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Kraorr

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Everything posted by Kraorr

  1. To me handcuffing people is in a way asking people a question while the restrained gives the answer depending on his decision. Logging off included. The only situation where I do not find a response of any kind is if you're the guy who actually does mind trying to stay alive while being kept captive by griefing trolls, but that's the only one.
  2. A new moon with only flares and chems to deal with the night.... aaaaah, I miss this creepy romance :D made the zombie's scariness go from 2/10 to 7/10!
  3. Kraorr

    Non-lethal weapons?

    As far as the taser goes, they have a limited range and will take your pistol slot. The fail part of those servers is that you also spawn with a hatchet... KoS combo goes for itself. Yet, what if you are not the guy who wants to KoS after using it? So ppl that want to KoS will still KoS you with this fashion if they can. At least for the ones that do not want to KoS you, won't because now that 1.8 allows you to take gear off of people when unconscious, non lethal takedown really sounds appealing to me. Take off their taser mags, and take their hatchet, w/e. Oh boohoo he can't KoS anymore and you have more ammo to defend yourself, yay. :>
  4. I am led to think that bandit kills that do not take any of your humanity off is if they have a negative humanity stat. Some bandits might just have from 0 to 1999 humanity, since they could get survivor skin back if they reach 2000. Since the humanity loss for killing a player takes some off of you if he is in the positive, that could explain why you lost some. But maybe the mechanic changed since then; I dunno.
  5. Kraorr

    Non-lethal weapons?

    I'm sorry but it would be best to avoid the "unrealistic" argument.
  6. Kraorr

    crafting in patch 1.8

    ...so you wanted a craft system to be able to only make molotovs? :| No offense meant but that's kinda like saying you don't want to play until SA because there's that weapon you wanna use but it's not there. I'd love to see moddable crossbow ammo but that's not making me feel like waiting until SA *teehee* sorry just wanted to tease you a bit.
  7. Kraorr

    Non-lethal weapons?

    Maybe giving the baseball bat a high chance of knocking someone out could be a bit of help ^^
  8. Kraorr

    crafting in patch 1.8

    I've stumbled upon electronic scrap only once in one small industrial building and a few times floppy wires either in civ buildings (the orangish houses) and in industrial buildings. Comfrey Leaves: didn't find any - don't even know how the freck they look like. Killed chickens in hopes of finding Feathers - none found yet.
  9. Kraorr

    How to end the KOS issue!

    I don't agree. From a year ago to now, everyone has food and starving was never an issue. In fact, food is so fine you could ask someone if he could give you some if you happened to be in the most ridiculously odd situation where you are about to starve and happen to not have any food at all. I find it ironic that because in DayZ nothing is that scarce or hard to access that people could simply give a helping hand to the exceptionally unlucky guy that is in a dire lack of food/water, that instead he would rather shoot someone for said *insert not that urgently needed item that I already have anyways*. The DayZ mod does not provide any valid decision to KoS, nor gives one that would suggest helping each other out. It's just the player - because he can - not because he is forced to. It's only an entertainment option. But since you can deliberately do it for no sensible reason, others get snowballed into needing to act the same. From a free, nonsensical decision, the rest that are unwilling to do so end up being forced to act the same. Or "staying strong" and dealing with it and never give in - wait yeah, there's not much ways for us to do that. Shooting vs Talking, both trying to reach the other's heart - or getting to his head... As for the human mechanic, I completely agree with you but that's what the problem is; after popping your cherry in DayZ during your first hours of play, hyped by the idea and the possible risk that involves the concept of managing to persuade people to tag along instead of killing each other as what a FPS will subconsciously suggest us to do, once you get to know in and out the game's mechanic and dynamic, there is nothing in it that influences anyone to keep that humane stance: it becomes a game, one that you know how it works and that the other players are only an entertainment option, given how we treat the FPS in a videogame trend: shooting. And then the only possible dialog there is left is hearing the other wine or expect some kind of revenge to give ourselves some kind of excitement. I want to insist that I don't want to deplore nor the player's decision to act as such nor say that the game has gone to crap - we just have no ingame incentives to have a human logic going on so as long as it's turned off, it's just whatever people feel like doing and we're playing in a shooter environment. One last thing: if the damn zombies would actually be able to fully run inside buildings, that alone would influence people's behaviors a bunch.
  10. Kraorr

