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Jevez

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About Jevez

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  1. Many people have pointed this out and the developers claim that nothing was changed. Perhaps it is the case that nothing was changed directly, but something has definitely changed it indirectly.. I can only assume that the skybox/lighting changes caused this to happen as it all shipped in the same update, and thus the fog now looks much more white and is extremely noticeable. I agree it's generally a problem everywhere and not just the coast, but my god is it especially disgusting on the coast. It really ruins the visuals tbh, feels like you're playing with max brightness/gamma. There has been various tickets made about the issue as you can see here https://feedback.bistudio.com/T177392 (1.22 vs 1.23 comparison images in the comments - full screen them and the difference is obvious) https://feedback.bistudio.com/T177485 Developer comment: "This is something that has always been there (it is not new) and we have a note in the backlog that we would like to be able to change this dynamicaly based on the day time and weather." So it sounds like maybe we'll have dynamic coastal fog in the future, but they aren't aware that the actual appearance of it has changed and made the game look worse? (or they know and aren't going to change it?) Idk. While I enjoy the new skybox the fog/lighting changes made the rest of the game look like ass unfortunately, hope it can be fixed sooner rather than later.
  2. Jevez

    Can you add Toggle Leaning please?

    We had it in the past but they removed it 🙂 very cool. Not really sure why, I'm assuming it's either an issue with the new animation system or they can't add it to controller due to lack of buttons maybe? I don't know the current controller layout but I'd be surprised if all possible inputs were taken already. If it is a controller specific issue then I'd still very much appreciate the feature being returned to the PC version 👍.
  3. I know how you feel, for me I loved the overall design of the gunplay the most, the feedback from firing a weapon just felt so visceral and satisfying. I've never enjoyed firing a weapon in any other game more than I did in 0.62. It felt like you were actually holding something powerful, guns felt alive, like a separate entity and it was your job to control it, to "tame the beast" if you will, and as a result landing successful shots felt amazing. The only thing holding it back in my eyes was all the damned bugs.. yet in the very same patch they fixed most of the bugs they also redesigned the entire game. Man.. I don't think I've ever felt so simultaneously excited and disappointed. I definitely try to engage with these type of posts when I see them and will continue to do so, however at times it can get exhausting when trying to interact with certain people, such as: 1. Players who joined after 2018 that only know the current version, yet argue against you anyway. 2. Players who did play before 2018 but like to say that everything was universally bad because the game was buggy/clunky, while ignoring the actual design of mechanics. That gets tiring..fast, but hey, I'll always continue to like threads such as this one, write the occasional comment and suggest to devs that I'd like changes to movement/gunplay, in hopes that maybe someday we'll see a DayZ that fully utilizes its potential.
  4. Hey Lakevu. I just wanted to say that I appreciate your persistence in regards to this topic. Even if I don't always agree with the exact wording, I usually do agree with the overall sentiment and appreciate it. Whilst I'm someone who personally cares a lot about the issue, I'd find it hard to repeatedly engage the conversation when it feels like no progress is being made, so yeah.. respect and thank you for that. Here's to hoping indeed.. wishing many good things for DayZ in 2024. Merry Christmas to you and the DayZ dev team.
  5. Jevez

    Need feedback on my Server.

    I would say so yes, however there's obviously a lot of people who love heavily modded servers, so it's a very subjective thing. For server slots though I'm sure 99% of people would agree that you need 60 as a minimum on Chernarus. 70-80 is the ideal amount in my opinion, but some servers go even higher.
  6. Jevez

    Need feedback on my Server.

    For me personally 55 mods and only 20 player slots makes it an immediate no.
  7. Jevez

    Remove Zoom By Default.

