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Everything posted by emuthreat
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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. -
So is this normal? One punch death in melee.
emuthreat replied to rickyriot's topic in General Discussion
This is the problem right here. Do not let their first hit land undefended. You are much better raising your weapon and holding "S," or whatever your movement backwards key assignment is, so you can block the attack rather than risk soaking it all up with your chin. Think about it, If some crazy guy decides to bum-rush you for lookin' at him wrong, are you gonna risk taking the full force of a running haymaker in hopes of your counterattack being successful, or are you gonna dodge that shit and try to take him down after he misses his first swing? I always try to dodge the first swing, and then start my attack. Same thing when you are already fighting one, and another aggros on you; disengage the first one so the second one can't get a full force cheap shot on your backside. Granted, I don't seem to get knocked out from behind as easily, but if that first blow lands, it reduces the number of total hits you can take by a fair margin. It's an unnecessary and unacceptable risk to let that first running aggro hit land. -
Who actually build bases and repair cars?
emuthreat replied to Evilsausage's topic in General Discussion
What is the average and peak population on your home server? -
Any update on Notes returning?
emuthreat replied to Weyland Yutani (DayZ)'s topic in General Discussion
And now we finally know the developers have decided that notes are not a priority at this time... For the time being, you will have to settle for pixel art penises in his tent inventory, made of single stack .380 rounds or other generally useless items. Or if you are feeling very enterprising, grow some pumpkins and tomatoes and try your hand at 2d and 3d phallic installations of scattered or stacked produce. Please report your progress back to this thread for our amusement. -
The DayZ Steam store description is a straight lie
emuthreat replied to IReadTheAgreement's topic in General Discussion
I think the steam store description is leaning towards the intended features of the complete product. It was folly to call it 1.0 as early as they did in the state things are in, but I still wouldn't call it lies. Maybe projections is more appropriate. Having been around as long as you have @IReadTheAgreement, I find it odd that you complain about this now. -
If this was a global issue, I'm sure we'd all be hearing about it more. Verify game files, reinstall game, check drivers, Verify health of your HDD or SSD, reinstall OS. If you try each of these one at a time, in order, you should be reasonably sure the problem isn't on your end. If crystal disk info gives you a reallocated sectors warning, you should strongly consider replacing that drive ASAP. I know it kinda sucks to do, but I pretty much found that I should to reinstall windows yearly, or I start having problems eventually. CBA to keep on top things with too high a degree of technical adeptness, so that is my safe side workaround that works for me. I keep OS and apps on my system SSD, and use an older platter to store disposable media like screenshots and recordings. It keeps things simple and easy enough to maintain this way; just don't forget to reassign the proper drives and folders after reinstalling. I had a few Mushkin Enhanced burn out on me in the same month after a couple of years, so I would stay away from that price point brand; but in that time, even the Samsungs have gone down to pretty cheap for a modest system drive. I got one of these most recently, and they are cheap enough to maybe buy one every year or two and keep reinstalling your OS on a brand new one before anything janky happens. It might be a bit overkill from some peoples' perspective, but it will definitely make sure you don't have very many storage issue surprises. I highly recommend keeping an SSD preloaded with a brand new copy of your OS and all your apps; you can power down and swap out to a basically brand new PC in under 10 minutes in this manner. I haven't had any issues with reusing the same product key on the same machine, as long as the system drive isn't used on any other connected device. Good luck. In the course of answering your post, I discovered that my media platter is starting to show its age after 8 years. So roundabout thanks for the heads-up. Gonna shop for a bigger hybrid drive to replace it, and continue to use the old one to dump my game recordings and screenshots onto until it dies.
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Make sure your radio is in pristine condition, as well as the battery. This should do as much as possible to fix static on your end. Handhelds are generally ineffective at more than 1km, so you'd only be able to hear people transmitting on the pack radios. So if you really want to test things out, try setting up someplace safe but central to POI, and listen for a half hour or so. If you are lucky enough to meet a friendly, you can sit with the pack radio on and have them beeline along a known path to test the broadcast falloff range. Last time I tested, maybe mid December, I had terrible static between a pack on my end from a player less than 300 meters away; both our setups were top condition. Hope this helps.
