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Everything posted by 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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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. -
Aiming in pc games... maybe some console players do not understand much about it, and casual gamers.. well are just too "casual" to care. But pc gamers, as in people who have been playing pc fps games before the cod era, even the avarage ones, have spent at least a little time understanding how to use your settings to have more consistent control of your character through your interface device, that being the mouse. Arma 2 TRIED to emulate "realistic" (omg cuss word!) weapon handling by adding ENORMOUS amounts of both negative and positive acceleration, based on the fact that your character has limited body turning speed. And the Y axis purposely lagging in proportion to the weapon's weight. This makes mouse movement inconsistent as moving the same distance on the pad (desk for some users) with slight differences in speed will never correspond to the same distance in game. If you play only dayz you might get used to it, I got hackusated of aimbotting a couple times when drag shooting headshots on drivers in moving cars in some periods, but if you play multiple games getting used to arma2 aim again is hell. Worst of all you don't learn aiming skills useful in other games, and other fps's aim will be to little use in arma2 just creating pointless stress on the user. I don't want to see guys saying stuff like "cod players trying to play dayz". More than half cod players don't know what acceleration is. With dayz having 6000+ servers the amount of players who have no idea of how controlling a camera with a mouse in a pc game should be like is high and that worries me for the future. So I'm here, not to hate but to ALARM people who haven't noticed yet. The fact is that realism and games often don't work well together, even if it's a military simulator. Why? Because you are controlling you entire body with some pieces of plastic under your hands, and your perception of the world is based on a flat screen monitor and some speakers. We appreciate you tried Bohemia (not really), but we all saw it FAIL and that is why Arma 3 does not have these.. "features". Mouse movement should respect your hand movement and be less processed as possible (apart from scaling) to give a natural feel of controlling your digital alter ego. AIM IN THE STANDALONE MUST BE LIKE ARMA 3! Or simply not altered like arma2. MAKING THE STANDALONE WITH ARMA2 AIM WOULD BE JUST LAZY PROGRAMMING, IT WOULD TOTALLY RUIN THE GAME THAT WOULD DESERVE NOT TO BE BOUGHT OR PLAYED.
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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 . -
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.
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Oh we got a smart ass here. Too bad changing DPI still does make your 360s faster, this game almost suggests on-the-fly switching between two different sensitivities between aiming and not. Their neg accel just penalizes fast hand movements that in close range do serve for more authentic gameplay, it's not just a matter of counts/second. Before hypothesizing a lack of open mind and intelligence of somebody you should assure you're not speaking out of ignorance. Btw I repeat Arma3 loses accuracy on fast mouse swipes, it's not a twitch shooter (the whole engine isn't really thought for that). Yes I understand I might sound arrogant, there is a reason for it. Without patronizing some points the thread would have been flooded with ignorance, like a couple examples by the guy who suggested a controller, or the guy who said turn off mouse smoothing. I find talking about things you don't know, with that tone, to people who evidently know more about it to be one of the worst forms of arrogance. I don't really feel like I did something wrong by answering a little rudely to some one who says "if you don't like don't play, bohemia has an idea..." when I'm worrying for the future of this game, and Dean Hall him self addressed the topic as an issue. He even liked that post, maybe he just understood that I'm concerned and care a lot about this game/mod The cod example was just an other attempt to contain useless posts, btw I recently replayed MOHAA and COD1 one after another on max difficulty, I'm still shocked about how blatantly COD lowered the skill ceiling of the genre. I've got to say the ratio of useless/useful posts has come out pretty functional. Getting called aimbotter should not sound new to an experienced gamer. I'm not trying to sound like a pc god, just an informed and dedicated pc gamer , when dayz if full of console players and casual gamers. That is a fact. I am trying to limit the discussion part to experienced gamers, leaving people who come across terms such as neg accel for the first time with an educated read, and some key concepts to research. Not a thread full of useless posts and questions to filter through. I see how some people would rather choose the immersion factor of not being able to turn quickly (again raising dpi mitigates A LOT), but other than the "realistic" feel there is no functionality to this interface wise. Remember that mouse and keyboard (and gamepad -.