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emuthreat

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Everything posted by emuthreat

  1. emuthreat

    Persistence wipe?

    Get back to me in a couple weeks with your results. Anything short of packing the tent or picking up a barrel will not reset the timer. I had just stopped a base from disappearing halfway through its 45 day cleanup timer last week. Made a thread about that, its called "CLEanup." This was something different, likely a server issue, from what I've been able to gather. I've been testing persistence every patch since .51. At least back then, you knew that once a week, you'd lose everything that you couldn't hold on your personal inventory. The were simpler times--times my granddad would tell me about, over a pack of Pepperidge Farms cookies.
  2. emuthreat

    Persistence wipe?

    So you are thinking it may have been a server issue? I started the topic to see if anyone else has had a similar problem recently. Admins say that something relating to logs had changed recently. Really, I just can't stand the idea of playing the game in any meaningful manner without persistence working; it would just be like a really crappy, slightly larger, battlefield mod; and I don't even play the Battlefield games.
  3. emuthreat

    [Opinion] The Value of Base Building?

    Well since you asked so nicely... Using a second account as a means to store valuable items on an offline character. Now I don't claim to be any authority on what is the definition an exploit, but using a second account to store your gear, rather than keeping it in physical storage where it may be vulnerable to loss, seems to meet my common-sense understanding of an exploit. Little tip for the future, regarding the specific nature of the way you tried to insult me: Only children think it is some kind of pwnage to call someone a virgin; once you get wet a good few times, it loses much of that pre-adolescent veneration and wonderment. Maybe next time keep your criticism linked to reality, or more preferably, the content of my posts. Also, sorry about that whole stepdad thing; you can tell your pops I'm not interested, but thanks for the offer. Now if you would be so kind as to let the base building discussion be about base building, rather than the merits of exploiting a second account to circumvent the need for a base...
  4. emuthreat

    DayZ Atmosphere

    If you have driven any of the vehicles currently in SA, that experience should temper your expectations for bicycles. I'm not saying it won't happen, but I expect a lot of hilarious and frustrating things to happen with them for at least a few months. If bicycle crashes cause any damage, there's a good chance that ignoring them would be the safest route.
  5. emuthreat

    Animal spawn/Hunters map

    Just use an Izurvive map linked to a group login, and only mark the hunting locations. You can drop dozens of pins, given that they all have different name tags.
  6. emuthreat

    [Opinion] The Value of Base Building?

    You might notice how I only said things about you that I had evidence to support; from your own words. Where do you get your information regarding my living arrangements? We are in entirely different leagues, my friend. Maybe I was a bit severe in calling you a cheater. You are just a garden-variety, exploiting, ignoramus; my mistake. Feel better now? If you wish to exchange insults and baseless speculation as to the whisker coverage of my neck, or the elevation of my computer, relative to the ground, please use PMs so as not to further clutter this topic. Thanks, Your Future Stepdad.
  7. emuthreat

    Where is 0.60?

    I wonder if the delay in releasing .60 to experimental has something to do with the feedback tracker being down for maintenance; presumably so they can update it in the same manner as they did with these forums.
  8. emuthreat

    HELP! STUCK IN ROCK!

    Hey now. I haven't even claimed to know the location of EVERY car. But I'll happily take credit for crashing half of them :P
  9. emuthreat

    [Opinion] The Value of Base Building?

    I was fine with a tree clump full of barrles on .58. I'm mostly okay with a half-dozen tents on .59, aside from their getting cleaned up by CLE. I don't think basebuilding is going to really be taking any steps backwards in the future, but you can feel free mod yourself back to the stone age if you wish.
  10. emuthreat

    M4 and AK101

    I'm not sure that AK-101 mags will work in an AUG. I've never tried it.
  11. emuthreat

    HELP! STUCK IN ROCK!

    If it is on public hive, give me the coordinates, and I'll go drop a couple grenades on him in about an hour.
  12. emuthreat

    [Opinion] The Value of Base Building?

