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Vadnais

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About Vadnais

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  1. Vadnais

    falling penalites and broken leggs.

    +1 for this. I fell from the top of a silo once and died, to me that made sense even if it was extreme. However just the other day i was up in a castle and lagged off the stairs and fell a whopping seven feet... I died instantly when I hit the ground. That's just ridiculous. There shouldn't even be damage falling from 7 feet, maybe just a blur graphic and a grunt of pain, but no last effects. You shouldn't even be getting to broken legs until 10-15 feet or more.
  2. Vadnais

    Please Revert back to the old running animations

    I like the new running and sprinting animations, but they are clearly unfinished. One of them, I think the new sprint, has an issue where the left leg "pops" at the end of the cycle and doesn't flow smoothly and it sticks out badly. However, the animations referenced in the video for sprinting to me do not fit the speed with which the player moves. Especially that video from commander pixel, it took me about 15 of those 30 seconds to realize he was sprinting because it looked like he was jogging at a sprinting speed.
  3. Vadnais

    scoped fov locked, normal fov adjustable

    Was gonna make a topic suggesting this, then I found this thread. To add a few points: -adjustable FOV is when aiming is becoming a deliberate advantage and not a preference. There are plenty of videos all over youtube of people dropping their FOV all the way simply to magnify their view for easier headshots at a distance without using optics. In my opinion this is at least a mild exploit. -scopes like the ACOG and PSO-1 cannot be reliable without a fixed FOV. Currently people must estimate where the FOV must be for those scopes to be zeroed and that is ridiculous. An appropriate FOV should be agreed on (likely somewhere in the middle), and then the scopes can be adjusted to fit the zero they should be holding. The entire point of having an ACOG or PSO-1 is the ability to engage targets at various distances without altering your weapons set range. Since FOV affects scopes, that cannot happen and makes using them far more trouble than appropriate.
  4. Vadnais

    Heavy breathing when walking?

    thanks for the video, and yes, I can hear the sound of his breathing get way more intense than it should when walking
  5. I didn't see any other threads asking about this so here we go. I was hunting to keep myself healthy when I noticed my character breathing heavy, I made my camp, cooked my steaks, and packed back up. By this point I was no longer breathing heavy, but I kept at a walk in order to conserve energy. I walked about 20 feet before I noticed that my character was heaving as if i'd been sprinting around when I was only walking. I had been stationary for long time for the steaks to cook and waiting for my body temperature to go back down and get my healthy status back, so his energy levels should've been fine. Am I missing something? Or is it a bug?
  6. Vadnais

    Disappear

    an improvised tent is more what i was going for, not necessarily something attached to a tree. Just add in sticks to the rope and poncho recipe and you'd have a tent, like this: And to keep some sort of balance i'd say that because its a temporary shelter (that you can disassemble and wear as a poncho again), that it has no storage space at all. That way its only real function as a tent is keeping you dry.
  7. Vadnais

    Disappear

    Sounds like what you're looking for is poncho's. Those would fit pretty much precisely what you want. Though i'm not sure about using it to hide yourself on the ground. I personally would like to see survival poncho's get added that not only protect you from rain, but could be combined with rope to create temporary shelters as well.
  8. Vadnais

    Adding dynamism to gunfights

    I agree with the sentiment here, but i have a few changes/additions I think are an improvement: -Based on some of the points made, it sounds like you want to be able to strafe at a running speed while aiming your weapons, however you go out of your way to say it would make it different than COD, but this is a contradiction as games like COD and/or Battlefield involve quite a lot of strafing in firefights. In my opinion this does not match the spirit of Day Z (even though i'm new to the game and haven't invested a lot of time in it, the things that make it more tactical and different from Battlefield/COD in firefights are what I like about it. My solution is to implement stances that fit the weapon being used. For example: -A player using a long rifle like a Mosin or and SKS would take a stance like what already exists, we'll refer to it as the "Long Rifle" stance. It would have what we'll refer to as a low "mobility". Moving any direction but forward is much slower. -Then there would be the "Assault" stance, this would be used for assault rifles and smg's. It would have better mobility overall by having a faster forward motion, but not quite at running speed (i'm thinking just below jogging speed) and have faster, but still relatively low strafing speed. -Lastly there would be the "Pistol" stance, and would function much like the Assault stance but with even better mobility. -These stances would all be automatic, and would give certain weapons certain advantages, and all would have a slow acceleration to strafing. That way players can't "dance" to avoid gunfire like in COD and other similar games. As far as overall movement something I have noticed is a lot of players will sprint in close quarters gunfights to close into melee range. This isn't necessarily an issue, but what is troubling is how easy it is to make constant, rapid 90 degree turns while at a full sprint. That's a little silly. Extreme tight turns like that while running should either require the player to slow down to a jog or walk, or force them to slow their speed involuntarily when the turn is made. EDIT: had another thought, the size of backpack you wear should modify what speed you move at, particularly when moving with your weapon out. The specifics are obvious, mountain backpack makes you slowest while the smaller ones like the kids briefcases and improvised packs have little to no effect on speed. With tents in the game and the ability to create persistent base-camps coming to the game, this would add a layer of consideration for what you should choose to equip your character with. TL;DR: We should stay away from in-combat strafe fighting as that will make it MORE like COD, we should instead refine the current system to help retain the tactical feel of Day Z's combat.
  9. Vadnais

    Gun Magazines

    I am positive I had an SKS, I dont know why but it would NOT let me load more than one round at a time.
  10. Vadnais

    Folding rifle stocks

    yeah, I figured it would end up as sway instead of accuracy loss. Still too used to games like Planetside where the weapons are super inaccurate lol
  11. Vadnais

    Gun Magazines

    true but having to chamber individual rounds makes using it impractical. If I could load the entire 10 rounds into the weapon by hand it would be different, but as it stands you can only put in the one round by hand.
  12. Vadnais

    headgear in first person

    That's true but it would really help whenever you do go first person aiming down your sights. I personally love third person but I see the value in making first person more immersive
  13. Vadnais

    Hoods UP(Option)

    Its definitely do-able, saying no just because of some possible clipping that needs to be fixed sounds like a really cheap excuse. I can think of several ways to do it and there are plenty of ways to model the hood so that it can fit over things like radar or baseball caps or the balaclava, and other headgear like helmets and cowboy hats must be un-equipped first to solve the clipping issues. Which may just require a little artistic license to make the hoods slightly larger than they really are (especially on jackets like the Gorka).
  14. Vadnais

    headgear in first person

    I think what we wear on our heads should show up in first person as appropriate. For example: -wearing sunglasses should add a tint and eliminate sun glare -wearing something like a baseball cap should show the brim of the hat at the top of the screen. This way the players eyes can be shaded from the sun when looking straight ahead or down. -to add onto this, I think it would look good if the items displayed had a slight "lag" to them when you turn your head to simulate your eye motion. For example, if you look up when wearing a hat, you'll see the brim dip down slightly before moving back into place. It doesn't really serve a practical function, but it would make first person views more immersive.
  15. Vadnais

    Less Military. More Apocalyptic. (Clothing)

    Don't know if it's been suggested yet, but i'd LOVE to see poncho's get into the game, especially if they make survival poncho's that you could combine with rope to create lean-to style shelters like in the picture. It would really only be to protect the player from rain and such, maybe give it a small storage capacity.
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