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Everything posted by emuthreat
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About the new .60 performance comparison
emuthreat replied to Ironhuge's topic in General Discussion
I agree with Killawife. Don't give a damn about the textures or bushiness of the bushes until I stop getting those deaths from having to try three times to reload or not being able swap a weapon at the wrong time. Maybe do something about street signs that don't render until you have already hit them; that kind of stuff. -
Found a couple tents, emptied them, and filled back up with fish
emuthreat posted a topic in Gallery
Title speaks for itself. I hope that whoever finds this appreciates all my hard work. -
It will happen. It's just a matter of how long between wrecks, and if everything possible has been done to avoid wrecking. In this case, I didn't see much repairing of the wheels happening. Feel free to blame your friend for not keeping the tires in good repair; it makes a world of difference.
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Odd / Random FPS "deadzones".. does anybody else experience this?
emuthreat replied to Irish.'s topic in General Discussion
Dude, It won't play... : ( -
Right click and repair your tires from pristine up to the top of pristine every time you stop, make a jump, or touch any object; this will maintain maximum traction and PTW . Don't top out your gears, or you will lose traction; this is important when terrain types and grades chance suddenly. Speaking of terrain, try to avoid driving through fields that are inconsistent; mixes of rocky and grassy materials is a poor surface for maintaining traction, especially while attempting to steer. When in doubt, slow down; you can easily regain your speed in most cases. In cases where speed is valuable, such as when approaching hills, sacrificing a bit of speed for a lower gear will pay off; if the hill is steep enough to make you backslide, it can also trap your vehicle on trees or rocks. If you like running around at the top of fourth gear, try downshifting a few seconds before you try to steer. Once you can predict what different surfaces and speeds will behave like, the focus becomes keeping your tires in full repair, and limiting your alcohol intake.
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I'm with you on the idea that one must pick up an object, and place it back to the ground to restart the decay timer. However Hicks_206 has stated quite directly that it *is* working differently now. I still have yet to confirm this, or hear of anyone else confirm it. 8-day interaction dependent decay resets aren't the status quo.
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Odd / Random FPS "deadzones".. does anybody else experience this?
emuthreat replied to Irish.'s topic in General Discussion
I would too, if this didn't still happen. I try to check this link everyday to see if it is ready before .60 goes to exp. For all I know, they could put it out without the bugtracker working, but I kinda doubt they would want to do that; their Twitter might explode. -
I remember the specific terms of target and maximum spawn quantities for the CLE decisions on when to spawn items. If the aforementioned maximum only shuts off the spawning, but doesn't actively clean up barrels--regardless of their interaction/setup date--it seems likely that things would get out of hand. I imagine this would work much in the same way that bear traps would disappear when too many are used in a single building; the earliest one set down would disappear once a new one is deployed. That seems like a testable situation, but would require waaaayyyyyyy more effort than I want to give it. I reckon five people working on it for six hours would be able to farm Novaya Petrovka for enough tents to crash the server. Are you trying to prove that interacting inside an item's inventory will not effectively reset the decay time of the item? I understand that tents and barrels are not working as it was described that they should be. I would imagine this applies to clothing as well, though I don't know if this mechanic is even supposed to apply to clothing; the context in which it was described was in relation to persistent storage items, such as barrels. Perhaps you could run a test in which you have three of your preferred clothing test items, the first is untouched as a control group, one will have interactions within the inventory after ten minutes, and the other will be picked up and set down after five minutes. I predict that the object being picked up is the operative condition for resetting the despawn time of the item. The 8 day quote from hicks seems to be inconsistent with my shared experiences on the public hive throughout .59 stable. I have a barrel somewhere by Chernaya Polana that I labeled as being found on the 11th of march, and I remember just stuffing it in a bush for later use, so I can use that one as a test case. I'll go for a stroll later.
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Perhaps you should be using something other than generic loot for your testing? Barrels might be a relevant choice.
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That's odd. Even though I remember half a dozen posts about this in .59, the search function turns up ZERO results for "M4" when I try to search.