    crafting in patch 1.8

    I still haven't managed to craft anything not charted in the journal :( I have to admit I feel a bit annoyed with picking random junk, then having some ideas of what I might be able to make and become more selective about what I harvest. However, there is this part where as far as I understand (and appreciate) that we shouldn't really have something in the interface to hold our hand to let us know what to do next in order to be able create something. Maybe some progressive hints depending on what items you put into the craft tabs to say "with a brick, I could do xyz or abc" and that's it. From there on you would at least have a hint of what is implemented in 1.8 to craft something uncharted. It also occured to me if we could - but I doubt the engine could do this - have some kind of more involved, interacting crafting concept. Let's say for example, making the mouse movements to ravel strings onto a brick, planting some nails into it. It isn't a coded recipe that is created via the crafting journal by placing the items and clicking "craft", it is just some items that have been interactively put together. What would I do with it? Maybe I could throw it and drag it back to me. (noise and herding zeds) Maybe I could attach it to someone or place it over a door so that it falls when someone opens the door. In a nutshell just being able to create things that do not really have a preset role but mixing their ingame physics together. From there, I have to make a use for it somehow. Unfortunately I do not think it is possible to implement this in the current engine, but it feels to me it would be a lot more intuitive. It still doesn't mean all crafting would act this way; there could be some specific combinations that would make something in particular, of course. But anyways. That's my main issue at the moment, where when I, the player, think I have the right items to combine things together to create something, there is absolutely no hinting if what I'm doing is wrong, not enough, too much or almost there. I also think that it might be a decent decision to add a separate inventory slot (let's say a pouch? stuff like that) for *some* junk items - not all of them. Because quite frankly if I want to wipe my face off a zombie beating with the newly added "wipes", given the current recipe it... 1) Takes 6 inventory slots once you have all the items necessary to create one. 2) Harvesting what is required can be considered way too risky overtime given the different places you have to go find what is needed 3) It is also, much easier to just find premade Wipes anyway. 4) Similar to reason #3, anything I might want to craft will be found already and the current inventory simply gets invaded by junk harvesting and ends up taking too much space. Might as well find right off the bat what you need instead of trying to reach it through crafting. 5) Trying to find out reasonable ideas of crafting things that already exist in the game, say arrows for example, you just don't know what exactly is needed and there is, as mentioned before, no hint - I insist on the word hint, because I think that would be fair. A complete "you need this, these and that to make xyz" would be holding the player's hand. Second, what is right now as of 1.8 craftable? I don't know. I guess looking in the code to find out would do it but I don't want to do that :(
  11. Kraorr

    Humanity loss - Self Defence

    Might as well rename Humanity by Stupidity so that we can have the same sterile conversation about it, but just with a funnier tone to it.
  12. Kraorr

    DayZ 1.8 Feedback

    Too much food spawning imo. I liked the scarcity in general before 1.8. Maybe now that crafting is implemented, the amount of junk as it is would alleviate the "lack" of the loot overall. Would probably give players the need to get some industrial utility stuff more often as well for the sake of having main components to craft = giving more value to these items. Would really like to see the possibility to reload crossbows via quivers instead of this tedious and pointless open inventory right click quiver select take arrow out close inventory reload. Also means always playing with -1 inventory slot due to this, provided you somehow never need to shoot more than one time in any possible situation DayZ might put you into. Or make every weapon in the game have its own "interactive manually processed" reload :blush:
  13. Kraorr

    crafting in patch 1.8

    The "Journal", do you mean the "Diary" key? I've been collecting all sorts of junk but no recipes found with the "Journal" key. Also, does the game detect what you have in your backpack, or do you have to transfer it into your inventory?
  14. Kraorr

    DayZ Mod 1.8 Update

    * [NEW] - You may now access another player's gear if they are unconscious.* ...at last!! I can finally unarm people... and snatch other things if needed. I'll be less reluctant to shoot the even more treacherous survivors than bandits as a hero. Also somewhat of an incentive to not constantly killing people for loot for everyone else...
  15. Kraorr

    DayZ 1.7.7.1 .Dev Bug List

    I do not recall in the earlier patches the need to open up the inventory to pull an arrow out of your quiver in order to be able to reload your crossbow. If this isn't the case, being able to press reload while leaving all the arrows in the quiver would be great.
  16. Kraorr

