to the vehicle service warehouse, rearranged each tent, refilled the fuel cans stored in some tents, went up to the general camp, and brought some loot down closer to the coast from the vast stockpiles. The only things left of the camp yesterday, were a handful of barrels that were placed in the camp after a few weeks of hoarding; the rare ammo and valuable attachments seemed to indicate that nobody had disturbed the camp. So here is my problem: The way that this CLE cleanup timer works would require any person or group seeking to play the game in a manner based on accumulating an abundance of useful goods, and distributing them throughout the map for convenient long-term use, would also have to META-GAME the hell out of their storage network. I already know that the solution is simply to leave a note in each barrel or tent when it is set up, stating the date of placement and the required maintenance date--at which one would have to completely empty the container and pick it up, then reset it and replace the contents--or replace them all with new instances of each tent or barrel. It would require a spreadsheet to keep from losing you camps. This seems like an extremely labor-intensive and arbitrary task, and given that this game is being designed with persistent base building as a core component of the game, this issue should be resolved by changing the criteria by which CLE decides to clean up 90-day class storage containers. It is insane having to completely empty out every tent and barrel in a camp, and laboriously reset the entire camp; to repeat this process for each and every stash location maintained by a group or and individual, would require an unacceptable amount of needless effort. A fix for this quirk of CLE would greatly reduce the contempt associated with trying to play the game in an organized manner, only to have it all magically disappear. I suggest opening/closing windows and doors to tents, and removing/replacing lids of barrels as an adequate means of the CLE determining that that particular storage item is not abandoned and thus not subject to time-based decay. This is as important as persistence itself; if this cannot be fixed, you may as well just turn it off and release .50 as the finished product. I spent a lot of time helping set up a pretty sophisticated supply network. Now all of that is gone. I feel like if this aspect of how decay works, was effectively communicated, I would have probably worked around it, begrudgingly. At this point, a workaround is not sufficient. Adding one more layer of arbitrary labor, and the requisite heavy-metagaming, to the already considerable amount of time involved in setting up and maintaining camps, is a non-start. It's hard enough as it is, trying to convince people that this game is worth playing with the permadeath feature; if I were to throw on the pile, that any objects of value that they had collected would just up-and-vanish because the tent had been set-up in the same place for too long, they would probably never even consider it. I'm starting to have doubts, myself... Edit: I was going to submit a ticket on the feedback tracker, but apparently, somebody is still trying pretty hard to disrupt BI. I also went back to the status report in which the 45 day cleanup timer was mentioned. It said nothing more specific than to directly interact with an item to reset its cleanup timer.
-
Okay. So I know it was just a cinematic trailer. But just for the sake of discussion, how many of the elements included in the game are: 1. In the official backlog of previously disclosed planned features. 2. Included in the trailer and currently feasible or already seen in mods. 3. Included in the trailer and possibly not feasible even in the year after principal development completes (feature backlog and .62 feature parity completeness)? 1. Amusement park rides; I have already seen this type of environment flavor modded, and IIRC they *might* already be working on such a thing as an official map update. Litter strewn about the streets, and buildings, additional barricades; suggested as likely in future "devastation passes" to map. Dynamic scarring; planned and announced. No idea how detailed or precise, though. Lighters; supposedly already in the game files. Barricading doors; disclosed as planned feature, but without mention of how or with which materials. Opening doors with gunfire; yes please. Bring this back. It was nice to unlock and render doors slightly ajar from a distance. Maybe hard to fine-tune for realism, but already done in a manner before, and certainly possible. 2. The daisy decal on the protagonist's backpack; ask @Baroness. As for putting on decals in the game... I expect it would be much more complex, and likely involve predesignating decal locations in the item's model, and basically work so that applying a decal would simply exchange that item for the appropriately skinned design. Dextroamphetamine tabs; I'm just gonna put this here because I'm not a data miner--probably likely, and easily possible. Recordable cassette tapes and playback capable radio/stereo units; I'm tenatively putting this in the list because I've seen portable radios in previous (0.60 or 0.61?) patches, and we can broadcast voice, and items such as flare or landmines have the capability to have stored triggerable audio. I can't speak to the feasibility of a player recorded cassette saving that sound file to the server as attached a distinct persistent item, let alone the functionality of proper playback; but I wanna think it is possible given the current tech. Using zombies as traps; this one is borderline, but I'll humor myself. Maybe if they do a little AI tweaking that allows us to modify traits and behavior based on feeding zeds or wolves (or bears..) some raw meat or Dex pills, they can be made much stronger more threatening to the point that traps of this nature are feasible. Zombie hoard behavior & multiple states of arousal/detection sensor capability/movement profile; this seems possible to achieve through existing tech. And I hope they will work on this much more in the near future. I was already impressed by how eating food laying flat on the floor would bring back all the zombies who'd already cooled off their aggro. 3. Photographs; while never mentioned or outwardly stated as planned content, a polaroid-type camera would be pretty neat for ransom notes or calling cards to leave at bases. Dynamic set pieces such as a swinging swing set; probably not gonna happen. Customizable signage/graffiti; haven't seen any suggestion that this is planned or will be possible given the current state of map interactivity--bullet holes being the only ability of the player to even temporarily "decal" the map in-game. Complete darkness in physically occluded areas; I think this has come up in the past, and it has been mentioned that it's not quite that easily done--i.e. closing the doors to the Tisy bunkers for complete darkness at daytime. Is there anything that I missed or miscategorized here? Thoughts? I'd also like to add that I appreciated the continuity of the final scene regarding the hand-off of the shotgun, with the man having fired, but not cycling the action, and the woman cycling the action to eject the spent shell. That was a nice touch that accurately reflects how the game works.