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Wolf and Zeds in Building while doors are closed
emuthreat replied to No One With That Name's topic in General Discussion
Is there any reason you started a new thread instead of posting this under the one you previously started to discuss this same issue? If not, I'd recommend you flag your own post and request it be merged. Additionally, you can set up your PC to record to your hard drive from a hotkey using this program, and here is a basic tutorial on setting up. You can also set up a Twitch account, and configure OBS to stream to there; the advantage being that your streams are saved on their storage, are automatically assigned easily shareable URLs, and you can easily trim your clips with the highlight function; this will reduce your capture to post time to less than 5 minutes, including the time it takes to trim your highlights down to only the relevant content. Hope this helps in the future. I can only imagine how awkward and time consuming it was to get that footage from your cell phone to the forum. Enjoy. And don't hesitate to ask if you need any help getting set up to record.😁 -
DayZ's attempts at making true-to-life ballistics behavior is exemplary of this genre they have pioneered; along with the myriad other features that tend towards an authentic/realistic feeling simulation, rather than the dozen other games that do things with a much more surface-level feel. The ballistics add value to the game in the form of a skill to be learned and the requirement that players pay attention to where they are, what they are shooting at, and the distance to and rate of lateral travel of their target in relation to the simulated time to target of the round being fired. This is a good thing. It adds depth to the game and makes it feel all the better when you have mastered this aspect of the game. Furthermore, it creates the possibility of a very valuable endgame item. They have added a night vision scope, which is nice (or not so nice, depending on which side of the lens you are standing). So why not make the ballistics true to life to the best of their ability, or Gews' suggestions... And then add a class of integrated ballistic calculator scopes. Hell, go nuts and make a rangefinding reflex sight with either a range indicator for self-correction, or the ability to calibrate to your muzzle velocity for a floating correction bar. Both of these things would easily double the value of any sniper rifle, increase the versatility of ARs, and make SMGs more viable for ranges at which most people would normally avoid using them. The way this game handles ballistics creates the opportunity for really cool and useful things like this. Why waste that opportunity?
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Might wanna just stick to kicking that bubblegum. Chewing ass doesn't look good on your frame...
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Does admin have an option to NOT respawn items for certain time?
emuthreat replied to kevo1414's topic in General Discussion
Better have an airtight whitelist ready to go before you start. One player could essentially ruin the entire server within a week. You would also have to consider natural attrition from zombie and wolf damage to inventories, complete loss of inventories upon death, damage due to firefights, as well as persistence decay of spawned items and the despawn of discarded items upon trading up weapons and inventory management. It would probably take weeks of trial and error to find all the values you would need to adjust, and even more weeks to test the ratios. In any case, if you set persistence of spawned items to infinite and persistence of dropped items to 30 days, you'd probably need to reset the server every two or three months at the most. My bet, is that you'd have no vehicles left after two weeks under the best circumstances, and a serious lack of common items after 6 weeks. -
I quit playing late last year because there was no more enjoyment from the game. Persistence issues made any attempt at meaningful long-term play a sisyphean exercise in self-flagellation. Pair that with the unfortunate circumstances of 80% of my deaths in 1.0 sessions having been from getting stuck in the hinges of doors and being beaten through the walls by zombies, and it was just the last straw. I once died fully geared at the western roadblock gas station to only two zombies. I had beaten down more than a dozen along the wrecked vehicles and through the tents using my trusty glowstick and taking practically no damage; circled back to the gas station and tried to beat one more down inside the tin shed by the big white fuel tanks. Another heard the kerfuffle and I tried to close the door before he got there. At this point, I don't know what happened, because my glowstick clipped into something and I couldn't do anything but punch blindly from a presumably locked position with no indication of a door prompt, leaving me helpless and in darkness as I got beaten to death over an extremely frustrating period of nearly ten seconds. Only at the instant before the killscreen, did I see my glowsick clip back out of the geometry and fall from my cold dead hands. Numerous times things have gone similarly to this. Catch aggro from a distance at dawn, while double carrying right after a Tisy run; decide to play things "safe" and sprint to the nearest house with 3 aggro in tow, taking a couple hits along the way; open the door and rush inside, closing it behind me; drop the gun and pull out my axe, only to realize that I am bound to the wall at the hinges to the door; cycle the door state two or three times while getting hit through the walls by three zeds outside; finally free, I swing to knock back the closest before trying to close the door again; drop dead from the unreasonable amount of damage dealt through the wall while I was helplessly bound into the map geometry. Not cool, man, not cool at all... And regarding persistence and server performance: Is there any chance that these issues may be relieved by increasing the hardware allocation of each server instance? Are there some constraints that would prevent this from being possible? Has it already been done since .59, or ever in the history of SA development? Forgive me for seemingly stating the obvious, but how else is the game going to run any better than is does now; with only two kinds of vehicles, constantly abating persistence, and roughly half of the content apparently missing?
