Jump to content
Sign in to follow this  
break

Suggested Fixes for Survivor GameZ VI

Recommended Posts

Hey, firstly I would like to say that I personally thought Survivor GameZ V was a great success. It was a blast to take part in & I'm hyped to see the "smaller" streamers able to take part in the qualifiers for the upcoming events! 

 

I'm pretty vocal in what I have to say about the SA. Its not always positive, BUT I have the up-most respect for all the DayZ dev team & I know they're all working their asses off on it, there's no question about that! Bottom line is I love this game & only want to see the team & DayZ succeed! 

 

So, having played the game nearly every day since April 2012 & taking part in the last 2 Survivor GameZ I have a couple of suggestions of fixes I would personally like to see for the next one. Before I go on, I have no idea how easy or hard these fixes are, they are merely just suggestions. I was going to post this on DayZ Reddit but didn't want to get a barrage of hate, so I'm looking for some honest feedback on here from players & hopefully a dev or 2. 

 

I'll get on with it. 

 

Reload Animations

I've always had issues with this. With a mosin & a long range scope you are never able to see where each round hits, stopping you adjusting for follow up shots. We told the Devs about this quite early on and they actually removed it, but they it appeared again in the next patch or 2 I can't remember. Its just a bit of a shame that after a year this issue hasn't been addressed. For SG, this can be quite an issue because you can't see those lovely 400m+ headshots and show off the ragdoll stuffs! We just see a cloud of smoke then a body, OR a player sprinting off! :D

 

Weapon Sway

Its just too much at the minute, to the point where I don't know if my arms are broken or if I'm just out of breath. I personally think the sway should directly correlate to how far your character has just ran. The sway should be a lot shorter and less potent if I just ran 200m compared to running 2000m for example. Its not just stood up either, when you're crouched or prone there is still quite a large amount of sway especially at longer distances. This leads me to my next topic.

 

Hold Breath

It simply doesn't work at the minute. It just moves the sights in a slightly smaller, more unpredictable circle of sway. Again the amount of hold breath time should directly correlate to how far I've just ran. For example If I ran 200m I should be able to hold my breath steady for 5 seconds, If I've just ran 2000m it should be something more like 2 seconds before I have to breathe out. It doesn't have to be that exact system but you get the idea. 

 

Running Speed

The running speed in the standalone is way too high. I believe in real world stats its somewhere around 44kph. I know people might be frustrated at running speeds not getting them to where they want to be in 5 minutes but this must be toned down somewhat?! Now that theres V3S' in the game can the running speed be reduced to something more like normal?

 

Since the SG is focused on PvP I've highlighted some stuff getting in the way of that, so other obvious issues haven't been mentioned.

 

I think that the fire fight at the tents in Survivor GameZ V highlighted how these 4 issues all come together and make gun-play really, really awkward sometimes. Run any kind of distance and you cant aim your rifle straight, you can't hold your breath & when you do finally shoot you have no idea where your bullet landed & your target is running as fast as a car while strafing left & right. It just feels awkward in every sense. There's a point where realism leaves the boundaries of fun and crosses the line into frustrating. All these mechanics are great, but at the minute they're all misfiring. Its great for PvE because no one can shoot anyone! Everyone just ends up running & running and it feels like a Benny Hill theme song should kick in.

 

I'm not sure if the 4 above issues are "easy fixes" but in the grand scheme of things I don't think it would be too hard. 

 

This post wasn't a hate/vent post. Just my take on what could make the SG VI a much better spectacle for the future!

 

Keep up the hard work & good luck! <3

  • Like 1

Share this post


Link to post
Share on other sites

I think your suggested fixes would be better suited broken into the subforums where the Dev team interacts here.  After reading the walls of text you will see majority of above suggested are already being looked over in some light.  Lastly, the format in which you posted gives off flair that you wish these issues to be fixed specifically for SG maybe its merely the way I interpreted it.  I'm sure there will always be tweaks around an event, but I'd envision priority would go to the games progression as a whole.

  • Like 1

Share this post


Link to post
Share on other sites

I know they are being looked over in some light. In fact, they've probably been looked at for nearly a year now which is why I'm posting this. The gun play has actually changed for the worse since release, and I think its something that deserves a bit of focus from the team. Strange weapon ballistics, not being able to shoot through bushes/trees, sway, breath. 


 


I also know that to make the gun play shine its going to take a lot more work than just tweaking the above mechanics, but its was a suggestion for the next SG. A "Hotfox" to increase the skill of PvP & not result in Benny Hill fights in front of 200,000 people. I'm referring these "fixes" to be pushed to enhance the SG in the next tournament but also for DayZ as a whole. It would be unreasonable for them to make an entirely different build for SG. 


 


On a personal note, I would love to know how achievable these tweaks are. I mean, if the devs hands are tied with these issues at the minute because they can't fix them or they're waiting to implement the new engine tweaks before they do this then I suppose that's cool. Just at the moment it feels like DayZ is focused on making role-playing & PvE their goal, and doing everything in their power to stamp out PvP. 


 


SG is a tournament focused on PvP, I thought I would just politely suggest a couple of things I feel would help the tournament grow as well as being beneficial to the game. 


 


Sorry if its in the wrong section.



Edited by Break

Share this post


Link to post
Share on other sites
I know they are being looked over in some light. In fact, they've probably been looked at for nearly a year now which is why I'm posting this. The gun play has actually changed for the worse since release, and I think its something that deserves a bit of focus from the team. Strange weapon ballistics, not being able to shoot through bushes/trees, sway, breath. 


 


I also know that to make the gun play shine its going to take a lot more work than just tweaking the above mechanics, but its was a suggestion for the next SG. A "Hotfox" to increase the skill of PvP & not result in Benny Hill fights in front of 200,000 people. I'm referring these "fixes" to be pushed to enhance the SG in the next tournament but also for DayZ as a whole. It would be unreasonable for them to make an entirely different build for SG. 


 


On a personal note, I would love to know how achievable these tweaks are. I mean, if the devs hands are tied with these issues at the minute because they can't fix them or they're waiting to implement the new engine tweaks before they do this then I suppose that's cool. Just at the moment it feels like DayZ is focused on making role-playing & PvE their goal, and doing everything in their power to stamp out PvP. 


 


SG is a tournament focused on PvP, I thought I would just politely suggest a couple of things I feel would help the tournament grow as well as being beneficial to the game. 


 


Sorry if its in the wrong section.


Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×