-
I'm not sure if that is a good analogy. Iron eagle was pretty dope. They also had a much shorter interval between sequels. Top Gun is fixed to take 34 years to produce a sequel. So yeah.... just gonna leave that there.
-
Hey, it's better than the PC trailers... mea culpa. I did check the XBOX forums first. Point is, they are producing professional quality marketing materials. And we know PC gets the first look. Can't wait to see scarring implemented. Reeeeeeeeeeeeeeeee
-
[Recipe] Steamed Stuffed Peppers
emuthreat replied to Weyland Yutani (DayZ)'s topic in General Discussion
Get yourself a couple cooking pots and a gas stove with extra canisters. You'd be surprised how quickly you can process an entire inventory full of meat in a private location. I can stay pretty busy hot-swapping the pots while the flame is on, listening to the audio cues for when each is done; using the cook time to prepare the next pot, store/eat the cooked meat. Edit: carry burlap and rope while hunting to make a quick drop bag or two, so you can leave some behind safe from CLEanup, and hand carry one bag to a safer location. Just remember to be careful when you come back for the rest. ; ) -
Sopwith Camel or I eat my leather hat. Oh, wait... Now I'm sad.
-
*scene* a car drives serenely down a winding country road...
-
Add to xbox where you can add friends and see them,on the map or in game and freindly fire would be off
emuthreat replied to The Monster Killer's topic in Suggestions
Much of what was suggested in the title is not in the *spirit* of the game. Turning off FF most of all. I'm sure someone will probably mod it, but the niche audience is too small. PvPers probably wouldn't like it much, as their bullets would either pass through, or be stopped by teammates, each annoying in its own right. Imagine your buddy keeps getting in the way and blocking your bullets while you both get wiped. Or you encounter a group camping a building, and one guy with heavy armor covers a doorway while his buddies shoot through him, patching him up and pumping him back up with salines ad nauseum. Everything has unintended consequences, and those will most certainly be discovered and abused, and eventually become the prevailing meta. Maybe Zombie clearing crews? PvE easy mode is the only really practical application I can think of, for saving your friends from being mobbed. But hell, even State of Decay 1 had friendly fire, and title that was gamey AF. Perhaps eventually, they could add GPS units to the game, that would show other activated units on the map; maybe add an encrypted unit to only show on units that have entered the same key. But.......... I wouldn't hold my breath -
Barrels cannot be buried. Sea chest, dry backpack, dry bag, protector case, and cooking pot may be buried.