    Completely disagree.. Zoom is needed and it is NOT a "gameplay issue", it's the solution to a real gameplay issue AKA trying to play a map of this size/foliage with the default zoom level. (Before someone comments saying "that's not why it exists" I know, what I mean is that if you removed eye focus and kept us at the default zoom level it would create a real gameplay issue, and it feels especially bad on maps this big). We had a patch in the past where the eye focus wasn't available and it was fucking horrible. The devs already nerfed the zoom while sprinting which was more than enough. Eye focus is decent but it isn't a replacement for scopes/binos, they are much stronger and have their place in the game. I take binoculars on every character and use them often. Without eye focus you'll be stopping every 5 seconds and whipping out your scope/binos to check on every little bush or flickering pixel that catches your eye, a way worse experience than what we have now.
  8. Jevez

    Bring back authentic gun ballstics

    Definitely agree with your sentiment. Not everything should be as fluid as possible, I feel like it really depends on a case by case basis. The first thing that comes to my mind is how you change stances in Arma 2, from what I remember the animations are very slow and deliberate and you can't do anything else during that time, in current DayZ however not only do the transitions feel fast but you can also keep your weapon raised and even fire your gun during this time.. I agree in this case the "clunkiness" of Arma 2 wins out over the freedom granted by DayZ animations. True regarding the stairs, how we currently glide up any vertical angles such as stairs or hills is ridiculous. In 0.62 it did feel terrible being forced to walk on even a tiny incline, however now we've gone in the completely opposite direction.. I understand what you mean with the Arma 2 movement, it definitely felt robotic but in a good way. It's also great how ever since they added inertia the character gets glued to walls.. or how you can just "walk" down the ladders of hunting stands. They really gotta do some work on the movement 😕
  9. Jevez

    Bring back authentic gun ballstics

    Well I suppose this is pretty hard to discuss as it's pretty vague and people interpret these things differently. When referring to "smoother animations" I was thinking of things such as the following. 1. In the past, when vaulting a fence your character would jump in the air and "glide" through the object, now you character actually puts their hand on the object and swoops their legs over. 2. Previously you were forced to stand still while eating, now you can walk while eating and it's a smooth experience, doesn't feel clunky. 3. You can cancel out of any animation and immediately regain control of your character by holding RMB. 4. When swapping items in your hands in 0.62, you either had to be stood completely still OR be forced to keep walking forwards until the animation completed. This was actually terrible, now you can jog and change directions during the animation. I'm probably forgetting a few but I'm sure you get the idea, these kinds of changes are objective improvements that definitely increased the overall "perceived smoothness" of the game. However things like melee animations are worse now, being forced to walk forwards when attacking feels terrible, and the 2 handed animations are especially bad. Being forced to walk backwards in order to block is also stupid. As for the movement/gunplay, I wouldn't say that the animations themselves are an issue, but rather that certain features were changed/removed completely which degraded gameplay such as the camera being separate from the gun/sway/recoil/hipfire/ stamina/hold breath/weapon inertia/movement speed etc.
  10. Jevez

    Bring back authentic gun ballstics

    This annoys me as well simply because people ignore any context when saying things like this, they essentially boil it down to "In 2018 the player count was nearly dead, and that version of the game had the old gunplay, therefor the gunplay was bad" Ah yes.. everything was the gunplays fault! Lets conveniently ignore that the game killed itself over the years from having game breaking bugs such as zombies going through walls, your gun disappearing when dropped on the floor, the fucking hotbar not working so your character does nothing and you die, making false promises that angered the community and much much more. Lets also ignore the fact that in 2018 there wasn't a single game update because the devs were focusing on 0.63! There's so many reasons why the player base was bad in those years, and many reasons why it has gone up since, that tying it to the discussion of gunplay is just so silly. For the most part the core mechanics are actually functional now, when I press the hotbar it works, animations are smoother and you no longer die from not being able to cancel them, they added modding and new maps like Namalsk were huge for the game. Not to mention the addition of base building, new weapons/vehicles/clothing, gas zones/trains/convoys, consistent bug fixes and more. Even though some of the stuff is re-added old content I'm still happy to see it, and it's brand new for anyone who started after 2018. Engine work was done, core issues were fixed, content was added, the game expanded, trying to correlate a change in the player count to the gunplay specifically is impossible due to the timeline, anyone trying to do so is trolling. I believe that if the game retained the old gunplay but still received all of those other benefits, the player base would still be in a similar state as it is today, perhaps even higher. The new gunplay wasn't the reason for the games uptick in players, and the devs shouldn't be scared of changing it back to its authentic self. The old style suits the game better. And just to clarify, my comments aren't directed at you Lakevu, I'm just using your quote as an opportunity to shout into the void. 🙂
  11. Jevez

