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emuthreat

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Everything posted by emuthreat

  1. emuthreat

    So I Found An Offroad...

    WHY DID YOU NOT KILL THOSE SONSOFBITCHES!?!?????! First rule of the apocalypse: Don't destroy shit that you don't have the technology/skills to replace. IT'S ALPHABETICAL!!!!
  2. emuthreat

    Status Report - 26 Nov 2015

    *Pushes couch against door, feeling safe, sits down on couch and cracks a can of kvass, dies from a shotgun blast through the door. It would be great if server performance and desync are back under control, so I can actually submit a specific bug report, rather than just guess as to why things randomly don't work.
  3. Nails would most likely rip the flesh even if it were a glancing blow, and a good direct hit could possibly snag the person being hit. I would imagine it could be used to drag, push or pull a person, if the nails got good and sunk into the shoulder, leg, or ribs. I don't care how much adrenaline is pumping, if you have a bunch of nails sunk into you and also connected to a stick, your body is going to want to go whichever direction the stick goes, for as long as a few of them sumbitches are still stuck into ya. Given that a framing nail driven through a bat would only stick out 15 to 20 mm, and that each nail would require pre-drilling to avoid splitting the bat, it seems like this is a severely impractical weapon to construct and use.. A few large spikes would ensure a devastatingly painful series of punctures, but the larger the spikes, the bigger the holes in the bat would have to be. It seems a lot more effective to just use a few box nails to secure barbed wire to the bat. Barbed wire would keep a lower profile, add more force of weight to the swing, be less unwieldy and dangerous to the user, and still add a significant amount of spice to the interactions of that particular baseball bat.
  4. emuthreat

    2 Weapon question

    Fix confirmed. You may now use hotkeys to swap between double carried weapons, but must reassign a hotkey to the one that was previously in hands. You may also drag rifles either way between hands and "sling."
  5. emuthreat

    State of Development: The Future of DayZ

    Well, after dying three times on the first night of the exp release, because my radios wouldn't ever turn off--even with the battery separated--I would have to agree. Still, I would never use one for anything besides trolling/bait, unless I had an earpiece; the risk is just too high. Anywho, awesome work. If I hadn't been reading all this stuff for the past year anyway, this would be a huge time saver. One of the best aggregated development posts available, bar none.
  6. emuthreat

    State of Development: The Future of DayZ

    I see no mention of earpiece for the radios. Hopefully they will find a way to make those things less useless/trollbait. I was excited to see everybody spawn with one in .59 exp; until I actually saw what happens when everybody spawned with one in .59 exp.
  7. When did you notice it come back up? I stopped checking once experimental was released.
  8. My preferred server went dark on October 20, and I just now found it back online. I had made an extensive network of stashes, and many of them were only a couple weeks old at that point. i just ran through and checked on some of the most recent/frequently used barrels, and everything was gone. I'm assuming that they haven't changed the persistence timers on barrels and pelican cases, but rather that the server was taken down, and then replaced in name only. Bummer. I hope this doesn't carry into the full release server behavior. I'll not be a happy camper.
  9. I suppose this means that either their CONTRACT has expired, or that they have noticed BI's completely toothless enforcement of server hosting practices, and sold our official servers to the highest bidder. I've heard theories that, when they need more capacity to rent out, they will lease out the physical hardware that was previously facilitating the "official" servers; which some folks like to use as stash locations, for their presumable stability and availability over time. I quit stashing all together a few weeks ago when MPGS' US central 1-55 went dark. I had nearly two dozen barrels, 6 trucks, and a military tent and car tent. Just googled, and found it to be back online. Might go back to stable to see if anything I stashed is still there.
  10. You must not play experimental... There is no way to use pumps without a container, ATM. Thanks for thinking/reading before posting. What part of my post or profile suggested I was a noob? GWIZ
  11. Beans for carrying extra clothing and shoes. I remember back in .57, when trucks hitting even the slightest bump would heavily damage your feet and legs, that people made fun of me for carrying extra shoes and pants; then they crashed a truck and were abundantly grateful that I had between carrying extras pairs for them swap into. I'm pretty excited about new developments in item scaling. Here's hoping that we can eventually roll up cloth items, for more compact storage; I see no reason why a drybag or tortilla backpack cannot be compressed to fit into the bottom ten slots of a mountain backpack.
  12. Vastly expanded numbers of infected will slow the game progression down, and force people to plan ahead, and think on their feet in order to survive. People should be rewarded heavily for having an exit strategy, rather than just carrying around an automatic weapon and a couple hundred extra rounds. I fear you may be oversimplifying with your reference to late 90's video game difficulty scaling; the one thing that makes our stupid, sauntering friends a threat, is their sheer numbers. A single werewolf is dangerous because it is strong and fast and fierce, a couple vampires are dangerous because of their charisma and guile, and zombies are only dangerous because there are too many of them for you to just run and break through their ranks. I agree, somewhat, that numbers alone will not make the zombies a terrible enough threat to force cooperation. I am really hoping for gunshot mechanics to play a big role in infected behavior. If I run from Gorka to Pushtoshka, stopping every 500 meters to fire my magnum in the air, it should have a predictable effect on the numbers, and area-densities of zombies in that region. Doing such a thing should make it very dangerous for anybody in the area of Stary/Novy over the next hour, before the infected forget about the sensory stimulation and disperse. I want hostile encounters to look more like two people cooperating at first to escape the hordes, then deciding if and how they want to screw the other guy over...
  13. emuthreat