-
Who actually build bases and repair cars?
emuthreat replied to Evilsausage's topic in General Discussion
Some of the best basebuilding strategies involve using walls to fortify existing structures, inside and out. Did you know you can build a gate inside the top floor of a piano house??? Kinda changes the dynamics of trying to breach the stairway, eh? I also think I've brought up the possibility of keys before, and interesting strategic aspects of having varying grades of locks, with correspondingly capable assortments of key reproduction machines in different areas of the map. The Expansion mod project has already showcased buildable walls more akin to wood framed residential cabin construction, with toggleable shutters. Some of the best uses of current basebuilding are to shore up already defensible areas such as green mountain, or some of the mid-sized gas stations, garage or industrial complexes. Guard towers can provide access to rooftops, some of which provide very good cover from many angles. Steel awnings at lumbermills being one example. I've already seen layouts that use redundant compartmentalized bases to confuse and frustrate raiders. From what I've heard, it can be a successful strategy for protecting the very best loot in a stockpiling groups' coffers, as well as a time sink to increase chances of interrupting the intruders I'm just curious as to which server you are talking about here. If it is the one I think, I would highly recommend you go see for yourself, as many of your assumptions are gross exaggerations. Lots of groups build bases, and nobody cares if you come knock down a wall for access. And much fuckery is written off as giving the benefit of doubt. Consistent, directed disruption of everyone's progress and "peaceful enjoyment" is eventually investigated, however. In one fairly recent case, a lot of stuff was dismantled overnight. Staff response: Perhaps they were just salvaging the nails for their own use... This is one of my biggest complaints about the current state of bases and persistence. back when i was still playing regularly, I had finally met up with a new survivor a the village; we hung out, chatted a bit with the chief architect, and then went out on a lootrun. Two minutes later, we hear shots. I sneak back in and get a vantage point, only to see our architect dead on the ground, and some bastard digging around in our tent full of captured rifles. (Sometimes having a big conspicuous base is the best way to farm loot : P) Hastily, I shoot him in the back through the tent door, and once more for good measure. I start stripping my fallen friend of his nails and other precious belongings, go check on the raider and the tent; and the server crashes/unscheduled restart... The tent I had dutifully returned to and defended was gone; completely ruined and despawned by two measley 5.56 rounds that I put through the raider. Who needs to break into a base, when you can just dump 30 rounds of buckshot or 90 rounds of an AR through the walls.......... Frankly, I'm appalled at the lack of a feedback-focused balancing pass regarding durability and persistence. Letting the mods overtake the vanilla game in terms of basic viability of core gameplay mechanics is a very curious decision for BI to have made. -
[Recipe] Steamed Stuffed Peppers
emuthreat replied to Weyland Yutani (DayZ)'s topic in General Discussion
One of the problems I've seen with modding is that many of the mods are not really adding too many new models or animations, which makes things look janky and feel hokey. No disrespect to the people out there putting in the time to create new content, but much of it is not for me, as it is just too unpolished and requires an incredible amount of additional suspension of disbelief. For instance, the expansion project, while vast in its scope, has found some rather hacky solutions to things like bicycles and quads. Essentially extending the axis of handlebars by half a meter, has allowed them to "make it work" but it looks absolutely ridiculous, and the player has a much higher profile. Poor both in terms of visual feel and safety. Unfortunately, the devs have made it clear that advanced cooking is not on their backlog of content to add at this time. Fortunately cooking may be simulated somewhat cleanly without any awkwardness of animations. My only concern would be the logistics of how to change the UI of a cooking pot once it has been filled with ingredients and cooked. I think it would be great if the 4 square slots could convert into 4 horizontal bars of "servings" once the combined ingredients have been cooked together. More importantly, I think, is that cooked foods should have different properties than raw and uncombined foods. -
No Status Reports, No Updates, Hello...???
emuthreat replied to Weyland Yutani (DayZ)'s topic in General Discussion
So why exactly did it happen that around a year ago, I had to start using Twitter to stay abreast of DayZ information? And why didn't you guys just come out and say it at the time, that the official DayZ forums were no longer the place where primary communication with the community was to occur? I don't mean any offense by this, but it was pretty well-known among the community that most players could not behave themselves well enough to participate in these forums. Reddit became the common gathering ground for outrage and baseless speculation, and the official forums slowly became more and more ignored by the company. After the initial culture shock, I actually came to like these forums as a place where the worst of gamer culture did not spiral into a screeching cacophony of memes and edgy takes. It was relatively free of the worst the internet had to offer, and questions were almost always answered by the community in short order. The beginnings of Baty's tenure here, showed some of the most positive interaction between the community and the company. For a time, there was excellent support in terms of the ongoing stable and experimental discussion threads, where patch notes and in-game experiences were discussed in real time in one easy to find place. It worked, it was accessible, and it was ALL in one easy to find place. Too bad it was all during the vaporware years... Oh boy, now I have to submit myself to another billion dollar tech giant whose unchecked power, autonomy, and direction of policies and practices I may not like or agree with. And after all that, it is arguably still more difficult to find relevant information than it had been in the past. You have your own platform here. Embrace it, use it, godforbid even make it better... Maybe use FB and TWTR as a means to advertise your own domain, rather than forcing the community to join yet another ungodly sized 21st century herd of effectively zero choice. /end rant -
So is this normal? One punch death in melee.