-) are still simplified interface devices, you control the movement normally done by many muscles with just a few, yet to this they apply full body laws. Arma3 system may not be "perfect" or as authentic, but it's more natural muscle wise. Not that it wasn't worth the attempt, but I'm happy to see and hear that BIS and Dean Hall came to my same conclusion. Hate me all you want, I got my answer and if just one person goggled about mouse accel, smoothing, mouse response, (even just to see if that arrogant as.shole knows what he's talking about), or simply learned something thanks to this thread, I'm happy with it. btw cod has been a punch bag from way before Blackops ;)
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Thank you for posting Mos1ey. As much as I agree it feels authentic and is well thought (on a theoretical level), I believe something like that doesn't fit the pc gaming world. There have been periods of time when I would play only dayz for monthes, and I did get very used to it. Playing the same game for 3 months straight is an extreme case scenario though. On top of that this system still has a big limitations for close range combat (somewhat popular in the dayz mod), just think of how unnaturally difficult it is to hit a zigzagging target a close (or even long) range. Player movement system lets them change direction quickly but mouse input is limited and obstacles quick enough corrections. Because of that lot's of close range firefights play out in a very unrealistic fashion Arma 3 doesn't really have twitch shooter mechanics, moving your mouse fast more than a certain (small) distance will make the gun inaccurate (since repositioning the whole body), kind of like in Heroes & Generals. Loosing accuracy: OK; messing with my mouse movement: BAD. Twitch mechanics really work only in extreme close range fights because of the accuracy loss and the sway when moving. This actually resolves arma2's cqb randomness problem.
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Did you even understand one word I wrote, or read more than one line? I should report this as spam.. @Wayze I'm ok with sway and fatigue, but leveling characters in a game like dayz should be approached cautiously. Having your character grow stronger and less subject to fatigue I think makes sense. Arma 2 sway I think is pretty good. A little tweaking I might like, but nothing too drastic. People can gun you down in real life, and if they spent more time training with firearms than you they will most likely be better at it. If an apocalypse came down now, some people would be already used to handling guns, others will have to learn during their survival (me included), or die. Life's a bitch, specially during a zombie apocalypse ;) Videogame wise I believe I've already treated this extensively enough n the OP, but still we have people suggesting controllers... sigh Good to know Dean Hall talked about the neg accel PROBLEM.
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Fun video, thanks. You mean it's confirmed that the standalone doesn't have messed up mouse input? EDIT: @Weparo Oh ok I see. it's not about FPS games, but controlling virtual characters. Arma 3 is done different from arma2 for that reason. If you are bad at controlling your mouse, a game should not compensate for it not letting people develop muscle memory. The game is about surviving, and not being able to control your gun properly is not a part of it. Guns are there to defend what you've accomplished surviving. Balancing gameplay doesn't mean having a bad control system. People with decent mouse handling skills can understand this, but you defend your lacks with a weak argumentation. What if Dean Hall actually thinks that arma3 aim is better, has he spoken about it clearly yet? As I said I won't play it IF it has arma 2 aim and yes if you are interested I am starting a cryengine project with some friends, but as you might know developing a game is neither fast nor easy, it is our first project and it's more to see what comes out. Can't put that on the same level of rocket's work with the SA, maybe in a couple years I will be able to think that way, maybe we fail miserably. Who knows, that's not the point though. Anybody heard Rocket talk about this topic?