    I have found and raided many bases in that exact location, (053,040). It is not a good, or clever, place to put a base. I can think of 4 better places, within the same ~800m radius from the airfield--places not readily visible from a road and a well. Not good enough to play game. Buys a second copy as an offline loot locker. Comes onto forums acting like something he say carries any weight at all, after outing himself as a cheater. Priceless.
  13. emuthreat

    M4 and AK101

    Absolutely sure they aren't spawning. I haven't even seen an AK 101 from any dupers. I have seen a couple M4s though. All those mags are good for, is emptying out the stack of 5.56.
  14. 2 days is nothing considering all of the time and effort needed to get large-scale testing of vehicles and storage persistence facilitated. If they put in base persistence with the 7-day rule, and don't leave it up for at least 7 days, I just won't know what to think about that. The result of the last experimental cycle was that we still continued trying to cause vehicle bugs for about a month into stable. I think that the first 'stable' iteration of .60 needs at least a week of solid uptime to allow for the proper concentrations of persistent items that would start causing problems. I know a number of people were going for vehicles last time, but I still never saw nearly enough people to believe that the majority weren't just doing the same coastal PvP recycling on the coast. Experimental 60/60 servers weren't full of people testing the new items and mechanics, it was mostly the PvP-centric crowd who got bored with stable and decided to go kill anyone dumb enough to try testing stuff out near the coast. I remember the radio massacres of the first day of .59 exp.; first time I ever got KOS'd in Dubrovka.
  15. emuthreat

    Player stats shouldn't show players killed

    I see what you did there... let me just rustle up a few hundred screenshots with no people in them=burden of proof satisfied. L-O-L
  16. emuthreat

    Tent City

    It is hit-or-miss in my experience. I'll often run through there on western spawns, and never see anyone; but I also go there for PvP and rarely have to check more than two servers to find some action. I used to like to run through there before work in the summer, on known-duration loot runs. One morning, I was looting about and saw another hapless survivor stop and fiddle with his inventory in one of the Hesco pillboxes with netting, while standing up; so I took the headshot and filled up my remaining inventory slots without having to look through the other half of the base. The next time after that, I looted south to north through about 3/4 of the base, before hearing those ominous grassy footsteps outside the tent, and getting carefully shot through the window as I turned to see the attacker. It was apparently skilled player who must have seen me systematically loot the base, and then crept down to wait for me in a well-covered nook. I covered the base for a couple minutes before moving in, and he must have done the same. If anybody has any insights on the cost-benefit analysis of scouting the base beforehand vs. running through; and making a slow creep through the base while constantly surveying the area vs. madly rushing along the lines of tents in the most efficient path possible; I would be interested to hear about those experiences.
  17. emuthreat

    Kicking from Vilayer server IS ALLOWED.

    Honest murderers; meaning players who use a single name consistently. I'm looking at you, War Reporter.
  18. emuthreat

    What do you look for in a server?

    Like sneaky said... I suggest you do a search of the 1PP topics; you should pretty easily get a few names of players that you could actively market the server to through PMs. I'll be willing to set up camp on there once .60 goes stable in a few weeks.
  19. emuthreat

    [Opinion] The Value of Base Building?

    I would say that the value of base building is directly proportional to the proper function of the persistence mechanics. For instance, I recently lost about half of my bases to the 45 day tent and barrel cleanup this patch. While I knew about the cleanup process, I was mistakenly under the impression that "directly interacting" with the items would reset their cleanup timers. In this case "direct interaction" meant completely emptying out and resetting each tent and barrel. I was under the impression that it merely meant moving any item in that container's inventory matrix. So with regards to future plans for a certain area to be somehow considered a base, and all storage containers within to be recognized as being 'the base' and being subject to the same 7 day latency period before cleanup occurs, I foresee many errors. Is there a certain item that will be the essence of a base, like an artifact that magically protects all items nearby from being cleaned up by CLE? Is there a minimum number of tents or barrels that one would have to assemble in one place within a week, to establish that camp as a persistent base? What, exactly, must one do to maintain the persistence of their base(s)? Firstly, by what means will the game decide what a base is? Will this concept be communicated clearly to the players, or will we be learning what it means to be a 'base' the hard way? Will any one player be allowed to establish more than one base; and what complications will be caused by sharing bases? If a base is established by setting up a tent or barrel in an area, will that area have a limited radius; meaning that if you set up a few car tents as the core of the base, but then set up a few military tents a hundred feet away, that some of those military tents may accidentally fall outside this radius of "baseness" and disappear after 7 days? If I set up a main base in a pretty secure location, but then go to establish a satellite base to which I plan to move some of the hoarded gear for easier access from the coast, will the establishment of the new base revoke the quality of "baseness" that was previously held by the main base, thus causing the despawn of the main base after 7 days? What makes 7 days the right amount of time to despawn a base? If I were to take work as a wildland firefighter--and then have two weeks at a time on the job, and a few days off in between--should I not play DayZ because all of my progress will be lost after the first week in which I cannot interact with my bases? Family emergencies, severe weather conditions, hardware failures, and any number of other regularly occurring conditions over which the player has no control, will result in the loss of all persistent progress. This would obviously be an undesirable situation for most players, though it would mostly affect lone players; this would likely cause disproportionate loss to the newer players. I'm super stoked to see the newer base building elements com into play, but I am certain that there will be massive issues at first; as there has been with each new iteration of persistence, and persistent objects. Hopefully we will see that survivalist scrum happen at some point, and many of these base building and persistence issues can be better explored. Edit: @Funkmaster Rick, tents are only visible from less than 300 meters away. Proper base location for me has always meant terrain, and proximity to areas of interest or common travel routes, with foliage as a last consideration. I have stashed barrels in bushes all around the airfield on a mid-pop server on .58, and lost them to cleanup before I ever once noticed something missing. Larger bases will definitely need to be secure to a certain point--I'm thinking one guy with an ax, pitchfork, and shovel, should be able to take out a concertainer in a couple of minutes; though alone, he may have to abandon those three tools to make room to carry away the goods. And yeah, foliage needs to be constant server-wide. This may require another layer of server labeling, so I'm not sure how well this problem can be addressed. I can't remember which one it is right now, but AA or Alpha-To makes a huge difference; like the difference between "you'd have to tab-open to see it', and 200 meter visibility.
  20. emuthreat

