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jamie.lou

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About jamie.lou

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  1. If you look at this video from Drewski, you can see why he prefers EFT gunplay far more than DayZ's I know it's not realistically possible to get to EFT level of gunplay, but you could take a lot of notes and transfer it into DayZ to make weapon handling feel so much more fluid and authentic. Some things EFT really excel at that could be in DayZ @ImpulZ Accurate & dependable point-firing dependant on where the weapon barrel is pointing. (For 3PP players just make a wide broad dynamic crosshair to prevent sniping with it. It felt responsive and fluid, unlike the current static one. Reasons are in this video - > -------------------------------------------------------------------------------------------------- Increased and more dramatic kickback for recoiling Incremental weapon collision that still allows you to shoot while the gun is raised just a little Fluid, smooth, and not overly fast aiming/ADS transitions in and out Split seconds of camera blur and shake when being shot Loud scary bullet whiz and impacts nearby you (at least bring these bad boys from old DayZ back ๐Ÿ˜‰ - > this is a continuation of the above video until the end where he stops by the tree. -------------------------------------------------------------------------------------------- Loud immersive reverb on gunshots in interiors echoing the building Different sight pictures?** Laser sights?** Canted Sights?** Mag and chamber checking for ammo?** Inspect button for guns?** Animation or at least sound click for switching fire mode and zeroing Free look in ADS Advance weapon customization and more drastic stat effects for using different handguards, buttstocks, etc. Loud menacing grenades, with screen shake and cool particle effects after ๐Ÿ˜‰ Screen tilt when leaning Appropriate player speed, and inertia when sprinting and turning (** for items that are more wishlist but would be very welcome :D) and here is the video from Drewski Devs, I highly recommend using Escape from Tarkov as a reference and something to learn from to improve the gunplay. It's top notch :) Start from 0:00
  2. Decaying bodies + flies are in now in 1.05 There are new global lighting changes making the whole visual feel of Chernarus a lot nicer and warm like 0.62 ๐Ÿ˜„ Blood is more of a factor now which is very nice, but more work has to still be done on that front Nice screen shake when being hit with a bullet in a very damaging area ๐Ÿ˜„ : Bullet velocity drop-off is in too? However it leaves questions to be desired based on the wording in the changelog since some bullets don't lose much kinetic energy / damage potiential just because of prolonged flight time. I would also love to see sounds of massive groans of pain being let out when hit in a critical/vital area. Like the old ooOH or aaAH sounds back in old DayZ ๐Ÿ™‚ Src here: (same video I know, but it has everything including an intense ARM FRACTURE!) Overall, the new patch is a very nice step towards the balance we've needed but there is still a lot of work ahead on all fronts (Gunplay, Visuals, Medical system, Ragdoll, Combat, and encounter-driving events) Keep up the good work dev team, and please take the above post for an extensive read, as it covers a lot missing from the game, especially my main concern which is gunplay. Thank you. (BTW Server performance has been really bad on the experimental servers. Please look into the laggy infected, bad hit registration, and desync with players)
  3. @haxordie @pilgrim* i have some good news guys. There is decaying bodies and flies in 1.05 EXP ๐Ÿ˜ฎ ๐Ÿ˜†
  4. Yep exactly, @ThePugman The sinking technology is absent currently and even with a ghillie suit in the grass in the distance, you look like a sore thumb sticking out. Really hope it comes back, as it was a really cool feature of ARMA and yeah, blood bags and salines need to be balanced for sure. Blood is something I dearly miss worrying about.
  5. Hi @ImpulZ This is a repost from the "OFFICIAL FEATURES PROMISED IN 1.0" thread and thought after that the reply would be great to be in its own post within the suggestions tab. Context is, the game is missing the old 0.62 feelings which have gone within the transition to Enfusion in 0.63 and everything was redone. ____________________________________________________________________________________________________________________ I agree I've been binging a lot of TheRunnningManZ's old videos, particularly in .60-.62 era and things have definitely changed and I miss it. Less encounters are happening across the map (WE NEED MORE DYNAMIC EVENTS!) Less random encounters in random areas of the map are occuring, erupting in intense moments (this can also be attributed to base-building -> promoting camping hermits, and not as many dynamic events like heli crashes around the map as often) Proper banditry and hold-ups are less common too, there is less loot in the game to incentivize and not even proper weapons and clothing to dress like one (clown masks? chainsaw??) Then for gameplay changes, the gunplay and medical system feels a lot less rewarding and satisfying. Medical system: is simple except for injury animations: Blood doesn't matter at all in combat and you barely lose any when you get shot, you just bleed (but easy to bandage) There is no form of direct immobilization (like leg fractures) Unconscious is also rarer in gunfights and melee combat. Knockout punches are very hit or miss, but usually, end up in death instead of unconscious. Unconscious is too short and always like that. No one ever handcuffs unconscious people too (maybe it's not possible and you can't get the user action due to a bug?) What is the point of being a medic and helping someone in need for? you just need food+drink now which is lame ๐Ÿ˜ž (#bringbackbloodloss and fatal diseases!)