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10 NeutralAbout the1freeMan (DayZ)
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Minimum config value of GUI sensitivity slider is 0.2 . That's not nearly enough for medium/ low sensitivity players coming from Counterstrike and other technical FPS. With 800 cpi @ 0.2 I can get barely usable sensitivity, higher cpi mice like the DA 3G require exiting game and manually setting sensitivity every time. This is tedious and sould be fixed. It has been modified once already, but seems like devs don't know much about gaming mice and assume everybody playes with an office mouse at high sens to comepensate the mouse's shortcomings. For all you smart asses: Changing cpi from the mouse is not an option, 1800 is the only value native to sensor register and others require microcontroller recalculation, feeling like crap. Windows pointer speed 4/11 also feels pretty bad and, regardless of that, any decent modern generation (and not only) game can handle 1800 cpi. I have many other lower cpi mouses, but I like this one, I (and any other player) should have the right to use it without all this hassle!
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Before version 0.45 aim was perfect for me. Now in honor of the "realism" effect the gun lags intentionally behing you're center point of view. Now personally I despise any attempt at these kind of mechanics as I feel trying to emulate gun weight limiting mouse movement will just make the mouse feel awkward, as if you had input lag. I understand how people might like the IDEA of a more "realistic" gun handling, but please tone it down, at least half of what it is at the moment. Make it more proportional so the pistols are not affected at all (and give us AP rounds ^^). If it were only for me, I wouldn't give a rat's ass about player turning speed looking weird vs aiming feeling weird and would adopt the arma3 solution where you lose accuracy with fast mouse movements rendering flicks effective only at extreme close range. Videogames are always a simplification of reality, even realistic survival/military simulators. Controlling your character must feel intuitive and natural. This system doesn't and I find it better how it was before the last two patches.
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Weird Mouse movement DayZ standalone.
the1freeMan (DayZ) replied to Nibiru (DayZ)'s topic in General Discussion
I made a thread on this way before the SA even came out saying that if they didn't give us 1:1 mouse it wouldn't be worth buying. http://forums.dayzgame.com/index.php?/topic/152748-aim-in-standalone/ It has been fixed with the latest patch. http://dayz.gamepedia.com/Changelog You can reed: "Systems: 1:1 Mouse control / movement". Problem is the slider is totally off (way too fast). So you will have to input your sensitivity manually on your "yourname.DayZProfile" in your "documents/ dayz" folder. Slider minimum is around 0.2 iirc, I use 0.06 with 800 dpi for 48cm/360 Regarding inputlag I suggest setting "GPU_MaxFramesAhead=1" in the DayZ.cfg (documents/ dayz) -
Nice idea bringing back old school dayz, but how are you going to do that with limited running? Fatigue limits are crazy low, I couldn't run 400m with empty inventory that I had to rest. I hope it's a bug and it gets fixed ASAP because the mod is unplayable otherwise.
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Can not relate. But if you wanna have a fist fight I'm in :D
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Don't get confused, being able to adapt to shitty control and LIKING shitty control are two different things.. I've been playing arma2 way before OA and the dayz mod, I've completed 100% armory at least 2 times and the three main campaigns 2 or 3 times.. I knew all the weapons by heart before anybody ever played DayZ. The only way to confidently handle situations is through careful planning, good tactics and positions, ability to improvise AND good gun control. You don't live live long with aim only, not even in faster games. Ballistics, weapon recoil, sway, damage model, move penalty, Arma 3 even has accuracy loss if you move the mouse too fast. That's what you are learning, not the inconsistent input system. Enough said, the option to remove acceleration in SA is already there in the menu waiting to be implemented.
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How to get character back after the 32.114557 patch
the1freeMan (DayZ) replied to the1freeMan (DayZ)'s topic in General Discussion
Seems like on some servers it doesn't work :/ -
How to get character back after the 32.114557 patch
the1freeMan (DayZ) replied to the1freeMan (DayZ)'s topic in General Discussion
When you assume you make an ASS out of U and ME. Test! I believe that if the devs wanted to delete the old profiles they would have done that. This thing you call crap is simply basic computer knowlege . -
How to get character back after the 32.114557 patch
the1freeMan (DayZ) posted a topic in General Discussion
Deleted by author. I'll try to contact devs about it. -
Things you want to see in SA updates first.