    The infection dilema

    I find the infection pretty brutal, but somewhat fitting. As more of a solo fanboi of playing in hopes with high anguish to socially interact with other players armed with a crossbow, I think what I'm missing the most is the much lesser amount of wildlife around so I can't undo easily stupid mistakes anymore. Combine it with the infection and the first viral fakkah to mike tyson bleed infection invisibru punch through a stairway/wall or whatever and there's a feeling of injustice ^_^ Yesterday after a long dayz session I fond myself infected 3 times, of which I don't cycle the medical loots. I just hope to find AB, if not, I move to the next town etc. Feels more legit - yes, out of those 3 infections I did not find any AB's. I thought: might as well find a tent to rest and withstand the health drain with wildlife. Well finding a tent appeared not to be so great either. Out of the 3 infections, I found one tent combined with the AB searching. I ended up getting slowly pissed off in the end not exactly because of how things are more scarce now, but because every single infection occuring there was a glitched zed story inserted in it. That's the only thing that really bothers me in the end. Ah and yeah, the random passing out every 5 seconds/30 seconds. It just makes me feel like one time where I went tryhard with a broken leg at myshkino and decided to crawl all the way up to to nwaf to find morphine but didn't, to be a less frustrating event than fking passing out every now and often... Anyways, I just randomly put the tent near a stupidly popular city like cherno just 1km out of it, stashed my starter finds and proceeded to suicide because given the blood I had left, there was no point betting that in the next 20 minutes I'd hit that succesful rest. Aside from all of the coolstory bro part and the real facts of what pisses me off about infection is that I just wondered what could the impact be if we could have some kind of new loot table that gives you a bit more chances of finding AB? And to what amount of chances should shrugging off an infection via the means of tent should be? The reason behind it is because of the global scale player traffic: could being infected shuffle and bring more unpredictability to your events before you reach nwaf? I'm talking, wtf this random guy in this unnamed forest part where there's normally nobody that just happened to be there, because he was resting but had the jump on you. I'm talking, the random "pointless" towns where nobody stops at but someone just happened to be there too, because now you might find AB's there. My main reproach with DayZ's traffic was that overtime the route and events just feel linear and too centric because of the loot of interest being either up north, or down south/east with all the rest in the middle with a big "meh why bother" except the sobor's but they are tactically suicidal to decide to go visit imo - to be more exact, to get back out of. I apologize if some of you feel I'm going on a tangeant but all I'm trying to say is that I think infection being a lot more brutal could be something beneficially used to affect things on a larger scale. Just need to scrap the "might as well just die" or the "I'll just rest at my super stashed tent until I shrug it off eventually." Heck, maybe even give heroes a lessened chance of getting infected/higher chance of shaking it off. TL;DR infection, viral zeds, scarce wildlife, rare AB, ridiculously (but rightfully so) low chances of tent rest isn't the problem... it's the zed that glitches the hell out of you so often that is... ^^
  17. Kraorr

    Now HERE is a useful entrenching tool!

    Yeah when I found my first "entrenching tool", as I saw the icon appearence I immediately took for granted it was the commonly issued tool that some engineering forces would have. Had sudden underground dwarf dreams, pit traps, pit storaging, making a niche etc... alas! At least I can take the resonably placed barbs/tank traps, or the troll ones. Just hoping we can really have much more varied means of engineering (used to be sapeur mineur de combat - dunno how you call it in english). Arma2 deffy has the means to make it happen, seeing you can build bases and have bulldozer commands with lowering/raising ground level etc. Just goes back to those underground ideas as well! I could imagine it, a whole team creating a settlement/stronghold with explosives, hand tools and mechanized engineering while a whole security is set around the perimeter, with convoys coming back and forth for the refueling, all the way down to the small sized groups or solo's creating small strongholds/traps around an area, making that niche to chill at night and so on. Heck, maybe even deforesting mechanics to take out some key elements to make a zone easier to scan/hold, creating forced routes for people that would try to close in onto etc... Ah man influencing terrain in DayZ would be amazing!
  18. Kraorr

