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OneStep

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  1. OneStep

    Status Report - 26 September 2017

    To add to this. I also think that the view of the player should not follow the weapon sway when aiming down sights as it makes it really hard to scan for movement if your cam is constantly moving. The human eye is really good at identifying movement, that is the main way we spot things - having the cam constantly move gets in the way.
  2. OneStep

    Status Report - 26 September 2017

    Nice video, cannot wait for 0.63. About the abillity to manually zoom: It is not supernatural at all - in real life you are able to see things way better in the distance than in games, that is because you try to fit "insert your fov" onto a screen that is not big enough to simulate that amount of fov properly - so it gets scaled accordingly. Talking about fov, people that use higher fovs (because they like to or get headaches otherwise) will suffer with the loss of this feature as the problem of pixel hunting gets worse the higher your fov is set to - the zooming feature is a great way to counteract that issue. You also mentioned tying zoom to the holding breath feature like most games do - however, this is really annoying and a bad design decision as holding breath is temporary (constantly having to wait for the abillity is annoying duh) and people do not always want to zoom when holding their breath - that would essentially make the zoom feature less dynamic. And please, do not make any zoom effect/fov change when going into iron sights mode - many games do that making CQB really useless when trying to aim down sights. Best way to deal with it is the same way bohemia games have always done it, letting the user manually change it by using his zoom buttons. And this, what about leaning? Leaning is really important especially for first person only players.
  3. OneStep

    Status Report - 29 August 2017

    Looks great. But the passive and active stance should stay toggleable. The view of the player should also not follow the weapon sway as it makes it really hard to scan for movement.
  4. OneStep

    Status Report - 8 August 2017

    The viewport of the player should not follow the weapon sway as constant movement of the camera makes it hard to spot things. And since you mentioned leaning, please make it more effective than it was before. Once you reintroduce red dot sights again make sure to make them work like irl so that sight misalignment - like in real life - won't be that much of a problem when compared to using iron sights.. currently the red dots are simply painted onto the sights glass.
  5. OneStep

    Stable Update 0.62.140525

    Yes, a lot actually. Some people don't like playing on 3rd person servers, TrackIr helps with keeping track of your surroundings.
  6. OneStep

    Status Report - 13 June 2017

    Standard buckshot or slugs will make you go "flying" as the kinetic energy is very high with those kind of rounds considering the target is wearing body armor. There are several videos on liveleak with people with bodyarmor getting shot by buckshot at point blank range - and they go "flying". I am not talking about 22lr. You also have to differentiate between soft armor and hard plate armor. The team that is working on DayZ is a seperate one than that from Arma. (Still bohemia, but different "department")
  7. OneStep

    Status Report - 13 June 2017

    Also regarding the weapon handling, please take a look at Escape From Tarkov and how they handle their weapon systems. Escape From Tarkovs weapon feel really authentic and dynamic. Please consider taking things like stance, stamina, health, weapon resting (bipods/passive resting like in Arma), movement speed, terrain (uneven terrain = weapon bob) and weapon length and weight (lowering weapon if obstacles too close and less sway the lighter and shorter the weapon is) into account. Improving the leaning system is also cruicial for combat especially for first person only players. EDIT: I am also willing to do a video to visually explain what I am talking about if a dev is interested, it is pretty hard to explain in pure text.
  8. OneStep

    Status Report - 13 June 2017

    I really like the hit reaction animations you guys have been working on - and I would very much approve of a third "knockdown" set of hit reactions. Just imagine you shooting someone with a shotgun that is wearing bodyarmour - he would go flying and end up landing on the floor granting you the final shot! That would be authentic and epic at the same time. Also, I like the fact that there are different animations for different attack directions... HOWEVER, the actual direction of the swing itself should also be taken into account. (see axe in video) That would bring in some variation - this way its now looks a bit repetetive.
  9. OneStep

    Status Report - 30 May 2017

    That is something everyone has a different opinion about, but one thing is clear - there are better methods that they could use that would be more immersive.
  10. OneStep

    Status Report - 30 May 2017

    I really dig this Status Report, especially the gifs you provided to let us get a view of some internal stuff you have been working on. But I personally think that the way you want picking up objects to be (Big prompt popping up telling PRESS F TO PICK UP) is really immersion breaking, even more so than the current "inventory strafing over objects" method. And please, never do item glowing/highlighting - that would be even worse imo. (The less ui and artificial visual aid the better, best way of doing that would be to make everything optional so that all players are satisfied) I also noticed that the animations (See door gif) look really responsive to the users input, which is a good and a bad thing. In my opinion they are too responsive, we NEED player momentum to remove the current running in circles and csgo stafing tactics. Turning sharp corners, changing directions and stopping mid sprint should not be something you can perform in an instant, maybe you could even take gear into account - aka more gear the more momentum and the less "swift" you are. My hope is that - with the new animation system/player controller - there will be a new lean system. The current one is really useless as the amount you lean out is simply not enough. As a first person only player this is really important. Good examples of proper leaning mechanics would be: Escape from Tarkov, Arma 3 (duh) and Squad. Keep up the awesome work! I really hope a dev can shine his opinion on this :)
  11. OneStep

    Status Report 22 Nov 2016

    The new Player Controller is looking AWESOME! One big question though, are you going to revise the current leaning system to be more effective - like make you lean out more than it is now? I have been asking this a lot I know, but I haven't gotten a proper answear about this to this day. I personally love to play on first person servers only, thats why it is so important to me :) Good job devs!
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