the1freeMan (DayZ) replied to ZlobaRUS54's topic in General Discussion
- Mouse acceleration: fix the menu option for disabling it, this will make pointing at objects feel much more natural. - the SUN IS OVERPOWERED !! Seriously, learn from other peoples failure. - Unconscious/resting fix -
Sorry for the rushed answers yesterday, let me explain what I mean better. Negative acceleration does not effectively give a max turning speed. It limits mouse moving speed, affecting low/mid sensitivity players only. I repeat, high dpi/sens players will not be affected (by neg accel alone, arma2 has positive accel and a maximum body turn speed to take into account). Think about Far cry 3, that is an fps game with that implemented, and it failed miserably as a multiplayer game. If you tried playing it and have a 360 of more than 20cm it will basically be unplayable. The fact is that many people playing counter-strike games, where "flawless" aim is a necessity, usually spend much time setting up their system/games for maximum mouse responsiveness, look for mice that ALLOW fast hand movements (not having sensor related accel), which are rare on the market which is investing in the "easy road" of high dpi. They train hard to get the mouse cursor to be a natural extension of the hand. Giving an arbitrary (not engine necessary) in game IPS limit is technically ridiculous. Arma 2 doesn't only have NEGATIVE accel but POSITIVE as well. Go in game, aim at a reference point and spin an extremely slow 360° (like half cm/ second mouse movement). Then come back the other way faster (around 2-3 cm/s), the character will spin much FASTER. That is positive accel. If you go over a certain limit of cm/s the in game camera will stop moving (an probably point at the ground). That is neg accel, and again it affects only low sens/dpi players. Messing like that with the mouse input of some one who spent time, energy and money to not be technologically limited is pretty much like BLATANTLY THROWING ALL HIS RESEARCH AND WORK AWAY. What I'm trying to get straight is that being able to flick a 360 is of minor importance compared to having a responsive input, that lets you correct your aim without "mudding up" the mouse feel, that gives actually a more natural and "AUTHENTIC" feel when controlling the gun. This is because, repeat again, The control over your digital body is done by a simplified and approximate system, awareness through screen an speakers is not the same as real life, EVEN with arma's alt turn head. Frame rates usually don't allow quick head pans to provide accurate enough information quickly as in real life, specially in cluttered situations, it's good but still a game. And considering the type of game, 360 turns are actually useless! The dyslexi (or however you write it) 180 flick pistol shot is perfectly possible IRL (with a pistol), It would necessitate a huge experience gap between the soldiers (like a 20 year vet vs a first timer, or just someone with balls of steel vs a nervous type) but matter of fact is that defending from a gun to the back is taught in self defense, highly unlikely but physically possible. Flicking 360 (losing lots of precision and being tactical nonsense if you aim at shooting someone within that movement) may not look authentic but with current, everyday use, interface technology, it seems like a necessary pain since better (or more authentic) ways to control camera movement with the mouse have been tried but have all FAILED. A maximum turning speed independent from mouse speed would rather make sense, but most probably it would interfere with "inside fov" corrections as well, making it not viable as an option. Anyway, both Bohemia Interactive and Dean Hall came to the conclusion that having non accelerated mouse input is the best way to go. I hope I gave you some decent and understandable reasons why.
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I admit that there might be some misunderstanding, by synthetic feel you mean games like counter-strike? Can I ask you why you never came across neg acell in all these years? Can I assume you focused more on other aspects of pc gaming rather than the mouse input? There's nothing wrong with being casual or console gamers, but you do agree that your opinions on aiming in pc games are not formed as much as the ones of somebody who spent time and energy on the subject, do you? I don't go about talking football teams after having watched a couple of matches with some one who spent years following the championships, like my opinion on players is more or as valid as his. I'm trying to prevent as many people I can from coming out saying "oh but guns weigh in real life, that should be felt in the game as well" as there is much, MUCH more to that when balancing controls in a videogame, specially for pc. Oh I was waiting for someone like you :) You are the type of person I believe should stay away from any thread that hopes of being useful. Wasted enough words already.
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Without any offense, this is the reason I wanted to keep the discussion to experienced pc players. Your considerations make theoretical sense, but please read what I wrote about interface devices. You can't think this as a" real world laws apply thing", due to interface simplification.
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Alt is used to turn your head an leave body, arms and gun still. Deadzone moves your torso and gun/point of aim leaving your legs still. In arma 2 this actually makes the front sight lag behind, and you can actually snap shoot more actually without it. Arma 3 doesn't lag and keeps the same sensitivity/turning speed when reaching the limit and moving the body around, just looses lots of accuracy.
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Have you tried using Aiming deadzone, what is your opinion of it? (game options near head bob) I think it's rather to laggy in arma2, arma 3 seems ok. Although at the moment I prefer without it, it does feel like it could be put to use for FASTER and MORE ACCURATE snap shots within your field of view I do also want to point out that perception and awareness of your surroundings in a game, through screen and speakers, will always be inferior to real life. Controls have to take that into account.