    Potential Graphical Artifacting Fixes

    Appearently someone showed on another thread that he's still getting artefacts... I'm praying I don't anymore. If not, idd... removing dead bodies would have been the end of it!
  19. There are some of those things you can implement as options, but I do agree that it is hard, if not possible at all to make certain as much people can play the game. Most of the time as soon as some visual/sound effects are altered in some conditions (like close to death reddish screen/black and white/deafened by nearby explosions etc) and that are intended to influence the player's readability of the game, that's where most would hit problems. Personally, being someone that always did what I could to go around my color blind issues, should the game let me configure it in a legit way, I would. Heck, for example back when I was playing unreal tournament 2004, just for the sake of it I would set the bright skins to a specific color depending on the general appearence of the map, taking into account the colors of flashes from shots or projectiles, including the color of my crosshair. Needless to say when it is not possible to me I have a learning curve that can be slower than most with games that emphasize more cloacking/camouflage effects because it takes more time for my eyes to become more sensitive, or those near death visuals that are more trouble for me than the "normal eye" guy. So when there's no work around for me, I either put up with it and keep playing, eventually becoming as aware or almost as the other players, stick to places where I can see things properly for me or simply move to another game. One example of a game I gave up on was the nanocloacking of Crysis2 along with a lot of eye candy effects that even the non color blind guy would be angry about that hampered a lot the players ^^ Overall as far as it concerns in game elements in general, if someone manages to pull off some options voluntarily available to the players it is a good thing but idd not mandatory as we are a minority. "Normal" people could tick in those types of options to their advantage but it's there and they can - personally I do not mind, as long as I get rid of the situations where my handicap does not allow me to react with the same efficiency a non handicapped one would. Either way I understand what you mean; I just hope that, whether mild or not, that future/changed elements in the game will be possible options to choose from. If not, should they hamper me I'll put up with it, or move on to something else.
  20. Heyas, I been playing for almost 2 weeks now, still getting used to DayZ but I feel a bit more comfortable now. My ingame name is HeronGuard (reference to an old game called Myth made by Bungie before Microsoft bought them^^) I am now looking for people that are close to my mindset, as it has been extremely tedious - in fact impossible - to make contact with anyone ingame through ptt. People either freak out and run away or start trying to find out where I am from the direction of the voice to just gun me down. I'll just give you my type of game logic I am having. 1) I'm a terrible target to shoot at, as there is nothing rare to loot on me. Given where you might find me, you are much likely to have "better" things already on you. Besides, seeing a hatchet/crossbow while he does not see you won't be much of a threat. Left mouse button is the most simple solution. Do as you wish, whatever the endgoal of pressing it, or simply don't and observe me for a bit, or approach me and give clear signs and ingame ways to convince me you are friendly. I won't flee but keep ways to avoid upclose contact with you if possible. It takes radical means to kill people. It also does to gain people's trust. 