emuthreat replied to rickyriot's topic in General Discussion
Make sure you aren't wearing ruined clothing. It makes a difference. -
So is this normal? One punch death in melee.
emuthreat replied to rickyriot's topic in General Discussion
Lol. First rule of street fighting: Don't let the other guy hit you. Second rule of street fighting: If he is gonna hit you, don't let him hit you in the face. Third rule: If he is gonna hit you in the face, don't let him land a clean hit. I think you can see where this is going... Maybe I'm doing it wrong, haven't been a in a fight in years. But even back then, I was never ballsy enough to play rock paper scissors with my face. Blocking is fine too. I just prefer to dodge in case my janky mouse decides that I'm not pressing RMB at the instant the zombie lands that first hit. -
Who actually build bases and repair cars?
emuthreat replied to Evilsausage's topic in General Discussion
I apparently joined the early access around the time of the first implementation of persistence on the SA. So my experience has only been with a game in which you could stash things and come back for them later. Many players got used to playing SA in a manner of living only off what you can carry on your back and starting over when you die. I'm not making any judgements about the value of one playstyle over the other. But it cannot be argued that one playstyle ignores a set of options pretty central to development efforts over the last few years. You can play DayZ without accessing any of the things that many would consider endgame. You can redefine endgame as finding these things and scuttling them. It's an open sandbox, one can choose to do whatever one wants to do or avoid doing. But none of that changes the basic facts that persistence and looting are core elements of the sandbox. Persistently storing loot is an option that provides greater freedom to operate in the sandbox, up to a certain point. You can choose to live off only what you carry on your back, and play the game as it existed in 2012 through 2014, or you can utilize persistence and base building. There is no forced dichotomy of choice here, as you can even avoid creating your own storage, and instead make a map of other peoples' bases to leech off of, undetected. I get it @pilgrim*, and I also do not get it. The mod had tents. Mods of the mod that became most popular had basebuilding. Most sane people in an apocalypse would still follow that core concept of what makes us human, and attempt to modify their environment to ensure greater safety and efficiency in an attempt to thrive. So I find it difficult to understand why you seemingly question the validity of basebuilding at every turn. I want advanced cooking, medical, and crafting mechanics as much as anybody. But you should know better than most, that these things can be scripted into the game, and in many cases, already have been. So yes, they are spending their energy trying to get the tricky stuff working, like the ability to modify the map. No surprise. It is things like this that present me with a dilemma. Are you being obtuse, or are you obtuse? Based on experience, I can safely assume the former. But why... The why always escapes me... And so what if I don't particularly care about the screaming masses, and can write off an opinion because of poor grammar, spelling, and overall presentation? If they post it on the internet, they have access to information to do better. I've met many people with poor spelling and vocabulary, and have hinted or asked them about it in the most gently way possible. you wanna know what answer I hear so overwhelmingly often that I can take it for granted. Don't care, don't want to care, can't be bothered, and fuck you for noticing. Please don't mistake my indifference for hostility. If someone can't be bothered to spend a little energy making their communication easier to understand for the target audience, who are they to expect anyone to expend extra energy trying to decipher it? No regrets in that department. Internet access=as much a chance as anyone else. Sometimes, I use fancy words when speaking to a certain audience, because I know they will understand them, and that because bombast appears much less rude than stating the obvious in simple terms. I mean, some things, in plain english, might sound downright offensive... I think at a point, it is inevitable that certain things require cooperation, just as in the real world. Everyone is free to remain solitary in their endeavors, but they will have to work harder to achieve the same result, and may not be able to do certain things at all. I see nothing wrong with this basic truth. It's just another distraction, to claim that basebuilding need to work as well for one person as for a group of players. And you've grossly misjudged my experience and playstyle, if you think I only do the one thing. It is quite possible to play as a lone vagabond at times, or maintain a small network of personal stashes, and go off on solo hunting missions, and also participate inn a larger cooperative project. They are not mutually exclusive. I just happen to get bored by doing things alone, and prefer a greater challenge. Just because I enthusiastically main one server for over a year, does not reduce my experiences from playing other styles. I've spent just as much time solo tent hunting and and trying to survive laps around the map hitting all the military bases. I'd hate to start a new argument by suggesting that their is a heirarchy of complexity to different playstyles, and that the most complex includes elements of all the less complex. But well, that is true, and there is no sense in denying it. The only real difference is higher volume and higher risk. But none of this has anything to do with the fact that bases are too easy to destroy, modders have already fixed it in a number of different ways, and BI is lagging behind on making their own game work in the way that it should. -
Find a shovel. Find a sea chest. Place sea chest on ground in hidden area. Place rifles in chest. Hold shovel in hands and look at chest, select prompt to bury chest.