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Oh no, what have I done?!? Yes, it was just a joke; a tongue-in-cheek musing about the ridiculous ideas that people might come up with to make DayZ less difficult for themselves as a short-form PVP platform. You know, crap ideas; like how all video games would be so much better if all you had to do was push the start button, and presto, you win. I really hope you guys can ignore all of the whining that people do about the game being too difficult or complex. I want to have to collect the correct number of spark/glow plugs, distributor wires, and even individual lug nuts. If people want less, I hear that cup-and-ball is still a thrilling challenge for those who crave simplicity. P.S. How's things coming along with those .60 blockers? I got so bored the other day, that I decided to fill a barrel and two civilian tents that I had found, with fresh carp, to replace all their stuff that I had pilfered. I'll try to put together the documentation shortly : )
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Gotta be careful about that penalty idea. I remember my first couple hours of DayZ; there was a lot of trial-and-error that I would have been steeply penalized for under such a system. I think I spent attempts 3-7 trying (and failing) to go toe-to-toe with the first infected I saw. I didn't even know to turn off post processing until I was over 300 hours into the game. I actually thought it was cool playing a game where taking a few hits made it almost impossible to see where you were going, or what items were around. That's how I accidentally drank disinfectant for the first time. In my lack of experience and with blurry vision, I forgot that I had a bottle in my hands, and saw what I thought looked like a drinking fountain in the Sverograd hospital; when I saw that "drink" option pop up on my scroll wheel, I thought I was saved. I could not have been more wrong... With a short death cycle penalty, the incredibly steep learning curve will become vertical. This would likely turn-off a large number of first-time players, and fill up the forums with trash-posts. Maybe exempt players from the penalty until they have logged 100 hours, or had a character survive for more than 20 in-game hours. Exploiters will go through many new accounts to keep cheesing the spawn system.
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This thread is the worst idea I've seen regarding DayZ. And I've seen this idea come-up a lot. Go to any high-pop server and spend a half hour glassing Nizhnoye. All you will see is a dozen people choking themselves to death with bandages. Most people have learned to *exploit broken game mechanics instead of actually playing the game* so well that I can't even get a shot off before they kill themselves. At least in older patches it was possible for people to camp the cranes of Svetlojarsk and troll the people trying to jump to their deaths; I've heard that it is pretty entertaining breaking the legs of people who are just trying to suicide until they get the "right" spawn. Pilgrim pretty-much covered it with his snarky hyperbole. I have an intermediate solution that might not seem quite so cheap as being able to choose one's own spawn: The bus stops should all be converted into fast-travel nodes. That way people can get wherever they want to be instantly, without having to expend any food or water (I don't know why that bullshit is even in the game, NOBODY likes it anyway). You will, sadly, still have to find and use the bus stations in order for fast-travel to work. I know, it's still A LOT of unnecessary effort to actually have to move yourself manually to a bus station, and then move again to a good sniping post, once you have gotten to the desired area; but we have to leave it that way so that the rabid fanboys won't riot. I also want Call of Duty to change it so that I can use two primary weapons simultaneously, and carry all of the weapons at the same time. I NEED to be able to shoot a shotgun and a rocket launcher instantaneously with the pressing of a single button. Anything short of this just makes the game too much work to actually be any fun. Deyz should alos need to, for my ultimate DayZ enjoyment, makes for us all a superweaponz that when I pushes the button, it will to be killing everything that within a 5km radial of the coast. that way I can make it so people will soonly choosing to pick to have there spawning ate the airfield, so I can shootz them all up their, bacause that's where I want the people to be so i can shoot them more faster. F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8F8 F4
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Google image searched that pic. Thanks for the humorous history reads on "Bendigo." Keepin' it on topic: The burlap sacks can be used making for burlap strips, improvised courier bag, improvised backpack, or be put over head of prisoner; they cannot be used as a sack. I hope this revealed fix for use in hands can include some more realistic utility for burlap sacks.