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Use a Torch or Run Around in the Dark
emuthreat replied to Badlywrapdkebab's topic in General Discussion
I'm not back until persistence is fixed, and doors no longer trap players when opened and closed quickly. @eno -
Use a Torch or Run Around in the Dark
emuthreat replied to Badlywrapdkebab's topic in General Discussion
Well, I quit playing a few weeks ago, because I got tired of dying nearly exclusively from getting stuck in door hinges while fleeing zombies... But before that, I would very commonly use glowsticks to loot, as they can only be seen from a short distance away; </=50m IRRC. In this manner, if someone was close enough to see your glow, you would have a good chance to hear their steps, or at least any aggro they caused. In any case, keeping it hotkeyed, allows you to "go dark" in an instant. If it was a clear night, I would almost exclusively run in the dark with my eyes on the sky for navigation, with some exceptions in steep or rocky areas. The standard flashlight was another favorite, both for the quality of light and immediate control over shutting it off, and the fair amount of punch it packs against infected. I would only use flares when traveling alone through dense woods during the darkest part of night, when I had no intentions of stopping. And occasionally I would use a flare to help with meeting up with a friend; we would then abandon the flare for safety, as two players generally travel slower than just one. Think about the term flare, and what it means, what they are traditionally used for, and you will understand the best use of them in DayZ. Next time someone tries to kill you at night, and you escape to a safe distance and break contact, try using your flare as bait and see how it works out. Better than 50/50, like a moth to a flame... -
Recorded transcript of BI DayZ dev team 1.0 pre-release meeting leaked...
emuthreat replied to eno's topic in General Discussion
That bleeding bug got me, and I even knew about it and was prepared.... -
It should take a ridiculous amount of materials and R&D time to make a 3d printer for you base capable of replicating your body in a matter of seconds. I imagine this would be hard to balance.
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Bodies disappear in 10 minutes or less without any players around to prevent cleanup. Rifles that are in hands will drop and persist for some time longer. I haven't tested in in .63/1.0, but watery graves were indeed unlootable. Found multiple bodies on the seabed near prison island.
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Greetings Survivors. Have you ever wanted a place to call home? Somewhere you can come and take a load off; maybe sit around a fire and cook up some steaks with other survivors and share stories; trade gear; and meet new friends to go on adventures with? The Village may be just the place you have been looking for. We maintain a friendly presence on an interaction-encouraged 1pp private server founded by Barely Infected, and hosted by Spaggie. Here you will find a diverse community of like-minded players who value interaction, as well as a constant stream of random players doing whatever the hell they feel like; just to keep thing interesting. There is no whitelist, no passwords, and no rules of engagement. The only ask, and this might be a big one for many of us, is that you do not use 3rd party voice communication while in the server. This is to ensure a rich and realistic experience for everyone on the server. No telepathic ninja death squads. No cowardly observers hiding in the apartment next door and directing fire without any discernible noise from your perspective. No running up on a barracks full of hostiles chatting in discord without any sign until after it is too late. If people are in the server and speaking near you, you will hear them as you naturally should. It is an unorthodox standard for an online game, but it creates a richness of atmosphere unparalleled in my experience in DayZ. This is not an RP server, although there is most definitely potential for all sorts of interesting interactions with folks of various motivations and potential. There are also players just looking for easy kills, which makes each survived nospeak hostile encounter feel all the more accomplished. And then there is the other matter to attend to: The Village itself. Yes, we play on a private sever open to the public, in which we do our best to maintain a physical base open to all visitors. You might be asking yourself, "is this even possible" right now. And the answer is yes, but just Barely. (see what I did there) The Village is built, defended, and maintained by a group of volunteers, who dedicate their gaming time to greeting, looting, shooting, leading, looting, building, shooting, greeting, leading, feeding, shooting, looting, and rebuilding (dying and starting over at random intervals throughout, of course) If you think you have the skills and time to contribute towards a goal that is greater than the sum total of its parts, I implore you to come say hello. Hop on, find us, show up and help out. Every contribution is valuable. From looter-stashers to expert defenders, all play styles are valued and welcome; hunting, cooking, building, vehicle specialists, player contact interactionists, and all things in between! Log on, stop by, say hello and see if you like the atmosphere. No pressure, no worries; except from the bandits--always.... Stay if you like, go if you need. Commit to helping build and maintain the one of the best things I've ever seen in DayZ. It's not for the faint of heart, although lightheartedness is always welcome and appreciated. See you at The V. Server IP: 185.16.86.48:2402 Find us on Discord https://discord.gg/ So here is the big ask... Do you have what it takes?
