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DeepEuphoria

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About DeepEuphoria

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  1. The new rotten food mechanics coming in 1.10, the basics are simple enough but WOBO's video breaks it down into detailed spreadsheets for nerds like me that want to know every stat, algorithm, and line of code. TL;DR - You must cook your meat fairly quickly after skinning an animal, currently I think it's 30-mins to 1-hour real-time during exp' testing before it goes bad and hours/days/weeks once cooked depending on how you cooked it and where it's stored. Obviously, timers and stats are subject to change before and after it hits stable.
  2. Speaking of animals, I haven't seen a Boar in-game for ages. Are they still in, rare, or not spawning?
  3. Yeah, some other fish would be good.
  4. I posted this in the comments of WOBO's latest video regarding the decay of food in 1.10 and quite a few people plus WOBO himself seemed to think my recommendations and thoughts were pretty good and they suggested I post them here on the off chance the devs might see or hear them, so here I am. Food Availability: I beg you DayZ devs, please do Not increase the amount of spawned food like some people are going to ask for, it will undermine and render these new mechanics void if food is plentiful. (A few more chickens and goats in villages would be OK but nothing else) I'm confident you weren't going to increase it but just in case I wanted to start with it, I understand that some people want easy-mode and that's fine, there are easy-mode servers they can join. Conditions of Food Decay: Please make it so food condition decays over time - i.e. a freshly picked apple is Pristine, after roughly 30% of the rotten timer has elapsed it changes to Worn, once below 50% it's Damaged, and under 25% Badly Damaged or something similar, so players have an indication of the state the food is in just like real life. It would be great if you could change the conditions for food to "Fresh", "Fine", "Old", "Stale", and "Rotten". Open Cans/Tins (Spillage): Once a can or tin of food/drink is open unless it's a resealable container either don't allow it to be placed in player inventories or even better if possible allow it to be placed in an inventory but over a short time, maybe 15-minutes, the amount of food in the can/tin will decrease with Spillage. Rotten Meat Usage (Hunting, Distraction): I haven't tested it lately so I don't know if it's still a working mechanic but thrown meat steaks used to distract/attract Wolves. It would be fantastic if this worked with bears too and also rotten meat can be used also, giving rotten meat a use other than poisoning players. Food and Object Temperatures (Improvised Heat Packs): In the recent update, cooked food loses it's temperature very quickly which is great in my opinion, I never liked the meta of tiny amounts of cooked meat all through player inventories to keep them warm. But to add to that, I think it should be possible to warm objects like cans of food and stones on a fire/stove and be used as heat packs that stay warm for a lot longer, maybe 1-hour real-time but quickly get cold if you are in water or soaked. (I know heating cans used to be a thing but I don't think it works currently, please correct me if I'm wrong) BOWS! I know everyone and their dog has asked for them but please... I miss my bow. With hunting being more necessary please bring back the bows, improvised and some sort of recurve too... pretty please with sugar. Turn Survival Up To 11: Anything else that makes DayZ more survival orientated and more of a challenge, so many players disappeared from the game because DayZ became too easy, we miss the survival game mechanics from this survival game. Some people don't like them and that's fine, there are servers dedicated to those players with loot/food increased or they can just rob other players for all their food. Sometimes we all want to just chill, switch off, and blow shizzle up with explosive-tipped .50cal snipers, but the base game needs more survival elements. All in all, it's a great update, thank you DayZ devs and anyone that contributed.
  5. Never mind, I gave it a try and it seems to work really well, I'm just familiarising myself with the new controls. Wow, it really has changed a lot. Hey everyone, I want to try the offline mode I've heard about to practise for a while to relearn the game as I haven't played since 0.59/60 and hopefully get back into the game, but I need a bit of help, please. Is it an official offline mode or a mod? | 1a. If it's a mod, is it safe? (malware, BattleEye banned for using it...) Does the offline mode run the latest version of DayZ, or exp, dev build...? Will it have all the normal mechanics, loot, infected, vehicles that are in the game? Does it run the same or better/worse? i.e. fps, lag... etc. Can you adjust things like food/water/stamina/cold/heat rates to make it a challenge? And lastly, does anyone have a trustworthy and reliable setup guild or video? I watched a video or two about installing it but it looked sketchy. I appreciate the help. Cheers.
  6. Oh wow, you answered everything. Thank you, McWendy, I really appreciate that. I'm pretty perplexed though to hear bulletproof leaves and branches are still a thing, and that infected, although improved, still glitch through walls and doors, I really thought after all this time those big issues would be fixed by now. Oh well, time to give it a try and see how it goes. Thanks again for the info and advice. Merry Christmas/Happy Holidays.
  7. Hey everyone, as the title says I'm a veteran player of 3600hrs played in standalone over multiple accounts and ran dozens of private servers for my own DayZ gaming community back in the day, but like many when the new engine was being worked on so game updates were slow and minor, I grew tired and left DayZ around 0.59/0.60. But now with modding in full swing and new maps arriving, I'm getting the urge to fire up DayZ again. So, I thought it would be a good idea to ask about a few things before back in as it's been a long time and a lot has changed. First of all, are there any major game-breaking bugs I should be aware of in (I think) it's v1.05? Have the glitchable buildings like the Camo/HQ, Green Moustache, and ATC been fixed or should I still avoid them? Have bulletproof leaves/tree branches finally been fixed or will a tiny individual leaf still absorb a 7.62 round like it's armor plate? With any game, scripters/hackers/cheaters will always be a thing, but what is the current scene in DayZ: are they very occasional, common but only on public servers, everywhere? Is it still necessary to edit all the distance parameters in the config to get DayZ to run smoothly, but also to make it look nice and spot players at long distances? Are ladders, rocks, and running on stairs still Russian Roulette? Do the infected still glitch through walls and doors? Also, can and do they still 1-bomb you occasionally even when you're fully healthy? Are shotguns now usable or are they still weak AF and ruin every single piece of loot on the player? Do clothing and items in your inventory provide bullet protect? - Excluding the obvious plate carrier and ballistic helmet, I mean does leather clothing still prevent bleeding and offer a little bit of protection from low caliber rounds, or cooking pots, books, and/or protector cases give some protection? Any big things you think I might need to be aware of? And lastly, any server recommendations for as close to vanilla as possible but with the survival aspect turned up to 11, mostly PvE servers would be best until I've got back into it with learning the controls and mechanics again, plus one of the greatest experiences I've ever had on DayZ was way back when experimental pushed the survival aspect to insane levels, when you really had to plan a journey from Servograde to the NWAF because you got hypothermia after 10-minutes if you wasn't wearing super thick clothes and food was very scarce, people had to trade with other players as you couldn't risk shooting someone and ruining their food or warm clothes. Of course, I will figure out of a lot of stuff as I go but the major stuff like game-breaking bugs, buildings to avoid because of glitchers, general things to not pick up, or old legacy derpy stuff that's still in would be great to know about before getting, DayZ'ed 🙂 Thanks, everyone.
  8. DeepEuphoria