    Can someone get me an M4?

    Like Never, never? Or like, not in the original spawn location, never? If you at least haven't raided some camps for an M4, I don't know what the hell you been doin for 1000 hrs...
  14. unconscious from dehydration at the Northern most of the four deerstands south of Gorka. I couldn't find a water bottle. On experimental central 0-2. have hunting scope and blue mountain backpack for payment. Edit: Died and ran back to my body, survived off of canned goods until finally finding a canteen near Grishino.
  15. Guns, food, and plenty of it, combined with the lack of zombies all summer, made for a massive PVP arena experience. I will be interested to see how the course of development can work to shift people away from their "placeholder playstyles" as the title becomes more feature complete. KOS does steepen the learning curve to nearly vertical for many players, and it makes the idea of going into the game for interactions a virtual fantasy. As it is, people are forced into a KOS looter/hunter, or a reclusive farmer/hoarder for many scores of game hours. There is a comfortable medium somewhere in between the two, and it is the job of the developers to achieve the balance that makes it possible. It would be a severe disappointment if the vanilla version of the game doesn't dominate the server roles for at least a couple years after release; and to do this, they will have to make the difficulty severe enough to force people out of the KOS box, and start cooperating with strangers. At the very least forcing people to gain trust and get close enough to kill someone silently, for fear of the zombies hearing the gunshots. As it stands, I move about carefully, scanning methodically for potential threats; and killing anyone who gets too close, or surprises me, simply because I assume they would all do the same thing. But that's just kinda lame... Did you ever play the COD Zombies games? I remember how, on the first Black Ops zombies, after people became proficient, then bored, they would turn to griefing. Apparently it was way more fun to lay in a doorway and kill the rest of your team, just to finish the round and make them all suffer through it all over again, than it was to complete the easter egg for the "n"-teenth time. Notice how in Black Ops @, there was a dedicated grief mode? Notice how people still griefed on Tranzit and especially Die Rise? (How could anyone resist the urge to set up a trample-steam to toss that one guy, who never cooperates, off the side of the tower?) Griefers will grief, and there will always be people both skilled, and bored, enough to turn to OGMLOLZ as a main mode of play. Perhaps increasing the range of gunshot aggro for zeds will help some, along with massively inflated infected populations. Anything short of 5000 zed servers will still be just a PVP playground. Here's to hoping that the game can afford to make infected enough of a threat to FORCE COOPERATION for all but the most hardened and shrewd survivors.
  16. Those with the balls, son, those with the balls...
  17. I am about 95% sure that it was a Sandhill Hornet. I'm in the US, BTW. This thread is so old, that I've since learned all about assassin bugs in the meantime.
  18. emuthreat

    Do Your Part: The Guide to Feedback

    I guess I've been lucky, the only problems I've had on .59 have been desynch related, so far.
  19. emuthreat

    State of loot spawn?

