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(TMW) Merino

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About (TMW) Merino

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  1. From what I can tell, red berries are always safe and blue berries are poisonous in the vast majority of cases. However, they do not cause severe and medium food poisoning anymore but medium and light instead. Whew. That means severe food poisoning is still not active in the game and charcoal helps after eating the wrong type of berries.
  2. (TMW) Merino

    Standalone- Blood loss when sick.

    If you want to know more about poisoning and sicknesses in general, here you go: Understanding Sicknesses and Surviving Poisoning
  3. My next set of videos is dedicated to all the changes, additions, rebalancing of your hunger and thirst as well as your stomach levels. New status indicators now show up for high hydration and when you are energized, but what do they actually mean? And how can you use them in very few simple rules to manage your rebalanced blood and health regeneration? Also, while a lot has been fixed by now, there are still glitches about those topics around. I'll explain when and why they happen and what you should be aware of in DayZ 0.34.115106. New Status Effects for Energized and Hydrated explained 0:40 Changelog 1:51 Your Bodily Storages 3:43 Water 8:34 Energy 12:20 Stomach 16:13 Summary Blood and Health Regeneration demystified 1:13 Changelog 2:15 Regeneration in general 2:40 Slow Blood Regeneration 5:04 Full Blood Regeneration 6:14 Health Regeneration 8:07 Status Indicator Glitches 10:13 Summary
  4. In that case if you haven't yet make sure you read up on Gews' threads that are also mentioned in the current patch notes such as http://forums.dayzgame.com/index.php?/topic/157148-correcting-sa-ballistics/ and http://forums.dayzgame.com/index.php?/user/131293-gews/ Also, I did some more research on the latest build 115106 for some more details on the patch notes, this might be helpful to you: - properties of ammunition types have changed dramatically, I suppose initSpeed refers to muzzle velocity and therefore probably has major implications for trajectories and damage potential - .357 260 > 360- 22LR 1000 > 380- 7.62x51 930 > 860- 7.62x39 930 > 730- 5.56x45 930 > 884- 12gauge 900 > 404 (!)- .45ACP 930 > 260 (!!) - This might mean that the FNX45 lost a substantial amount of damage and range, Magnum packs more punch, rifle rounds took a slight hit - needs testing- On top of this, the airFriction parameters for the different rounds have changed by the factor 10 and more in some cases which might (partially) counteract the changes to muzzle velocity
  5. 70 energy, 4 water, 40 volume according to the files for 114926. Was 3 energy, 4 water, 10 volume in 114557. I wonder if they forgot to change the water value as well since it's still the same and oddly low.
  6. Well you can't use anything to lay traps for people to find if you mean that. Medical items you need to be careful with: 1. Alcohol Tincture drinking/force drinking, causes medium or light food poisoning 2. Disinfectant Spray drinking/force drinking, causes chemical poisoning 3. Incompatible blood bag IVs, cause hemolytic reaction 4. Defibrilators on conscious people: Cause excessive shock and unconsciousness All other medical items either don't have a negative effect (anymore, charcoal tabs, tetracycline, tincture don't cause sickness on use anymore, which was unintended anyway) or no effect at all. At some point you could add poison berries to the list. Not really a medical item but they do cause severe food poisoning and according to a comment in the files they might become actual items in the inventory at some point and would be force feedable then. They aren't yet since the devs are worried about not being able to control the amount of items on the server since an infinite amount of berries could be spawned, causing all kinds of problems.
  7. Good points, good points. One more thing I've been working on: 114926: - Actions: reviving with epinephrine or defibrillator works also if player blood is below 500 units of blood I was wondering what they might have changed for this to work and ran some tests. The result: It does not work, at least epi pens still do not have an effect for people below 500 blood.
  8. Sure can do, just ran a few tests: 1. Spray disinfectant on closed can of tuna, open can, eat: No effect 2. Spray disinfectant on open can of tuna, eat: No effect 3. Spray disinfectant on an apple, eat: No effect 4. Drink disinfectant: Chemical poisoning Times died, for science: +1 This really was to be expected. It's the drinking/force-feeding that triggers the poisoning, but using it on another item does not pass on the poisoning property to this item. When there are transmissible diseases in the game that adhere to people and items, disinfectant spray is most likely going reduce those, reducing the chance of getting an infection from interacting with this item.
  9. A somewhat unfortunate heads up: The 0.33.114926 build came with a number of changes that make future videos a whole lot more difficult. The most notable change: "Systems: Hunger and Thirst slightly modified" is quite an understatement. As far as I can tell pretty much anything related to it plus possibly a lot or even everything about blood and health as well is not in sync with the (client's) game files anymore which means cross-checking observations and quickly coming up with precise numbers is now impossible. That means it's back to a lot more experimentation, but with the decreased (and still decreasing) loot spawns that is going to become even more time consuming. Time which I don't really have in surplus. But if that change is what it takes to make things more flexible, versatile and less prone to issues I'm perfectly fine with that and will of course continue to try to come up with interesting bits of knowledge about the game in the future. Still, with the new indicators in the game it is now a lot easier to keep track of the condition of your character and the in-depth explanation is probably not neccessary anymore. I'll have to consider that in a revised version and do some restructuring. Originally I had planned to update all my videos to the most recent numbers based on the stable build until the weekend, but that's not possible anymore now. There are a few changes in the current patchnotes plus more changes in the game that aren't listed explicitly that I'll have to verify manually first.
  10. Yes, it is extremely likely that it is bugged. Not the status per se, but it is suffering from the same circumstances that other conditions without a defined duration do: They only trigger upon fulfilling their criteria and are overwritten when something else in the same "slot" gets triggered. But there is nothing that removes them, no "exit condition". I haven't played enough in the past few days to have observed it myself, but now that you mention it, it was highly likely to happen that way, yes.
  11. 1. No, I have not been on the exerimental servers yet. I've been pretty sick for about a week and only returned to work yesterday to catch up on some stuff. This weekend I'm back to DayZ and the videos. 2. Yes and no. It is possible to see a number of changes directly in the files, namely how they changed the stomach values and the indicators and the requirements for blood and health regeneration. I annotated those changes soon after the patchnotes were available, but there are a few things in the notes that I'm not sure about. Those will require new experimentation, definitely. 3+4. I wanted to get the last video on medical items out while the patch was still in experimental to make it as up to date as possible. A few hours (!) later there were news about a new experimental build that already made some information obsolete, namely the function of the defib, and another build the next day after. I decided after that to do gather all the information during experimental and prepare as much as I can, but not release the video until the current experimental build hits live and keep it up to date until then. Since the current experimental build is scheduled for 5-7 February, wednesday to friday next week, I plan to release revised versions of my older videos probably by next weekend. @Kaserin The stomach changes weren't that sweeping: maximum capacity is the same, thresholds reduced, indicators implemented. One interesting aspect though is that overeating heavily will now cause you to vomit multiple times. The reason is simple: The maximum capacity is 4000, the threshold for vomiting was 3900, for fully stuffed 3500 and you lose 500 stomach volume when you vomit. Due to the cap of 4000, unless you continued to eat or drink while already vomiting, you would usually only vomit once, maybe twice. Now you start vomiting at 3300, need to drop below 2800 and still lose 500 per vomit. But now instead of a "buffer" of 100 volume (3900 > 4000) you can actually put 700 more volume into your stomach (3300 > 4000) so it's possible to overdrink/overeat much more and to vomit multiple times. Remember that vomiting is also a heavy drain on energy and especially water. Vomiting three times would cause you to lose 3000 water and your stomach is still so full that you can't replenish your water levels, making vomiting a serious threat to cause dehydration now if you are careless about your stomach.
  12. Unfortunately I wasn't able to locate them myself despite looking for several hours and after googling a lot and not being able to find any external references or direct witnesses in TeamSpeak, I'm pretty sure they aren't active in the game yet. They are in the code though, which is where I found their stats, including the chance to cause severe food poisoning. Thanks! I intend to accompany DayZ during its entire development and afterwards, for as long as my time to do it permits. I'm really looking forward to more topics to tackle, especially the infectious diseases that are on the horizon.
  13. (TMW) Merino