    Stable Update 1.03

    @krazikilla P.S. As I can't seem to edit my post I'll add this here - I wasn't having a go at you dude, please don't think that. I merely found it funny but also dishearting that my first time visiting the forums in 2+ years and the first post I saw was someone moaning about the latest patch being rushed/too slow.
  9. DeepEuphoria

    Stable Update 1.03

    Since DayZ SA first released 50% of the time the devs have been constantly screamed at for apparently taking far too long with QOS testing on patches - "SOOO SLOW!! There hasn't been a F****** update in like literally 20 years RELEASE IT ALREADY!!11!! I could do it in like 10 minutes!" The other 50% of the time the devs are constantly screamed at for apparently releasing patches far too soon with not enough QOS testing - "OMG! More F****** bugs!! I just lost my XYZ item and can't pick up XYZ thingy.... THIS GAME IS LITERAALLY UNPLAYABLE!" They can't win 🙁
  10. Hi DomiStyle, Thank you for the new DaRT update. Increased stability is very very welcome :) I believe I have found a bug though. I am the only one in my admin team that has this. DaRT adds my Admin name the beginning of every single ban I place, it never did this before on v2.0. And strangely it does not do this for any of admin. It takes up a fair amount of room on the ban messages, meaning there is even less room/characters for the actual ban message. You can see in the pic, only on my bans DaRT adds my name and cuts off the last part of the ban message :huh: Any idea why this is happening to only me?? I've checked all my settings compared to my other admins but we can't see any reason for it. Regards, Euphoria
  11. DeepEuphoria

    [Help Needed] Server Scheduler Code Issue (Have I Made A Mistake?)

    Post your schedule here so we can take a look. Also, which GSP you're with.
  12. DeepEuphoria

    [Help Needed] Server Scheduler Code Issue (Have I Made A Mistake?)

    Thanks everyone, I found the issue. Characters "&" do not work and break the scheduler :rolleyes: All sorted
  13. DeepEuphoria

    [Help Needed] Server Scheduler Code Issue (Have I Made A Mistake?)

    Hi, yes I did check if the Scheduler was Enabled. It still does not work. It must be something with the "Loop" or "ID"...???
  14. Hello everyone, I run a few Private servers, recently I changed some of our Scheduled server messages in the BEC Scheduler.xml and some how broke the scheduler :rolleyes: I've put a ticket in to Fragnet, but as good as they are, they can't see the reason why it's not working. I'm sure it's just a typo or code issue, but I cannot see it. I don't know if it's the "Loop Number", or "Job ID".... :( So could some kind person take a look and let me know if you see the issue please. <?xml version="1.0"?><Scheduler> <!-- READ http://ibattle.org/install-and-configure/setting-up-the-scheduler/ --> <job id="0"> <runtime>001000</runtime> <start>000000</start> <day>1,2,3,4,5,6,7</day> <loop>6</loop> <cmd>say -1 Message Goes Here</cmd> <cmdtype>0</cmdtype> </job> <job id="1"> <runtime>001210</runtime> <start>000000</start> <day>1,2,3,4,5,6,7</day> <loop>6</loop> <cmd>say -1 Message Goes Here</cmd> <cmdtype>0</cmdtype> </job> <job id="2"> <runtime>001425</runtime> <start>000000</start> <day>1,2,3,4,5,6,7</day> <loop>6</loop> <cmd>say -1 Message Goes Here</cmd> <cmdtype>0</cmdtype> </job> <job id="3"> <runtime>001642</runtime> <start>000000</start> <day>1,2,3,4,5,6,7</day> <loop>6</loop> <cmd>say -1 Message Goes Here</cmd> <cmdtype>0</cmdtype> </job> </Scheduler>Regards
  15. DeepEuphoria

    GRAPHIC GLITCH while A.D.S

    This is known as an "Artifact". Please post your GPU model (Graphics Card) and your Graphics/Video Driver version. If you do not know how to obtain this info, please see this guide: http://www.wikihow.com/Find-Out-What-Graphics-Card-You-Have
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