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1.7.7.1 pvp nerfing and opinable changes
the1freeMan (DayZ) posted a topic in DayZ Mod General Discussion
Hi guys, I' ve been playing DayZ since 1.7.1.5 and Arma 2 for a year befor Dayz and the latest patch really surprised me negatvely. The fact is that with how glitchy the zeds are, getting infected THAT fuckin' easily and getting knocked down so frequently is a big game changer and BREAKER for who enjoyed the old school Dayz experience. It's not that we can't cope with harder zeds but with all the hitting through walls and glitchy movements this is just not the right way. Game modes like Origins and 2017 are already there to discourage pvp, I think DayZ should stay Dayz and not friggn' change up the whole gameplay like that. When you learn somthing, any activity that involves a technique built and learned over time, having to relearn it is way harder than starting from zero, specially if you think things were BETTER BEFORE. For people like me and others I know, the advantage of having a squad, or even just being in two, is so huge we really didn't need something like that. I currently play with other 4 guys. three of them I know personally IRL, but my best squadmate, the one I play with the most is a guy I met playing DayZ. The whole looting makes sense because you know there might be a human player watching you trough his scope, or silently following you. That is the tension that gives immersion. Not some overpowered glitchy AIs. I've seen the standalone videos, the idea may look similar but it's implemented in a much more respectful way. I think a big problem is that the community is too big and there are too many newbies coming in even from the console world (nothing bad, just not used to mouse and tweaking) just to play this MOD who can't even set up their video options decently, let alone shoot. Guys thinkin' and calling Arma 2 an FPS! And generally n00bs thinking games are here to serve them, not willing to take the time and sacrifice to learn the game. I've even heard people say that games being n00b friendly is good.. do I really have to comment on something like that? I took my time learning a game and you friggin' turn it upside down to encourage friendly gaming??!! Survival my ass, survive from other thinking humans! Too hard? Change game. (and I don't mean change THE game) -
Would you play Dayz without Zombies?
the1freeMan (DayZ) replied to Flavalicious's topic in DayZ Mod General Discussion
Yeah I'd love a Pvp survival game like DayZ but without zombies I find they just ruin most PvP fights. The problem with arma2 or wasteland is that you don't keep you character when you log off. I think that a big part of DayZs immersion comes from keeping you character and all the stuff you collect around, specially fron the players you've killed. At the moment zombies are not a determinating factor but an annoyance, as soon as you understand how they move you tend to most likely run past them instead of sneaking, the biggest threat comes from other players and given the right circunstances zombies can give the advantage to a noob with a shit gun in a firefight. DayZ is already random PvP for 90% so quit saying stuff like "it gets old" or play arma or bf because those are incredibly superficial statements. As this is how people tend to naturally behave (why should I go slow and be an easy target while I can just run to a pine tree?) I think a pvp mod with permanent characters would be appreciated by a lot of people. I see these poll results as an indicator of 2 things: 1. most people suck at PvP, 2. lots of people are hypocritical and get influenced be stuff like "you can't remove the zeds from a zombie game" and don't really look at how they actually play. I repeat for any guy who likes to speak without thinking: BF,Cod or Arma have no PERMANENT CHARACTER modes (except for TEAM modes in arma2 like chernarus life but it's not the same thing as there are forced teams and characters do get reset after some time you don't play). Look at how people reacted (extremely positively) when youtubers went from dayz to wasteland, putting a PERMANENT CHARACTER system there (and maybe hunting) would be great! And we could all have HD models instead of the crappy low res (Lite) outfits. -
Put a f*ckin' BANDAGE in the 2017 startup gear!!
the1freeMan (DayZ) posted a topic in DayZ Mod General Discussion
I don't think this needs much explanation.. -
HACKERS Everywhere/ Teleporting Vehicles
the1freeMan (DayZ) posted a topic in DayZ Mod General Discussion
Hey everyone I wanted to point out how in the last five days almost every server I join has Hackers, and I'm talking about PRIVARE SERVERS. Couple months ago I stopped playing on pubblic servers because the situation with cheaters was unbearable, now about every server (no matter what map) has hackers. The most common being teleporters with godmode, and usually a DMR. I usually can get 3-5 hits on them before thay can even aim, but that won't stop them from disapearing and spawning behind you. WATCH OUT and be prepared to alt+f4 on these guys (provided you have enough experience to judge the situation and consistently check your surroundings). Make sure always shoot and hit them first and wait for them to teleport. Other than this another wierd phoenomenon is going on. Lots of servers with 100+/200+ vehicles actually seem to not have any. Yesterday I spent 8 hours searching almost every vehicle spawn on 3 severs finding nothing. Witnessing people teleporting helis, suvs and random loot if not other players I realized that teleporting already existing game elements instead of adding stuff to the database is much harder to find out and much likely hackers could be teleporting existing vehicles out of the map or in other nasty locations. It woulden't be the first time I hear about a "vehicle pile".. I remembar an admin trying to sort that out some time ago. I hope to raise the awareness of players and admins with this post and look forward for a solution to these gamewrecking events.