Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Sign in to follow this  
franzuu

A source of unnecessary clunkyness in Dayz? Inertia when moving.

Recommended Posts

I made a video of 3 speeds, I let go of the move key at first rail.

 

 

1. walk, stops on a dime.

2. default speed you slide for 1 meter

3. sprint you take 1 more step and move 2 meters.

 

I feel that having this inertia thing on the default movement speed is wrong and on the sprint it is way too much.

 

When you want to take 1 step closer to pick up a cucumber you end up stepping on it.

 

This is why people fall off 1 m high ledges all the time and break their feet.

 

This is why moving inside buildings and tight quarters feels so bad.

 

This is why melee fights where you are forced to move around feel bad.

 

IRL you slow down and move your center of gravity if you want to stop at a certain spot. You have better contol of yourself, fine tuned control that you do not get in a video game. 

 

I made 1 more video. I want to take 1 step but end up moving 2.5x  the distance of that 1 step because of that inertia slide forward.

 

 

I think this sliding inertia thing should be removed from the default movement speed and significantly toned down on sprinting. The default speed isn't that fast that it would be unreasonable to be able to stop precisely. 

 

Leave it on sprint and have ground condition, shoes and item weight affect all of it. Don't make using the default speed (that you use for most activities) make the game feel crap.

 

On the feedback tracker http://feedback.dayzgame.com/view.php?id=22069

Share this post


Link to post
Share on other sites

Did it really require 500 walks back and forth to prove point 1?

 

I also have no issue with inertia and it's looks fine to me. Try sprinting in rl and see how long it takes you too stop, oh wait, let me show you....

 

Share this post


Link to post
Share on other sites

I have to agree with OP that this is a problem. This is, it all depends on the situation. If you have to suddenly stop because you are startled or something else unexpected happens, then yes you may have a longer stopping distance. However, if you have less than a second to prepare for stopping, your brain will already have the strategy for stopping in a short distance, moving your center of mass a bit back and using muscle power to stop (providing there is good grip to the ground). The game doesn't know if I've already made up my mind to stop at a certain point, or if I have to because a threat showed up in the last 0.5 seconds. This is the reason I think it should be removed.

Share this post


Link to post
Share on other sites
Sign in to follow this  

×