-
Who actually build bases and repair cars?
emuthreat replied to Evilsausage's topic in General Discussion
I would have to disagree here. But this comes with the assumption that a player is interested in using all of the mechanics and faculties of the game to the fullest extent. Though even a mushroom picker can run out of space to store mushrooms, and then endgame behavior would be stashing sea chests full of mushrooms. The point of diminishing returns happens for me when the amount of stuff that I have stored begins taking more time to handle and maintain, than it would to go out and find new. At least this is how it felt in previous patches when I was interested in testing the CLE behaviors. Lets say that my endgame point starts when I have no material wants, no motivators provided by the PVE experience or my aspirations to have enough of everything I could possibly want or need, and little to no time needed in maintenance. Killing a few deer will supply enough food to run around the map a handful of times; maybe 8 hours supported play without need for food. Killing a couple dozen deer would cost so much time to prepare and store, that it would effectively prevent me from playing the game. Repairing and maintaining 2 or 3 vehicles will ensure a pretty good chance of being able to carry out my business and overcome any mishaps with minimal effort. Attempting to do this with more than 5 vehicles will cause me to spend all my playtime making sure they are where I left them, and in good order, and replacing and repairing losses. Maintaining a few specimens each, of my 5 favorite guns, and a couple hundred rounds for each, will ensure I can go off and do as I please with whatever kit I want. Trying to maintain 5 or 10 of each gun will be a never-ending task. Creating and stocking a dozen or so stashes enables me to drop off extra gear, and regear after death with minimal inconvenience. Trying to maintain too many stashes can overtake any other activities in the time available to play. This is the point of diminishing returns. For me, the point of attempting to do all these things, is to ensure the ability to carry on with whatever I was doing after a death, in the most direct manner possible. Death does not end my game, death does not end my session, death does not end my mission. Death is a geographical and material penalty for not paying enough attention or not shooting quick enough or well enough. Respawn, grab some gear from a stash, carry on with what you were doing, and try to replenish what you took from the stash; preferably not dying again before this is done. A LOT of people play in this manner. We know this, because many popular community servers are having serious issues with the loot economy, because the vast majority of the assault rifles are now in buried stashes or well-hidden barrels or tents. Apparently, the CLE now measures nominal values including stashes and base storage. With larger bases, the point of diminishing returns is dictated by other players destroying bases with maybe 5% of the time and effort required to create them. This makes it pretty much inviable. A large and determined group can maintain a large base, but the act of doing so then completely overtakes the game with defense and rebuilding. Cars work, sometimes. And even then, it takes a lot of effort to get one working. If I had to guess, I'd say it was common for people to spend more time repairing a car than they do driving it. Both of these activities are currently more trouble than they are worth to most players. Simply put, the investment in time required to use and maintain these assets, is many times the amount of quiet enjoyment a player may expect to get out of them. -
Who actually build bases and repair cars?