2) I won't shoot others and rather help; need blood? I never carry bloodbags, but I can provide you cooked meat and hunt animals in the surroundings until you're back on foot. Looking for something in particular? Since I scour the places a lot I do tend to remember where you could find what you're looking for if I saw them. I could go and help you, or if you rather go alone/only with your mates, I will just give you the directions. I won't lie to you as I don't see the point and even warn you if spotted or suspected hostile activity were near the area. 3) You/a buddy needs morphine? I might have one or two at best, if not, none ever. In either case, even if I have only one morphine shot, I'll give it to you. I've gotten used to crawl for hours when I'm unlucky and get mike tison'ed by a zed. Why? By moving slowly I actually found out that it helps me a lot to memorize the areas a lot faster, in details. Anything of slight interest for the modest wandering scavenger, outsider looking for water sources, likeliness of animals to hunt in given areas, I get to crank those in my head better. The crawling struggles simply ended up being the most efficient way for me to learn the map ^^ But hey. That doesn't mean you can shoot me in the leg after I give you my only morphine for you or your buddy :3 4) Things I will not tell: spotted military grade weaponry under any form. I do not want to help people who wish to gear up in the aims of being able to use such weapons, as they are clearly designed to gun down other players in a much more efficient manner. They are what KoS players wish to use more than any other type of weapon. I will however, should you wish to go to a designated area that will spawn these types of weapons, tell you if I saw/suspect player activity in the area you are wishing to go to. That's as far as I'll help on that department. 5) If I find tents/vehicles that have military weapons inside it, I will destroy it, or dish out the gear that I consider ill-purposed and save state it. Not joking. The less warfare available, the safer my travels are. 6) If you are a bandit/survivor/camo/gullie: If you try to shoot me and I see you, I will retreat at all costs. If I am forced to shoot back, I will. If I am fortunate in retaliation and happen to get you unconscious, I will unarm you if possible before you go unconscious. Yes, I will have room in my backpack to do this. This should furthermore tell you how little there is to loot from me. "What are you gonna do about those weapons then, keep 'em for yourself?" That's on 7). 7) If I want to opt for optimal cautiousness, I might even try to take out a zed nearby, transfer your weaponry to its body and I will hide the zed's body. It is possible that I use other kinds of tricks to make sure that you cannot be hazardous to my health once you wake up. I will not kill you however - if you are a survivor/camo/gullie, that is. If you are a bandit, you'll get what you give: death. I wish to keep my heroskin as it benefits my explorer style, running faster, so the only person I *might* kill is just the bandit that opened fire on me. I'm friendly but there is a line to draw. "But not all bandits are what they seem they are!" Idd it is true, KoS policy from better safe than sorry, shoot first ask questions later is, in a sense, an understandable way of thinking in DayZ. However once you have a bandit skin from this logic, you are forcing people to apply that rule onto you. I will not shoot you unless you drop your weapon, walk away from it and look at an opposite direction than onto me and your weapon. It is my only possible way to interact with you if you really intend no harm to me. If I see you doing a switch weapon motion and/or start running, you're might end up with a few primitive consumables called arrows in your body. You can giggle if you want, but it's actually a good weapon to knock people unconscious in but one hit and I got used to shooting the crossbow since I begun to play, it's been almost the only weapon I have been using since I started playing this game ^^ I think that sums up my behavior in game. Remember, a dead body gives you loot for sure. A dead body also does not drag you to cover and patch you up while you are unconscious and defenseless. Just saying... In a nutshell, I'm starting to do what a friendly would do with some common sense of keeping cautiousness a priority, without systematically using the left mouse button. I am fluent in both french, english and live in EU. If some peeps want to tag along with a player like this, send me a pm. I wouldn't mind joining a private server, hive-connected or not as well. Heck, maybe even join some clan that have similar wishes to play the game like I do ^^
  21. Kraorr