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That's funny. I was just with a buddy in Elektro yesterday, who was sniping with the CR-527 in the single-shot mode. I don't think he would have used a magazine if one were even available. While it won't put someone down immediately on the first shot, more than a couple of them bled-out and dropped within seconds. It seems easy enough to use effectively at 300 meters, but you want to have good escape routes and decent cover. IIRC, ballistics are entirely dependent on the cartridge, so it should work very similarly to the SKS.
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Did you hear a "Bwommmp" sound, which signifies a crash-to-desktop? (CTD) Also, if you haven't already, report your post to get it moved. It's right at the top, next to the time you posted it.
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Cable modem. Modulator/Demodulator. Still a thing. Will be for a while... @OP: run speedtest. Also, ask a moderator to move this to troubleshooting for quicker results. (you can do this by reporting your own post)
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Go find a fox. Chase it until the path-finding Gods give you a geometry trap. Force-feed the fox a can of sardines, then gently kill it with an improvised *knoife*, and repent. If your hunter's spirit is pure, the fox spirit will restore proper use of your barrel once you make organic lime and tan the sacrificed fox's pelt.
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Sounds like you two "dear sweet" adversaries should kiss and make-up already.
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I blame Obama. He's obviously conspiring with El Nino to give us all Zika Virus, so that Trump's tiny hands will be capable of grasping our children's noggins with the utmost ease. I'm afraid that not even the 54th parallel can protect you anymore.
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@Bukaw Who, besides you, was actually proposing that SVDs be made to be more rare? I don't think that items in player-controlled storage such as tents and barrels are counted towards the server's loot economy; and I have never heard anything that would suggest that this is an arrangement that the CLE tweaks are intended to change. Everything except for persistent storage containers are considered to be not in play, as far as CLE spawn targets are concerned. The reason that there is an 'in-play' count, and related spawn restriction limit for tents and barrels on each server, is because an infinite number of these will severely impact server performance. This seems like a non-issue to me. If I want to hoover up half the tents and barrels on a server, and stuff them with grenades, boar pelts, and rare firearms, this will not affect the ability of anyone to find those things as they continue to spawn; though tents and barrels will spawn less frequently, proportional to the number deployed on the server. As you may already know on private servers, if there is a lack of freshly spawning storage containers, you will have to either grid the map for the ones that other players have taken and deployed, or simply do without. If that becomes inordinately difficult, then it signals that some balancing is in order; which can be done on the fly, by adjusting the CLE requirements for the maximum and target numbers of each item to be spawned. I don't know of anything from this recent argument, that really warrants any concern or strife.
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^YUP^ Good time to get IRL shtuff going while waiting for patch. Time to start planting. I got bit by a mosquito the other day; now I'm hoping for a week or two of sunny and warm weather so I can get stuff prepped or planted, and then another good freeze at the start of April to knock them back down for a few weeks.
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I'll do a dedicated test with the barrel featured in the screenshot; moved to a sufficiently exotic place. I don't have the resources to post a security camera on it, but I can hide it well enough to put the margin of error into the 1.0 x 10-3 territory. i am nearly prepared to start my foray into streaming. So just to be clear, the challenge is for me to document a barrel not getting hoovered-up by CLE after 8 days of inactivity? By what means might I verifiably prove this experience?
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We have tons of crap scattered around this server, and don't usually have time to get to everything each week. As far as I know, the 45-day rule is the gold standard for persistent storage CLEanup. I have a camp with dozens of protector cases and ammo boxes full of grenades and ammo, and I rarely touch the full ones; they are ALL still there.
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I have at least three barrels in one of my camps that I haven't touched for 10 days. They are still there. I'm under the impression that barrels and tents are working in .59, on the 45-day reset rule. I can go and check later today, to see if I still have control of a barrel that I placed with two longhorns, and haven't touched since the third of march. I am 95% certain that the 8-day refresh that you described is not working properly on my home server: << = THE HELPY HELPERS: FOR MERCY OR MAYHEM >> 208.167.250.211:2302 Edit: Confirmed ^100%^ Certainty: Barrel was left untouched for 14+ days, and is still on the server.