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Everything posted by Etherimp
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That shouldn't affect your ability to make factual statements on forums. If you're going to contradict me and insinuate I was suggesting something, then at least quote where I suggested it and make a valid argument against it.
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Please quote where I stated that I wanted them to throw out the work they were doing to make physics defying movement... Or quote anything where I suggested movement be anything but realistic.
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Dude, I dunno about you but Random sounds are one of my major annoyances/gripes. They've been in since Day 1 of the release and it's been 8 months of non-stop soda-can-popping-zombie-screaming-ammo-splitting ever since. I'm so fucking happy for this news I could piss myself.
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Of course your opinion is "allowed", and nobody said Gibonez opinion wasn't allowed, only that it's often obvious he's only played 90 hours when he says some of the shit he does.. You don't see a lot of players with 500+ hours logged that can stand behind his opinions because they're often out in left field and would completely ruin the gameplay if implemented. Also, nobody here wants DayZ to become Counter-Strike... But counter-strike was RESPONSIVE and you knew exactly what your character was going to do when you pressed certain keys, and you knew exactly how fast or slow you were going to be at any given time. For me it isn't about DayZ being "too slow", it's about it being inconsistent/unpredictable. If you want a game based off of skill you need to be able to rely upon your muscle memory and that requires consistency/predictability.
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I personally don't have a problem with the speed... I have a problem with how your character lurches from side to side every time you stop, which makes it unresponsive/clunky, and that is most perceptible in 1st person, and is amplified on laggy servers.
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Now do that in 1st person on a full 40 player server with other players around the corner ready to shoot you.
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A guy holed up in an apartment with a shotgun has the advantage of a defensive position; IE - he has his back to a wall and cannot be flanked, and he dictates where the battle takes place, and he SHOULD have the reflex advantage. This is true no matter what your movement is like... On the other hand, someone assaulting that apartment has the advantage of surprise. "Breaching" is like peeling an onion. You have to pry open the defensive shell and make space for you to work in. This is completely skill based and should not be negated just because you like to PVE. Using your logic - There are plenty of Co-op and PVE based survival games out there... if you don't like PVP, go play those.
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I've stated my issue many times over... Strafing is slow, clunky, and unpredictable.. If you breach as much as you say (and I don't doubt you do), then you'll know that currently the only way to do it reliably is to "tap" your side-strafe while you're "walking", as to peek as slowly as possible and "slice the pie". This is fine... but to do it more quickly, it becomes unreliable where it shouldn't be.
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Apparently you do, because I just explained in the post you quoted how it's done.
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Have you ever considering the possibility that maybe some of us are using strafing/leaning in conjunction? Problem being that your strafing/movement is UNPREDICTABLE.
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While I've never been in an actual gunfight, I'm fairly sure you haven't either... But, let's work with something we know... Have you ever done paintball or airsoft battles? I have, and I had no problem moving quickly around the battlefield and lobbing a barrage of paintballs about 1/2 way across a soccer field and landing them on peoples face-masks while strafing and running sideways. <-- Running that way ^ firing that way. Of course, there's not any real recoil on a paintball gun, and the ballistics are quit different, but none of that has shit to do with my physical limitations - IE - the ability to run and shoot at the same time.. accurate or not.
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Breaching is .... wonky at best. I have some video I could edit down and show you examples of how it's very complicated to do properly and some quality of life changes could be made to retain realism while providing better responsiveness in these kinds of critical and mortally dangerous situations, but honestly I'm too lazy to put the editing work in.
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Obviously I know it's possible to strafe... The problem is, strafing in this game is unreliable/unpredictable. I do not know if I am going to strafe 1 step, let go of my A key, then watch my character stumble another 3 steps, or if I am going to strafe half a step and stop immediately. As I said "Strafe without my character stumbling over himself." Re: UNRESPONSIVE. Whether or not Rocket feels this is the way things work in reality or not, it doesn't make for very rewarding gameplay. "Wow, I would have won that gunfight if it wasn't for my character randomly dashing forward from a crouched position then vaulting for no apparent reason." Or better yet.. "Wow, I went to go pick up that Compass and fell off the building because my character randomly decided to dash forward off the edge."
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I should be able to strafe around a corner and strafe back behind the same corner without my character stumbling over himself.. As has been mentioned in this thread a half-dozen times, nobody is asking for/looking for arcade shooter movement here.. we're not asking for bunny-hopping. Just clean movement/controls that are responsive and intuitive.
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Go look at Insurgency.
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Right. I'm not asking for them to introduce bunny hopping. A good example of how movement/controls is done in a tactical shooter would be Insurgency.. The shooter mechanics and movement is mostly realistic, but it's also responsive and smooth (for the most part).