    Hello fellow survivors :)

    Hehe, 3 proposals to chill around with U.S players x) I guess if you'd all agree that we find a way to hook up on some voicechat app (I avoid skype but if not possible for the others I'll just do it) Since I'd be the only one from EU I'll just give it a try on U.S servers and we'll see how it goes, if I'm lucky hitting some server from the Eastern parts I'll prolly have around 80+, 120 at most I think. Having a much better weapon given your mentality makes sense; mine is more about giving nothing that goes out of the ordinary in case I die, so that the loot hungry killer finds out he just wasted bullets and might have given away his position while at it :3 "Die and give little to no reward to your killer" As for those who won't investigate my body to take no further risks, or the kos for the lulz guy, it's fine either way: I won't have anything precious to hope to get back and attempt making an item recovery for my dead body ^^ Even though I say this I try taking minimal risks, resulting in finding morphine much later on, while bloodbags and epi's... well, let's just say there's something called artefacts to prevent me from even thinking of doing it. I wouldn't want my dead body to provide blood bags, whatever the reasons of my death, that item is already too efficient in my eyes!
  22. What you state about player reacting to the game is prevalent to the current player trends of playing merely to shoot, not caring if taken out or not once they have the "play to survive" mind becoming numb when they know that if their character dies they will only need to go back to a private server that is connected to the hive thriving with vehicles/tents to instantly get all the gear they want back and hop back into a new server, rinse repeat. Again given the current state of the game, sticking around too long in cherno/elektro means dealing with people positioning themselves to gun down fresh spawns with high end warfare gear - as if after all some kind of legit longer term effort you would go all the way back to the beginning parts of the map to use the most nasty military items accessible in DayZ to shoot the newcomers/recently dead players? In all logic such a player wouldn't remotely want to travel all the way back there with such gear. The rest can be poorly equipped compared to you in that spot, doesn't mean you're immortal. It would also mean upsetting your chances of staying alive for your new parcour, provided you don't switch servers. The shit is still there though and will upset the rest of the player's situation in there, getting shot by those types of weapons in areas where someone carrying it shouldn't even logically decide to be there. The play to survive right now has been ditched by the window because of this, (including the script/hack users largely participating in this) as those kind of players leave dead bodies with the sweetest loot possible in the starter areas and upsetting how the areas should be tactically and strategically evaluated as you progress through the different hotspots. I mean, for the guy that doesn't have any kind of "help" like those, why even try to go elsewhere than cherno/elektro? All you need - no - you could find anything, even the sweet loot by simply staying there. You'll spend longer time there so you're likely to die there. You might not slip out of it either because the big guns are hidden on the outskirts of those cities, letting nothing get out alive... You know... "what happens in cherno/elektro... stays in cherno/elektro" or "the only way to leave cherno/elektro is in a bodybag". The quotes are exagerative, yet awfully close to how DayZ is played. If not it's "then go to stary or straight to NWAF" or "go on edges of the map until you find tents with top gear - don't save state after picking stuff or the next time you go there again once the server restarts you won't be able to pick what you took again"... Then what? Yeah the guys go back down in cherno/elektro. Probably because of the easy gearing up and... the only unconscious reaction left for the bitter ones out there, give some payback or go psychotrigger on anyone because you had to go through that. All of the reactions have been twisted / became a pejorative. "LOL kill or be killed man, don't be a pussy", "Dude don't play try to survive as long as possible, it's stupid and pointless" etc. However the only idea I like about giving more visual and sound cues is not for the player seeing his own character do it, but for me, as the other player witnessing his current health state. This is both interesting for the ill-intended player or the kind one. If this is really meant to happen, I think we can say that DayZ is meant to have every sign in game to leave ambiguity and rough estimations as a part of the gameplay. You see a survivor/hero/bandit. You have a possible idea of how he might behave, but nothing is certain. You see someone moaning, it might be thirst, the beginning, end or inbetween part of some sickness (different types of illness in the future?). It could be hunger. You're not too sure. You have an idea but you'd have to get closer to get a better idea. Things like that. As of suppressing entirely the UI, I guess we'll see. Personally I don't mind the need to evaluate, as long as there isn't anything with too many colors changing to give you that rough feel of how your character is doing since I have some color blind issues: irl handicapped players are always tough to think about, because it is way harder than some could think it is to actually realize how things are harder for them. It could also be someone inflicted with some partial paralysis: I actually played with someone on another fps and he later told me about having complications due to his "hemiplegic" issues (dunno if it's said that way in english, kinda frenglished it, hehe) after I was getting a bit upset on what seemed to be reaction timing issues ingame after being his spotter/backup for months - I tried finding a way to propose a different keybinding set to optimize as much as possible his physical limitations that were having too much negative impacts for him ingame (he has about... 2 fingers "and a half" that are numb / almost entirely unresponsive for his left hand, the one he used for the keyboard. He actually liked using a joystick instead, as his wrists are not impacted by his handicap!). Ok that one is really stretching the offtopic but I found the deaf argument interesting and wanted to add things to it. But how about the different autisms and degrees of them? For those who have a limited awareness of body language, by how much would they be oblivious to it in order to identify/estimate the health state of their character? Maybe by exagerating the expressions? To go back to the colorblind example, even the UI right now gives me issues about evaluating of how much more time/running distance I can cover before it starts blinking. I see it green/greyish when my character is fresh, then it seems to become red at some point - the slow transition from green to red for me is nearly impossible to see properly until I stop, stare, focus and strain my eyes. At least, the essential moment of emergency is clear, thanks to the blinking part. Should it not blink, I probably would have hunger/thirst issues pop in my face like a bad surprise on a regular basis. Ironic that a UI-less interface, for my case, might end up being a more consistent and accurate way for me to know what's up with my character. Sorry for the wall-text, it's a bad habit. Including the drifting off. My last joker is that it's getting really late. Pillow has my beans. Bye.
  23. That's funny, mine resets to 0 regardless of what happens in my previous log in. Them bugs. :<
  24. If you have made your own keybinds, double check if you don't have some of your movement binds/walk|run double taps/toggles mixed in with your iron sights. When I first began the game trying to find a custom bind set up by myself, I noticed I was running very slow, even the animation looked as if it was borderline slow-motion. I figured that, I had the iron sights key (the hold option, not toggle) binded to my forward key... Shook off the double bind, everything went back in order. It could have been by accident run double tap toggle binded exactly the same for iron sights toggle, so really really make sure of any movement related key isn't getting trolled. small edit of the offtopicness: anyone found out what exactly is needed to be done to perform standing, side-stepping animations?
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