rickyriot 1009 Posted June 2, 2014 I guess that the integration with your environment will change somewhere down the line, meaning less of the mouse wheel selector menu, but until that is done a really simple and bloody useful (imo, anyway) addition would be to have a key binding that only operates doors. It clearly wasn't an issue in the mod but now almost all buildings are enterable and as the "door interaction detection area", for the lack of a better description, is not that reliable and I am getting a little fed up reloading my weapon whenever I mean to open or close a door. 1 Share this post Link to post Share on other sites
BSB Jimmy 360 Posted June 2, 2014 I think it adds to realism, I often eat raw beans by mistake when I try to open doors, don't you? Share this post Link to post Share on other sites
kOepi (DayZ) 35 Posted June 2, 2014 there is a binding for the first avaiable option in the scroll menu.I dont enter rooms with beans in my hands :P Share this post Link to post Share on other sites
rickyriot 1009 Posted June 2, 2014 I think it adds to realism, I often eat raw beans by mistake when I try to open doors, don't you? Reloading a fucking sawn-off. It's my preferred spray and pray indoor weapon so tend to get it cut and stuck in my rucksack until I get inside. I'll normally have a snap loader in my inventory there is a binding for the first avaiable option in the scroll menu.I dont enter rooms with beans in my hands :P It's a clever idea, but the first option is not always open the door. It is if it's available but if you are just outside of the door "trigger area" then you have the same problem as I have now. Share this post Link to post Share on other sites
Element47 2481 Posted June 3, 2014 i agree that the interface still leaves much to be desired to be actually usable. sadly, i also dont see UI being a priority at this stage of development. Priorities are based on dependencies, not on gameplay. We'll have to suck it up for quite some time. If the UI doesnt get addressed until mid-beta though, i begin to worry. Share this post Link to post Share on other sites
sausagekingofchicago 4711 Posted June 3, 2014 I just click my scroll wheel (m3) whenever I'm in range. Its become second nature now. Share this post Link to post Share on other sites
DemonGroover 8836 Posted June 3, 2014 Gotta change that "hit box" for opening doors and gates as well....finding that sweet spot only to open a door on the next floor is a pain in my ass. Share this post Link to post Share on other sites
rickyriot 1009 Posted June 3, 2014 I just click my scroll wheel (m3) whenever I'm in range. Its become second nature now. For me it's mouse wheel up then [F] and you are right it is second nature but when working your way through the building it's just all to easy to expect to be in the "door opening activation area" (if you know what I mean) when you aren't and doing the action (mouse wheel up & [F]) results in another action happening - normally reloading a weapon for me. i also dont see UI being a priority at this stage of development. Priorities are based on dependencies, not on gameplay. Totally agree, I do wonder just how easy a fix this would be though. If it's simple then it would make life a lot easier for some. I'm not asking for the whole UI to be altered, just one task made bindable. Gotta change that "hit box" for opening doors and gates as well....finding that sweet spot only to open a door on the next floor is a pain in my ass. Oh, the gates, the fucking gates... * waves fist in the air * ...when being chased by a zombie (who simply ignores the gate and runs through it) you have to dance left and right in order to get the see the "arrows icon". Especially the large gates you can't jump over. Share this post Link to post Share on other sites
Element47 2481 Posted June 3, 2014 Gotta change that "hit box" for opening doors and gates as well....finding that sweet spot only to open a door on the next floor is a pain in my ass. this is so annoying. i've seen some footage from i think Arma3 where there is a fine connecting line from the interaction marker to the object it belongs to, thus clearly indicating which object your interact with. this would make this spots with three doors in range manageable. Share this post Link to post Share on other sites
sausagekingofchicago 4711 Posted June 3, 2014 For me it's mouse wheel up then [F] and you are right it is second nature but when working your way through the building it's just all to easy to expect to be in the "door opening activation area" (if you know what I mean) when you aren't and doing the action (mouse wheel up & [F]) results in another action happening - normally reloading a weapon for me. That's the thing. Even with a weapon out I just tap m3 and open doors or pick up items with no problem. I haven't rebound that as far as I know (I've had to reset my leans several times but not that). I haven't accidentally reloaded at all, it's just M3. Nothing more, nothing less. It's smooth as silk. I was paying attention to it tonight and as soon as an icon to open doors pops up I tap M3 and bam, door opens. It's honestly zero effort. I used to jank aroudn with up and down but the default action is set to M3 for me. I'm happy to copy in my config if needed. Share this post Link to post Share on other sites
rickyriot 1009 Posted June 3, 2014 I was paying attention to it tonight and as soon as an icon to open doors pops up I tap M3 and bam, door opens. And here is the rub. I don't wait for the icon to appear. Any experienced player, and I'm not suggesting you aren't btw, tends to pre-empt the icon appearing. Because the "door detection area" is so niggly it's difficult to guarantee that when you do perform an action it's going to be opening a door. Share this post Link to post Share on other sites
rickyriot 1009 Posted June 3, 2014 I suppose I should put in a caveat here. I am playing in 1PP and despite having a 7770 coupled with a 8320 (Octacore @ 3.5Gz) the game runs like a dog both in cities and inside buildings. Lag is certainly a problem in relation to opening doors, even running with low specs and a 1280x720 screen res I am down to the low teens in Svetlo. The sooner they optimise/change the client rendering engine the sooner this problem will be resolved. Share this post Link to post Share on other sites