    Mythical 'Healthy' Status

    Correct, vitamins have no effect on the healthiness you are talking about. In my eyes, 'healthy' is pretty badly worded and is commonly seen as "in perfect health", but it's definitely not that. It's rather "your body is a sufficiently good condition to endure and recover from hardships". The last three builds made some changes. Namely you now need less energy and water to enter the regeneration stages and it's much easier to get at least slow regeneration, but also your stomach fills up quicker. In total, you will need to eat and drink less to achieve the same effects as previously. Since the making of this video I worked out more precisely how those statuses are assigned, but it's pretty complex to explain and is tied to the way it is coded, so I can't just annotate it. Unfortunately, those statuses are also suffering from the issues caused by the fact that statuses with an infinite duration do not get removed when the requirements for them aren't met anymore. The status display and the actual effect are treated separately and unfortunately aren't perfectly synced up and may behave differently. The short version: As soon as you fulfill the energy and water requirements, you will start regenerating blood, but won't see a status change if you aren't healthy yet. Once you 1. fulfill the energy requirements for full regeneration 2. fulfill the water requirements for full regeneration 3. your blood has fully regenerated, which may take up to 20 minutes, the healthy status should show up. Once you have been healthy, it will behave as described in the video.
  14. I'm having a pretty hard time deciding what a good granularity for the videos would be. I am in fact thinking about having a central one per big topic (e.g. sicknesses, hunger/thirst, blood/health, in the future transmissible diseases) that covers the general basics and then several specialized ones for people who want the details which are listed inside the main ones. I'll probably sketch some ways of doing this over the weekend. Anyway, I was asked about severe food poisoning a while back, so I already plotted the graph for it shortly after my video on sicknesses. Here it is - quite similar in severity to chemical poisoning.
  15. I'm not sure yet. One big thing on my list is revising my first two videos and updating them to the current builds and including various bits and pieces of knowledge gained from the following videos. Also, I'd like to break them up into 2-3 parts to make future edits easier and to provide a shorter overview that does not give numbers for those who aren't interested in the details plus the option to view the more detailed, up to date part with the current numbers. Not sure about how I could do that, but I'm thinking about it. I think I covered all topics about your characters' well being now, so other than maintaining the existing ones I'm waiting for the update that brings infectious diseases. That's obviously going to be a big topic. n the meantime I might in fact turn towards ballistics, but I cannot give a time frame for that. Not an easy one for me as somebody who usually doesn't even carry a gun, but I'll give it a shot (pun intended).
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