    I'm not sure what the problem is. I have played public, private, hipop and low, as well as populated 1pp only servers; and the loot was fairly consistent across all of my experiences with .58. I don't want to say that you aren't trying hard enough, but it's either that, that you just haven't logged enough hours and you expectations are a bit high, or you have been exceptionally unlucky.
  20. emuthreat

    Where are the hotspots these days?

    Cherno and Elektro for PeeVeePee, duh. You been living under a rock or somethin? The Airfield and Myshkino tents are still pretty decent, as is ZG military site. You just gotta pick the right servers.
  21. emuthreat

    Ideas for new weapons

    Since we are talking about melee-boner weapons, might I suggest the possibility of duct taping a combat knife to a magnum? The latest status report touched on the new animation system and the possibility of pistol-whipping as a game mechanic. How badass would it be to shoot the legs out from under some half-cocked wannabe bandit, who just dumped an AK magazine into the space all around you, and then move in for a more up-close and personal finish to his embarrassing fit of folly? Gunblade Excalibur could be made by taping a broadsword onto the top of a longhorn. This is fun. While I'm on the subject of pistol-whipping, and since A-G wanted ranged melee weapons, it got me thinking about a bullwhip. It might not be the most powerful, but it would have decent range for a melee weapon, and should deal a fair amount of shock and probably cause some bleeding. Maybe we could also tape one of those puppies onto a pistol, and make that shizzle good for some properly literal pistol-whippins. A few months ago, I suggested that a chainsaw could be cannibalized, and the chain could be affixed to a pipe, or baseball bat; ergo, chainwhip. Also, why isn't regular chain a thing? Improvised hatchet nunchaku, made with wire, would also be super cool to accidentally kill yourself with. Awesome suggestion thread.
  22. emuthreat

    Shotguns are a Joke.

    I used to always carry a sawn-off as a close combat/door camping weapon, and they used to work beautifully for knocking someone's legs right out from under them. Now in .58, I go through all the trouble of finding a hacksaw, and an Izh shotgun, only to find that I should have just used a disposable makarov instead. What was once my favorite weapon/security blanket, is now a snipe hunt. Next time, I'll just try throwing a can of tactical bacon at the enemy, and see if that performs any better...
  23. emuthreat

    Status Report - 30 Oct 2015

    I think the only way to make a "native" skill predisposition work, would be to make it extensively time consuming to see which types of skills each life/player is naturally predisposed to doing well. If someone had to go and farm a half-dozen plots, bandage a dozen wounds, repair a few different vehicles, or craft numerous fireplaces and other survival elements before they could find out which one they naturally preform best, it would make the suicide inevitability a non-issue. By the time they knew their player strengths for that life, they would already be sufficiently invested in that playthrough.
  24. emuthreat

    Shot guns

    Shotguns are a serious threat. Unlike assault weapons, which can hold as many as fifty booletts in a clip, and multiple clips per magazine, and discharge each clip per magazine instantly; the drums of shotguns are a weapon of mass dizztrucktshun. You see, in a shotgun shell, you already have like, affinity booletts per shell, and can fit many shells of booletts into a single clip. if you were to put a magazine of shotshellz clips full of booletts into a drum, you could, literally, shoot everyone all at the same time with at least twenty shells of booletts apiece; unless they are standing across the street in which case all the booletts would not make it that far. That's just not fair. Seriously though, a drum mag on an automatic shotgun is gonna be ruinously OP. It shouldn't be a problem if the drum mags are somewhat prone to failure, or at the very least requiring manual feed assist from time to time. The real problem, IMO, is with balancing the massive amount of close up firepower of a drum, with the currently impotent shotgun damage/spread. Shotguns need some fixing for sure.
  25. emuthreat

    Status Report - 30 Oct 2015

    Hicks already stated that it would be blasphemy to have any skills affect combat. I am fairly confident in my understanding that this will NEVER happen as a part of the complete vanilla game. Weapon sway is also, rightly, out of the question. Pretty much anything that could directly affect combat would be an overwhelming advantage for people with the time or resources to grind out skilled characters, and would be heavily abused by people buying second accounts to boost combat skills before actually "playing" each life. Think more along the lines of crafting, filling water bottles, and maybe even stamina; though skill-based stamina could be seen as a very unbalanced mechanic in combat.
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