sausagekingofchicago 4711 Posted June 3, 2014 (edited) And here is the rub. I don't wait for the icon to appear. Any experienced player, and I'm not suggesting you aren't btw, tends to pre-empt the icon appearing. Because the "door detection area" is so niggly it's difficult to guarantee that when you do perform an action it's going to be opening a door. I tap m3 once, door opens guaranteed. I don't even stop unless I need to do the door dance. Gates can be troublesome but I have zero issues with doors. Edited June 3, 2014 by SausageKingofChicago Share this post Link to post Share on other sites
kOepi (DayZ) 35 Posted June 3, 2014 (edited) It's a clever idea, but the first option is not always open the door. It is if it's available but if you are just outside of the door "trigger area" then you have the same problem as I have now.well the opening box is more a breaching-box for doors that need force to be openend.and it shows you when the first option is to open the door, so when you are outside of that area it shows you that you are outside of it.I dont want to say like everybody else to everybody elses suggestions "you dont need that, its already there, just do action 1,2,3 and coincidence 5 mixing with luck 1 and there it is what you want",but "do not replace it fully with this crap!". btw.maybe the topic starter is playing in 3rd person. myself in 1st person, I close the door behind me running through it.;) Edited June 3, 2014 by kOepi Share this post Link to post Share on other sites
Bruce of Wayne 81 Posted June 3, 2014 Speaking of the door area, a friend and I found a gate in Berezino that, when opened, would block the entrance to a shack. If you were inside the shack, it was nigh impossible to find the hotbox to close the gate again. So, you were in the shack and one of the gate doors that you would logically be able to push trapped you inside the shack. We figured we could use it as a prison. :) we never trapped anyone in it, but that'd be pretty funny, I must say... Share this post Link to post Share on other sites
rickyriot 1009 Posted June 3, 2014 well the opening box is more a breaching-box for doors that need force to be openend.and it shows you when the first option is to open the door, so when you are outside of that area it shows you that you are outside of it.I dont want to say like everybody else to everybody elses suggestions "you dont need that, its already there, just do action 1,2,3 and coincidence 5 mixing with luck 1 and there it is what you want",but "do not replace it fully with this crap!". btw.maybe the topic starter is playing in 3rd person. myself in 1st person, I close the door behind me running through it. ;) Not sure what it is you are trying to say here. 1) I am in 1PP, I've already said that.2) Expecting the door to open when I have performed the key action only to find it's performed another action is what I am trying to avoid. For instance holding a loaded shotgun or rifle and having a snap loader in your inventory will cause you to reload the weapon. 3) I am not saying anything should be replaced with anything else, simply the option to bind the door opening to a separate key. It wouldn't affect others who don't suffer the problem but would help those with. Share this post Link to post Share on other sites
St. Jimmy 1631 Posted June 4, 2014 Why keybinding for doors only when they can add key for what you're looking and want to interact only? With one key we could open/close doors, climb ladders, get in a vehicle, pick up stuff and maybe some other stuff. It's all about priorisation. Remove lights on, magazine changes and all that stuff under different interaction menu. It' stupid how drinking and door opening or climbing and magazine changing can happen from a same key. They can add different action keys like interact with the world and action menu for that and self interaction which means you interact with the things in your hand and different action menu for that. Just need to think bit what happens from hotkeys and what you should/can do under going through a menu. Share this post Link to post Share on other sites
kOepi (DayZ) 35 Posted June 4, 2014 Not sure what it is you are trying to say here. 2) Expecting the door to open when I have performed the key action only to find it's performed another action is what I am trying to avoid. For instance holding a loaded shotgun or rifle and having a snap loader in your inventory will cause you to reload the weapon. well the real problem is to know if you are in the access box. you know that when your crosshair turns into a door-open or door-close sign and then you simply click one button ( whatever you bound it to )and then it opens or closes the door. always. if you want to try to open and close the same door faster then the door does the actual action, you will reload something.Do you know what I mean? Share this post Link to post Share on other sites
rickyriot 1009 Posted June 4, 2014 Do you know what I mean? Which is the reason I raised this suggestion thread. As opening and shutting doors is a key (no pun intended) action, it makes sense it can be raised up in the binding to allow it to be bound separately. Any experienced player will run through buildings opening and shutting doors as quickly as possible. In many cases it's imperative that you pre-empt the 'door action icon'. I do believe a lot of it is to do with lag, with my FPS dropping to low 20's and lower inside some buildings there is a noticeable delay between reaching the door action area and the icon/action being available. Share this post Link to post Share on other sites
Karmaterror 982 Posted June 4, 2014 Iv been using F with no issues...when you mouse over a door its default action is open/close so f or middle mouse wheel always works :s Share this post Link to post Share on other sites