    Update 1.23 general discussion

    Very hard to choose a clear #1 but I suppose I'll go with the NWAF rework. In my opinion the 0.63 NWAF rework was terrible so seeing it finally be removed after 5 years is a pretty great feeling. I feel like I've seen more players there since 1.23 came out than I did for months on the previous airfield, so I'd call that a huge success overall. I didn't hate any additions in particular but there was some disappointments, or rather feelings of missed opportunity, the thought of "that's great but I wish X thing had this" which I guess is where question 3 comes in. Skybox. 1. Chernarus skybox moves sooo slowly that it feels completely static. You can stand completely still while using eye zoom on the clouds and still barely notice any movement. Did a quick test on Livonia and it seems to be faster there. 2. Part of me is really sad that the Chernarus and Livonia skyboxes are completely separate, they both look so good and it's a shame that you can't experience both on one map, I prefer to play Chernarus so I will never get to fully enjoy the Livonia skybox and vice versa for the people that main Livonia. I'm not sure if it would possible to implement but I'd love if both skyboxes were available on both maps and they rotated in/out over time, I feel like it would only increase the visual variety for everyone and make both maps feel more dynamic. If not, would it be feasible to have them manually swapped every 2/3/6/12 months or something? that sounds nice too. DMR. This was unexpected but it's always welcomed to see a classic weapon return, however it's pretty disappointing to see that it didn't come with the mil dot scope and only uses attachments already in-game, that definitely dampened my hype for it. Not only is it iconic to the A2 DMR but I also can't stand using the current ACOGs, the glowing arrows are more annoying than they are helpful. The ACOG in the alpha version was a lot more enjoyable to use. It we got both a mil dot scope and adjustments to the current ACOGs in the future that would be amazing. NWAF. It's a huge improvement in terms of gameplay and I'm very happy to see the direction it has taken. Not only is the runway flattened and spawning highly desired items, things like the camo texture on the fire station and the completely closed off aircraft shelters are a very nice touch! I wish to see visual variety on the airfield continue even further, by bringing back the iconic hangars (or perhaps a different model of similar size/shape) and scattering various aircraft inside them/around the airfield. I really like how you added both the crashed and new intact C-130 with the rework, I hope to see something similar with different types of aircraft, it really helps bring the airfield to life in my opinion. I'd also like to see more cover on the west side of the airfield, something I really liked about the 0.62 airfield was that people on the east side had cover and firing positions from all the buildings, while people on the west side had cover from all the pine trees, which was just enough to make snipers feel safe to sit there and take shots at people on the opposite side. People were also aware of this and on alert, regularly scanning those areas for snipers, I thought this was a great dynamic for the airfield PvP. With how it looks currently, the west side does have a lot of trees, but none that provide any sense of safety, it feels extremely exposed and lacking of good angles to fire from, so I fear (and it seems to be the case so far) that everyone will sit on the east side of the airfield all the time and there will be a minimal amount of long range engagements, which would be a shame since it's been such a staple of DayZ since the beginning. 1.23 is a really great patch though, Skybox, DMR and NWAF are the main points and are great overall, and very positive feelings on the patch as a whole. I didn't feel that anything added/changed was pointless or degraded the experience (which was the case in some previous patches) so that was great to see, keep it up.
  12. Jevez

    Dayz key binds not saving

    Hmm ok, I'm not sure what the issue would be then 😕 sorry. I hope that someone else can help you out.
  13. Jevez

    Dayz key binds not saving

    Do you have any DayZ document files set to read-only? Such as the "Name.dayz_preset_User.xml" file? Doing that for example will not allow changes to be saved and your keybinds will reset upon relaunching the game.
  14. Jevez

    Do the devs actually read this forum?

    Oh you can definitely make changes that the majority will like for sure, what I meant was that no matter what you change there will always be some group of people (even if they're the 1%) that will hate it, and that shouldn't be used as an excuse to avoid making those changes, especially if they make the game more authentic.
  15. Jevez

    Do the devs actually read this forum?

    I understand that wipes can be frustrating if you're someone who does base building etc, but I have to disagree that it's more important than the games core mechanics. A wipe happens 1-2 times per year, these other mechanics you encounter every time you play the game.
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