emuthreat replied to Evilsausage's topic in General Discussion
^^^Yup, so much this^^^ And in doing so, some are making ontological contortions to be what I would believe is contrarianism for the sake distraction. End game in an RTS is when you unlock all the units, or enough units to effectively win. Endgame in a racing game is when you unlock the best cars and upgrades. Endgame in an RPG is when you level up to near the maximum and unlock advanced abilities. Can we all just agree that endgame is a generic term that generally means achieving a level of capability and sophistication that is in the 85th to 100th percentile of capabilities based on the maximums offered by the game? You know, the point of diminishing returns... Since DayZ has persistence, and items are used to aid in survival, it is not an inductive leap to call endgame when a character has persistently stored at least 85% of the items in the game. If you are fine with stashes even if full-on basebuilding works, fine, you have nothing to add here, right? Can we please just leave it at that, for the sake of argument? This is starting to remind me of that kid on the spectrum in high school who would come up with an awkwardly worded exception to anything the teacher was trying to say; that while perhaps technically true, is a fringe case, and offers nothing but a distraction fro the discussion at hand. I think anyone who tries to and wants to use basebuilding and vehicles can agree that the problem is VERY simply stated. The ROI is vastly out of balance. Cars take hours to assemble, and often seconds to destroy. Sometimes they'll kill you just trying to get in. Desynch can ruin your day of driving in 5 seconds without warning. Bullets are also a fair bit more capable of disabling cars than would be fair, even if easily built. That's about it right? Bases similarly take a large amount of time to assemble. And a partially built base can be easily DESPAWNED in the time it takes you to drive back to the lumber mill and return with more materials. A tent can be completely ruined by a couple bullets, and will disappear at the next server restart. So at the core of things, cars and bases lack a balance of durability. Everything else is just getting in the weeds for the sake of making discussion difficult. -
Who actually build bases and repair cars?
emuthreat replied to Evilsausage's topic in General Discussion
I've stated before that basebuilding needs balance in terms of the effort required to destroy bases, in relation to the amount of effort required to build them. And I think that issue is at the heart of this thread. Nice job on referring me to a nihilistic approach as the true meaning of DayZ, rather than discussing the issues at hand. The biggest issue DayZ has, is the problem of balancing the prevalent tendency of the playerbase at large to destroy anything they see, just for the schadenfreude. Maybe some people call it sabotaging the competition, but if we are being honest, most who grief bases wouldn't waste their time building their own. The problem with basebuilding is that people are generally shitty, and would prefer destroying everything they find; and that the basebuilding mechanics overwhelmingly support this behavior. The developers are so afraid of having the appearance of impenetrable fortresses, that they have hamstrung a significant portion of the game. Please reference Wheaton's Law, and check yourself. ^^^As this above statement is a good way to invite conflict.^^^ While my criticism of your qualifications and core values not relating to the discussion was at least a relevant analysis, this is just getting antagonistic. 4/5 dentists agree, you probably were asking for it. -
Who actually build bases and repair cars?
emuthreat replied to Evilsausage's topic in General Discussion
@pilgrim* I believe I answered the question as to what is what the purpose of basebuilding is. The tangential discussion about endgame definitions is less productive as it is maybe subjective based on players' motivations. From an objective standpoint, one could define endgame as the highest degree of complexity allowed by the systems in the game. And by this definition, having a network of bases and vehicles to service their maintenance would undoubtedly be an endgame loop. The purpose of a watchtower when you log out is a much sillier question that does not merit an answer. But I'll humor you. It has the same as the purpose of a rifle, or anything else while you are logged out; something to use when you log back in. You might log back in to find your tower dismantled, just the same as you might log back in to catch a bullet in your back. In either case, neither has done you any good. What is the purpose of discussing the utility of a spatchcocking a chicken, if you are a vegan? Trolling? All indications point to yes. -
Who actually build bases and repair cars?
emuthreat replied to Evilsausage's topic in General Discussion
I'm not pissed off, but I am getting tired of your borderline trolling and wild inductive leaps. You offer no discernible firsthand knowledge of the subject, and disagree with the premise to begin with. If ever there were a place to recuse oneself, this would be it. For you to say that building and maintaining a base full of survival equipment and food stockpiles is not endgame survival behavior is simply obstinate and dishonest. There is no way around this conclusion, aside from your avoiding a large portion of the game by choice, as you constantly advocate. Basicallly, I think you talk way too much about something of which you have little to no contemporary firsthand knowledge from which to draw your opinions. YOU DON'T BUILD BASES. How would you know if they effectively serve a purpose, if you disavow that purpose in the first place? So what if a borderline illiterate complains about base rape? A big part of this game is git guud, and accepting loss and moving on. Every base will eventually be discovered and despawned, and that is no reason to not try. If you get good at it, you can set up a new base before they even have time to finish destroying the old one. Remember, what is the point of finding a base, if you won't be on 24/7 to grief it? Raiders have to work and sleep too... There are basically 3 philosophies to basebuilding. First, there is the low pop public server used for amassing