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Yes, we have a Village looking quite nice right now. Who knows how long that will last, but we just rebuild again.
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No one was discussing geometry either, yet here we stand. I prefer ancillary...
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When you die, you must go back to the main menu and cycle through the characters you have already created, and choose one, then join by hitting play, or using the server browser. I pretty much have one look that I go for, and i can always just click on the arrows to choose character, and get the one in my selected spawning clothing. it is a bit of a drag that you don't keep the same look after death when just staying in the server and hit respawn. But on busy private servers, this actually gives others a chance to get through the queue, so not all bad from an altruistic perspective.
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So, I've read a lot of conflicting accounts of how and whether or nor persistence is working currently. Some servers are using backups, some not. People report their bases are fine, while others seem plagued by wipes. One very significant thing I became aware of, was that ruined tents will now despawn at the next regularly scheduled restart. I noticed this by coming back to base just minutes after leaving, and hearing a gunshot back home. I came back to find my friend dead, and a stranger looting the tent. I shot the stranger, and put two more in him for good measure. By the time I was done looting my friend's body, the server restarted (crashed, 3 hrs 52 minutes after regular restart...), taking away the bandit's body, as well as the tent he was in when i shot him. So my question is this: How TF are we supposed to test persistence when 3 bullets will ruin a tent to the point that it despawns? Is it even possible for most players to make this connection during casual play? Will overfire from killing wolves or zombies ruin and despawn tents without most players ever connecting the two? Please remove all ballistic and melee damage from interacting with tents, barrels, and other base elements until we are all sure that persistence is working properly. And if it somehow is already known to be working properly, for the love of all that is good, increase the amount of damage needed to ruin these things by at least an order of magnitude. This is utterly uncalled-for.
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Not entirely correct. There still are persistence errors that delete barrels and fences which have not been damaged at all. It is just that the ruined item cleanup may be giving quite a lot of false positives; and besides that, it is waaaaaayyyyyy unbalanced for normal play in the first place. They could safely turn off the damage states entirely for tents and barrels, for at least a month, to help clear up which cases of disappeared items are actually from persistence issues. I know it's the holidays and all, but nobody here asked them to release an unbalanced, buggy mess of persistence failures in December, and call it 1.0. In fact, I can remember many people screaming at them to please not do this. Yet here we are. Tents should not be ruined to the point of CLEanup by 3 measly bullets, and they should be able to adjust this value with little effort. It's. Literally. The. Least. They. Could. Do...
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This is absolutely what happened to the tent. I fired no less than 3 and no more than 5 shots into a tent, climbed down and confirmed the kill, looted my buddy's body, then the server crashed and the tent was cleaned up by persistence functions; presumably to having been ruined. This same tent, and one other, I witnessed and interacted with before and after the previous scheduled restart. The only thing that changed, is that I killed a bandit from an elevated position with my M4, who was inside the tent that despawned after the nearly immediate server crash. There is plenty of anecdotal evidence that this is happening in many cases, but barring a real test of lining up 6 pristine tents and shooting every other one just a minute before scheduled restart and confirming that only the fired upon tents remain, it is still a bit uncertain. What I do know, is that less than 50 rounds of small arms fire should not ruin a tent to the point of being cleaned up by CLE, and that until these values are adjusted, we will continue to get false positives of errant persistence behavior. The devs should be able to access these values in their documentation and confirm this with much greater ease than an average player wasting time in live servers trying to confirm it with so many other confounding factors in play.
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I have died more times from one bug than from all other causes combined. That bug is door hinges and walls trapping me while I am melee fighting zombies. Just try running from two zombies and opening a door and making a short loop, then enter and close the door behind you. 60% of the time, you will get stuck in the hinges, while the zombies beat you to death through the wall in a matter of 6 seconds. I would also hope they give some attention to the insane differential of balance between collecting and building versus dismantling and ruining base elements. Easily the game favors despawning and demolishing over collecting and building by a 10:1 ratio, if not more. I mean, it's good, but it's not 1.0 good....