    Player stats shouldn't show players killed

    Nice catch; I never even considered the boosting possibilities until you mentioned it. I suppose that will help with some new 'emergent' behaviors.
  21. emuthreat

    Why are all vehicles 100% broken?

    Awesome. Thanks. Next time I'll try unplugging and plugging it back in. F8
  22. emuthreat

    Why are all vehicles 100% broken?

    Not sure how to embed video right now, but I put up a video of how to collect a new car the lazy way.
  23. emuthreat

    Why are all vehicles 100% broken?

    Bullshit! I have owned around two-dozen different vehicles on my home server since stable hit. Whenever one starts driving very poorly, or is stuck beyond recovery, I just pull off the tires and battery, dump a shitload of bullets into it until the chassis looks destroyed, and go grab another working vehicle that I own, and look for the respawn after a restart. It's really not that big of a deal if you put in the time. Now, if you like hopping around Elektro on whichever server has the most people on it at the time, OF COURSE you aren't going to have much access to vehicles. They are persistent, and stay on a server, so you have to get invested. My first solo hatchback assembly took me three hours of searching Elektro for parts, and tediously running the tires up to Pusta. After using that to scout for sedans, It took me only about an hour to loot a few towns, and drive the wheels to the new car. Now that I have a half-dozen or so working vehicles on my server, I do what I want, when I want. Flipped a sedan heli-hunting? No problem, I'll just run a few minutes and grab the next nearest parked car that I can remember, and come back for the sedan after a restart. Get the idea? You actually have to invest significant amounts of time for the luxury of traveling quickly; and if you suck at driving, the cost of constantly repairing the vehicles outweighs the benefits. Git GUUD.
  24. I might, begrudgingly be forced to swithc back to the ole UI to get that 1/2 second advantage on spamming join. (Yes, I, just as everyone else, will spam join when all of my friends are in a full server) On .59 experimental, they were pushing patches way too fast for us to really duplicate any of the bad things that happened when multiple vehicles got together. Very resource-intensive additions were almost impossible to test for bugs, because as soon as we had a couple vehicles working, a new patch and persistence wipe made us start all over again. I'm not even sure if they know about the problems with a certain class of items. The ones that are persistent, but not used directly for storage. Hoping a .60 exp patch stays live long enough for us to cause some significant problems in a place where they are actually looking.
  25. emuthreat

    CLEanup

    That was mentioned, but not necessarily "described" in the Sept 15 status report. The specific terminology used was: Items have a 30 minute lifetime which can be refreshed by picking up the item, or directly interacting with it. Base Objects (Tents, Ammo Canisters, Protector Cases, Barrels, Vehicles) have a 45 day lifetime. This will eventually move to 7 days once systems are in place for intuitive lifetime refresh Backpacks (not including the improvised and crafted types) have a lifetime of 4 hours Crafted backpacks have a lifetime of 1 hour Don't worry, I'm sure I will find plenty of problems with the new Intuitive Lifetime Refresh system, once that is implemented. For instance, will a single barrel or tent count as a camp, or will it just despawn as soon as you walk far enough away from it? Are these types of things going to be specifically communicated in the relevant status report, or are they going to focus more on promotional materials (gameplay from the previous patch) as the latest trend has been? Personally, I would prefer the Status Reports to contain useful information for testing/playing each new game version, rather than more videos of streamers; that I could easily find in 5 other places should I decide that I wanted to look for that type of thing.
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