- Gunplay: Gunplay is very arcadey. There is no barrel inertia when turning with your gun like in .62 (results in the ability to turn your gun instantly 180degrees in point-aiming and ADS) The damage system is inconsistent and backwards from .62 (9mm & .380 are useless, + no head hitbox with armor introduction) (little chance of knocking unconscious) Lack of kick/recoil on guns (especially how it feels in 3PP point-firing) Lack of feeling of weight on guns No ADS movement penalties even when scoped in 8X+ scopes! (no eye oscillation with the gun ) Fast run & gun style combat (you can raise heavy weapons too very fast which leads to zig-zagging in CQC and taking pot-shots) Zigzagging by abusing A + D and mouse movement strafing. Mitigate by lowering player speed (use 80% health animation set?) and increase inertia for turns. (example below) Fix by adding slight acceleration and deceleration for sprint? ^ Missing the insanely loud heart-pumping supersonic cracks from .60 DayZ Need to be slowed down transitions into ADS and out (especially for iron sights). And raising a gun in general More on this in this ticket chain https://feedback.bistudio.com/T142581 EDIT: There's obviously people wanting these changes to gunplay and you can see so with the comments in this Reddit thread and a few others Ballistics / Hit areas: I'm no expert on this subject and it's best to leave @-Gews- to talk about it, but it's worth mentioning. DayZ deserves an authentic ballistics model like it did in >.62 and it doesn't feel as good as it should currently. We need bullet velocity dropoff especially to affect the assault rifles like the AKM/M4 sniping (Make Long Range snipers special in their craft) Reworked helmet geometry to allow for face hitbox, and headshotting people (so 9mm / .380 aren't COMPLETELY useless) Better damage system (reintroduction of vitals?) RAGDOLL! it made kills so satisfying! Plus, it didn't allow bodies to disappear through walls when they fall with the animation With ragdoll, allow for actual head bob movement so - Your camera is connected to the head and falls with it in ragdoll in 1PP and 3PP - You camera tilts when you roll in prone - Head bob when running! More on that here --- > https://feedback.bistudio.com/T143221 Visual downgrades: especially with view distance where the ability to snipe long distances is hindered. Grass rendering is downgraded (no sinking tech in the distance) and the colour palette in .62 just seemed much more lively too. (.62 grass volume and color scheme. It was lush and rendered far too ๐Ÿ˜„ ) https://feedback.bistudio.com/T142613 <--- more on that there.
  6. @pilgrim* I agree I've been binging a lot of TheRunnningManZ's old videos, particularly in .60-.62 era and things have definitely changed and I miss it. Less encounters are happening across the map (WE NEED MORE DYNAMIC EVENTS!) Less random encounters in random areas of the map, erupting in intense moments are occurring as well (this can also be attributed to base-building -> promoting camping hermits, and not as many dynamic events like heli crashes around the map as often) Proper banditry and hold-ups are less common too, there is less loot in the game to incentivize and not even proper weapons and clothing to dress like one (clown masks? chainsaw??) Then for gameplay changes, the gunplay and medical system feels a lot less rewarding and satisfying. Medical system: is simple except for injury animations: Blood doesn't matter at all in combat and you barely lose any when you get shot, you just bleed (but easy to bandage) There is no form of direct immobilization (like leg fractures) Unconscious is also rarer in gunfights and melee combat. Knockout punches aren't very hit or miss, but usually, end up in death instead of unconscious. Unconscious is too short and always like that. No one ever handcuffs unconscious people too (maybe it's not possible and you can't get the user action due to a bug?) What is the point of being a medic and helping someone in need for? you just need food+drink now which is lame ๐Ÿ˜ž (#bringbackbloodloss and fatal diseases!)- Gunplay: Gunplay is very arcadey. There is no barrel inertia when turning with your gun like in .62 (results in the ability to turn your gun instantly 180degrees in point-aiming and ADS) The damage system is inconsistent and backwards from .62 (9mm & .380 are useless, + no head hitbox with armor introduction) (little chance of knocking unconscious) Lack of kick/recoil on guns (especially how it feels in 3PP point-firing) Lack of feeling of weight on guns No ADS movement penalties even when scoped in 8X+ scopes! (no eye oscillation with the gun ) Fast run&gun style combat (you can raise heavy weapons too very fast which leads to zig-zagging in CQC and taking pot-shots) Missing the insanely loud heart-pumping supersonic cracks from .60 DayZ More on this in this ticket chain https://feedback.bistudio.com/T142581 Ballistics / Hit areas: I'm no expert on this subject and it's best to leave @-Gews- to talk about it, but it's worth mentioning. DayZ deserves an authentic ballistics model like it did in >.62 and it doesn't feel as good as it should currently. We need bullet velocity dropoff especially to affect the assault rifles like the AKM/M4 sniping (Make Long Range snipers special in their craft) Reworked helmet geometry to allow for face hitbox, and headshotting people (so 9mm / .380 aren't COMPLETELY useless) Better damage system (reintroduction of vitals?) RAGDOLL! it made kills so satisfying! Plus, it didn't allow bodies to disappear through walls when they fall with the animation With ragdoll, allow for actual head bob movement so - Your camera is connected to the head and falls with it in ragdoll in 1PP and 3PP - You camera tilts when you roll in prone (how do i get rid of this emoji ๐Ÿ˜• - Head bob when running! More on that here --- > https://feedback.bistudio.com/T143221 Visual downgrades: especially with view distance where the ability to snipe long distances is hindered. Grass rendering is downgraded (no sinking tech in the distance) and the colour palette in .62 just seemed much more lively too. (.62 grass volume and color scheme. It was lush and rendered far too ๐Ÿ˜„ ) https://feedback.bistudio.com/T142613 <--- more on that there.
  7. jamie.lou