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The first sentence of that paragraph, is why I find it very difficult to play on hardcore servers. I have no problem playing first person perspective in any other FPS game, but playing first person only in DayZ is verrrryyy uncomfortable for me. The movement feels so ... unresponsive and the FOV is really whack. IMO, FOV should just be locked at like 100 and they should fix the zoom on scopes so that they are uniform. I keep getting people on my youtube channel criticizing me for not playing on Hardcore servers, so I have been giving them a fair chance lately, and while I enjoy the more intense gun-fights, generally just running around the map and looting things is almost painful to do.
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Seems like the only person failing in logic here is you.. Not to flame or fight over this but why can't CS be a superior game AND DayZ be fun to play? I mean, I think most of us including Grimey Rick ENJOY DayZ.. Why else would we be here? And just because we enjoy DayZ and want to see it become the best game it can be doesn't mean we are blind to the reality that better FPS games have existed. CS was a better game, but I played it competitively for 7+ years, at a reasonably high level... I quit because to manage a competitive team takes a LOT of time and a LOT of energy, and I am much older and more responsible now, so I find more casual (less competitive) games like DayZ are more healthy for me. Does this mean I should go back to playing CS because I think it's a better game? Umm.. No? I still LIKE and ENJOY DayZ but I recognize that it has some serious faults, and I am patient and tolerant of those faults because this game is still in Alpha and I know there's time for those faults to be addressed. Let's look at the facts: DayZ is a shooter. (FPS) DayZ has "realistic" weapons. In DayZ, death is permanent. It takes only between 1-4 hits from any given weapon to kill someone, which means there's very little margin for error. When you take those factors into account, you can extrapolate that for GOOD game play/gun play to exist, the controls should be responsive and intuitive.. Not slow, clunky, or unresponsive, as they are now. If the controls and mechanics remain clunky and unresponsive, the game will die out because people will get frustrated with dying unfairly and go find better games. This is not saying "FUCK THIS GAME IM GOING OT PLAY CS", it's saying "This game has issues that need to be addressed." It's the exact opposite of fanboism.. It's called constructive criticism, and last I heard, as Alpha testers, that's part of our job.. to give that.
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Have you ever played CS or UT? Because if you had, you'd realize that UT and CS have completely different mechanics and fall into completely different sub-genres. CS = Tactical shooter (Probably one of the first, along with Rainbow Six) UT = Arena shooter Yes, CS had (and still has) arcade elements... But it's also one of the most popular FPS games of all time, and at one point in time was one of the most competitive LAN scenes in the world, right up there with Starcraft in Korea. Again, NOT saying DayZ should play exactly like CS... only that it could learn a thing or two from CS because the games honestly have more in common than not. 1. Both were Mods (Half-Life -> CS, ArmaII -> DayZ) 2. Both were genre defining (CS = Tactical shooter, DayZ = Open-world survival shooter) 3. Both became their own standalone games. 4. Both aim(ed) for realism (within reason) The difference is, CS has ALWAYS stuck to its roots and with the formula that worked (for the most part), where-as DayZ has evolved a little more (for better or worse.) So, when you say "GO PLAY CS OR UT THEN IF U DONT LIEK DAYZ", you're insulting yourself more than you're insulting people who play DayZ and draw parallels to CS.
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It's also possible he logged in to a server which was disconnected from the hive. I have experienced this before.
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And I've been playing First Person Shooters (competitively) for 20 years... My point is that you spend the majority of your time posting on these forums and not enough time in-game actually experiencing and testing the mechanics to be able to come to educated and accurate conclusions. I'm not saying your opinion is completely invalid, only that it's hard for you to have a really educated opinion with only 90 hours played. Whatever game you played from whatever studio for how-many ever years doesn't mean diddly squat. I think there's a fine line between "Realistic" mechanics and "Simulation" mechanics. I think the physical attributes of muzzle-velocity, bullet drop, rate of fire, reload time, sway, and other mechanics should definitely lean towards "realistic", WITHOUT making the game a "military simulation". Because, quite frankly, military simulations are fucking boring. The team should aim to be as realistic as possible without sacrificing FUN.. And it's really not "fun" to feel like you're hauling around a 100lb weight on your head in first person mode every time your player comes to a stop. I say this with 20 years of FPS experience and competitive gaming experience to back up my opinion. I was winning money in LAN tournaments before BI ever existed and probably before you had pubic hair. No offense.. But if you wanna pull the experience card, there it is.
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While I don't agree (necessarily) with making the game more like "twitch" shooters, I think your opinion must be weighed against the fact that you've only played the game for 90 hours. IE - Maybe you don't know as much as you presume.
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90 hours of in-game play.
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I just wish strafing was more responsive.. When trying to strafe around a corner it feels like you're moving with a washing machine strapped to your head.
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Zombies, bro.