a stockpile of military gear to use for public hive interdimensional extermination missions. These bases are generally large, somehwat hidden, and rely on the safety of nobody using the server except to hop military bases; they generally last a good while. These bases are viable both for individuals and groups, as being a needle in the metaphorical haystack of relatively empty servers. Second, are the scattered tents, gate-secured industrial buildings, and other reasonably secure bases that may or may not last a few weeks undisturbed on a higher pop server. These work on the eggs-in-baskets principle, in which each one is seen as disposable, as the maintaining of the network is what sustains the long term support of playstyle. This gives players motivation to keep moving around the map, and creates the opportunity to monitor other players' behavior over a larger area of the map over time. Knowing which bases get found within a certain timeframe generates useful data on where to look of other players' bases. The third option is for a large group of players to collaborate on a large permanent or semi-permanent base on a high population server. This is by far the most difficult to maintain, and requires a separate network of stashes from which to regear in the event that the base needs to be recaptured. These bases can change hands multiple times over the course of a single day, and require constant maintenance. At a certain point, knowledge of the base among the server population will force a move; in which time it is helpful to keep up the appearance of maintaining the original base for as long as possible to keep focus away from the new location. For the vast majority of the playerbase, bases provide something to do other than skulk around looking for people to kill. And for those that want a challenge greater than camping a treeline outside a POI and shooting unsuspecting passers-by, they can choose to raid a base, not knowing if anyone is inside, or if the owner will show up while they are still there. Of course none of this matters if your goal is simply to survive as long as possible and avoid interaction. Which brings me to the point of my response... Do you actually have anything of value to add to this discussion? Edit: As an addition to the utility of bases, comes the principle of mutually assured destruction. If your base keeps getting discovered and raided, you can search the surrounding areas until you find a base. Place certain guns in certain attachment configurations in your tents, and then go check the other base for the same weapons after they go missing. In the absence of notes, you can use the inventory matrix to create pixel art messages with single stack items; put an identical marker in both your base, and the discovered base. Over time, you may monitor each base for changes in inventory, and discern the playtime of the rival base owner. In a number of cases, I have actually met the owners of other bases and came to an agreement to respect each others' bases. Replacing a rifle with a full block of cooked meat is a convenient way to save yourself a run to a different region, while also showing respect to the owner of the borrowed item. Knowing other players on your server also allows for the sharing of information if your bases get raided by a third party. Under the premise of long term sustained survival of an enterprise, as opposed to an individual player life cycle, cooperation yields a net benefit. -
So is this normal? One punch death in melee.
emuthreat replied to rickyriot's topic in General Discussion
If your clothing was all ruined, you would have very little protection. That might be the issue, judging by the look of your jacket sleeves. Getting hit in the back is also a big no-no. -
Who actually build bases and repair cars?
emuthreat replied to Evilsausage's topic in General Discussion
Use barbed wire to protect your walls. At least they'll need pliers too. -
Who actually build bases and repair cars?
emuthreat replied to Evilsausage's topic in General Discussion
Base elements are used to deny other players access to certain areas of the map, and to allow yourself access to other areas of the map for strategic defense of a static location. Walls can be used to augment existing walls, by blocking the gaps. In a few choice areas, you can secure tens of thousands of square footage with multiple defensible structures with only a handful of built walls. Within these walled compounds, there are building with rooftops, many inaccessible without ladders. You know what's a safer way than a ladder to scale a building? Stairs. Kinda like the stairs they have on watchtowers. Now you no longer need to lock yourself into an animation to climb on top of a building to see or shoot outside your walls. I know you will argue in circles what is the point of doing all this, but at this point you are just being cynical and dishonest. You know the purpose, you just don't agree with it as a playstyle. Sometimes people like to form groups and find a place to hang out. Bases are good for this, as they give you a bit of an extra buffer from attacks. If you really don't understand the point of bases, go play on the village, go find the village, go defend the village; as it invariably gets attacked daily once people come to know the location. Now you might ask why, why would any person with more than two beans between his ears want to create a place for others to come and kill them? It's because some people play the game for the experiences they have between killscreens, and they like to share those with others. Some people enjoy the challenge of trying to defend an area indefinitely. And everyone enjoys the debauchery of a dozen or more players in the same place, and the chaos that ensues when bullets start flying. You may as well be asking what is the point of buses, as a moped will transport you just fine. What is the point of a bench, as a stool does the same thing for less resources. What is the point of friends, as a face drawn on a volleyball will serve the purpose as well... Your entire assessment of basebuilding is flawed, in that it is based on an autocentric value system, in which player contact is to be avoided. In short, you views on bases are unnecessary, and unhelpful, because your preference of playstyle is solitary and transient. Good day, sir.