    About broken bones

    even something to hold us over, like the old fractures implementation from .62 would be amazing! When you get hit with the fracture, use the placeholder state of: just reuse the bright grayscale flash of pain back Reuse the ooOH sound when you fracture a bone (from .62) (this sound was so well done too) Make the player forced to go prone if it's a fractured leg Make the player have massive amounts of sway & no ability to hold breath when fractured in the arm We can wait for the more advanced implementation later when you have the right circumstances to do so. Advanced medical gameplay like this and getting your legs broken in the middle of the field is so intense. Would be an absolute shame if it were to never come back in. (this video below is an example of why broken bones can be so great, amazing for immobilization and INTENSE!) Can't also forget that blood was so critical back then where you had to use blood bags/salines in combat to get rid of every grayscale increasing filter the lower the blood was, and the massive amounts you would lose from each shot in combat. Plus, those loud supersonic-cracks also were something that was super adrenaline-pumping and needs to return! Thanks (start from 10:57 and watch to however long (15:00). but it's missing a lot of context, this is a great entire video to watch anyway :) @ImpulZ
  8. Hello @ImpulZ any comment on this? I fully support the game, make feedback tickets to make it better, and love seeing it flourish but this status report is just saddening ๐Ÿ˜ž We need feature parity with .62 and the MOD! Why the reason you guys are ditching the game early, you guys have the chance to become the best survival game that is amazing to play?! Please add back all of the features/mechanics/content as promised, or else it is a huge F you, to the community over+ the years! The game needs to also stick to the hardcore authentic vision that doesn't hold your hand and is unforgiving, that's what made it popular in the first place. So please do make the medical system more advanced and something like an objective to work towards to fix, repair, and be rewarding at least like 0.62 or the MOD. There needs to be a need to go to medical loot spots, all the medical health system consists of right now is just eating and drinking to white status, and passively regenerating like it's an Arcadey COD Shooter! This includes: Making Blood more of a factor and prioritization in combat (losing more blood when shot, hit, bleeds, and forcing you under unconscious when under a certain threshold) (The health regeneration speed can remain the same if this is actually is implemented ^^^ (blood point)) Fractures, as a safe way to immobilize players, torture them, or even as an engaging goal when they're broken to find medical items to repair! (Immersive and Emergent Gameplay!) Working Saline Bags Working Blood Bags A Better Unconscious system (needs to be more suspenseful, no 3PP looking around while Knocked Out (KO), No hearing audio while KO like zeds hitting you, Longer and random Unconscious times that are unpredictable which creates awesome moments!) Proper deadly diseases that YOU NEED TO WORRY ABOUT AND FIX (antibiotics, pills, etc. like the .62 system ๐Ÿ˜„) Better Damage System (with vitals organs re-enabled and .380 & 9MM actually USEFUL and not BB pellets) Possible Pain System? (like in DayZ Mod, where you accumulate pain from shots/hits causing the shakes, which encourages the use of valuing painkillers ๐Ÿ˜„ ) I also would like to mention as @-Gews- mentions that the above ballistics issues get addressed with proper bullet velocity drop-off and simulation, at least like in the ARMA series which as a Bohemia title, SHOULD be a STANDARD! Also Tim, here are my thoughts more in detail Please read what the community is saying in these threads, this is a huge mistake and you should reconsider ๐Ÿ˜ž I hope you read this Tim and forward this to the design/management devs or whatever. This game can be soooo great, you guys are so close ๐Ÿ˜ง
  9. jamie.lou

    Xbox Feedback Round - January 2019

    The aiming controls need to be fixed. Currently I feel there is a little bit of input lag, with aiming. Another big thing with aiming, is that you can only aim left-right up-down, vice versa. Basically, you can't aim diagonal AT ALL. Making aiming tough. R6 Siege has the best aiming system on console IMO. --- VOIP quality needs fixing too. The proximity VOIP doesn't fade in volume as you go further away from the speaker. It stays at the same volume (loud). This gives away your position easily using VOIP (maybe that's why people don't use it much) and distorts the user thinking the enemy might be right next to them
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