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rain64

Way to fix the dash-dancing exploit

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Hello,

 

I'm sure we all know of this exploit of running characters. Since momentum doesn't get preserved and there are no restrictions to the way you turn, you can basically move in extremely fast zig zags, which in addition to the desnyc and lag in the game often makes players move around in the most illogical ways imaginable.

 

I have noticed that streamers like Lirik constantly use this exploit (or strategy, whatever you wanna call it) to run up to geared people, dodge their bullets and knock them out. I think this is kinda nonsensical. Irl you wouldn't be able to run up to a person who shoots at you with a shotgun and then beat him up because stopping and turning always takes a while. 

 

A simple way to try to fix this would be to limit turning speed, depending on how fast you are moving. So for example while standing you would have no restrictions at all, while walking there would be a slight restriction so you can't turn 180 degrees immediately and while sprinting it would be restricted even more. Running players would be able to run in curves (like in real life) but not change directions instantly.

 

I'd like devs to consider this. 

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I'd love this, because for the love of god can it be annoying when someone can turn straight around no issues and run from when I'm trying to bash their face in

Edited by Stryker7x

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If they would just add melee with guns this wouldn't happen guy runs up to you and you bash his head in with the butt of the gun, problem solved you shouldn't have to put the gun away to melee. And i also agree OP its lame they can run through gunfire at top speed and knock folks out and it seems in all these types of games this kinda shit happens, either drop shots super zig zag or some other dumbshit, need to do like the players move in GTA5 when you go to change directions theres a bit of time before he actually does and you can feel the weight of the toons movements and I think it makes for a more immersive experience.

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Hello,

 

I'd like devs to consider this. 

HumanIK (inverse kinetics) is on the bucket list of DayZ task, along with a new character controller. That will lead to much more natural movement and more options for the developers to display animations and tweak them quickly. I'm pretty sure we'll see adaptive movement like leaning against a wall or stabilizing yourself against a tree or rail. If you're interested in the technology, here is a short vid:

 

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HumanIK (inverse kinetics) is on the bucket list of DayZ task, along with a new character controller. That will lead to much more natural movement and more options for the developers to display animations and tweak them quickly. I'm pretty sure we'll see adaptive movement like leaning against a wall or stabilizing yourself against a tree or rail. If you're interested in the technology, here is a short vid:

 

 

 

I've read that as well, I just thought it's probably possible to fix (or almost fix) this problem without implementing new technology. You could probably edit the mechanics so that everytime the character is in a moving state, the X-Axis camera movement speed is adjusted (but the looking speed needs to stay the same). Although I don't know exactly what the devs have planned for that.

Edited by V-K

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You can run in zigzags in real life. It's hard to hit something moving fast, let alone zigzagging in real life. People can and do rush people with guns in real life. Having a knife at less than (something like) 15 feet, can make you a very real threat to a police officer, even if they already have their gun drawn.

 

While you can obviously change direction too fast in game, realistically speaking, it's absolutely possible to rush somebody with a gun. If you're close to them, it's actually easier to not even zigzag.

 

I agree it needs some work to make player movement more realistic in general, but I don't really agree with your premise that being able to successfully rush people is unrealistic, or an exploit, because it's not. If you manage to stay completely calm, and the desync isn't terrible, it's actually not difficult to hit someone rushing you. But the issue, as it is in real life, is that it's hard to stay calm and focus while somebody is sprinting at you.

Edited by lsaaq
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If you can't shoot people who are serpentining you must be a terrible shot. It's not a glitch or exploit, people can do it in real life. Play in servers that are local to your area, it will help with your desync. There is a reason I don't play on UK or Western US Servers. My clan has our own server. We choose a location that was central for our members to reduce latency and lag. Don't run bittorrent or download while playing. Things like this increase network load and induce latency. Running bittorrent is a easy do it at home lag switch. Cheating using lag seems to be all the rage nowadays. It's just one more reason to own your own server. You can set the ping latency at which battleeye kicks people for lag.

Edited by Foolee

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If you can't shoot people who are serpentining you must be a terrible shot. It's not a glitch or exploit, people can do it in real life.

 

"momentum doesn't get preserved and there are no restrictions to the way you turn"

"turn 180 degrees immediately and while sprinting"

 

No, they can't.

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I hate that characters have zero mass when it comes to player inputs, yet they still take fall damage. I mean, can't we have have some consistency here? If our characters have zero mass then they wouldn't actually fall. Get it right, let us fly. 

 

Players always adapt to a game's constraints. The fact that DayZ has no momentum (yet) allows players to bring knives to a gunfight and win. That's not an exploit, that's just operating within the bounds of the game.

Desync is desync. It's a whole other issue and has nothing to do with the physics engine, however the faster running speeds and unlimited movements make it far more apparent when it does occur.

 

It'll be a different story if/when a complex momentum system is in place. The idea of slowing a player's rotational speed while moving may be a simple idea, but it would take up roughly the same computational space as a few realistic yet much more complex calculations that actually define the relationship between linear and rotational momentum. Of course, I would absolutely love it if the devs took into account not only the player's weight, but moment of inertia and weight of the loot too. This would mean things like lowering and raising a weapon would change its moment arm with respect to the weapons weight (resulting in slower rotation) as well as taking into account the moment arm for containers (i.e a can of beans in a backpack stick out further than in your jacket pocket, making you turn slower)

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The issue exist because we can hit the different keys faster than we can actualy preform the movement with our bodies. Therefor a realistic lag should be build in.

 

I survived yesterday 3x 25 rounds of RAK due this. And i won. It made me feel dirty

Edited by Hemmo NL

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I didn't mean to say running up to people and beating them with a melee weapon is an exploit, I meant the way you can do it is. (Even though I think it's almost impossible to run up to a guy shooting a shotgun, if you have ever played with paintball or softair in real life you will know that people running towards you are the easiest targets in the world to hit). And yes you can zig zag in real life as well but not the same way you can do it in Dayz. In fact humans are not that good at zig zaging or turning while running (as opposed to animals) since they are tall and bipedal, they need to stop the entire mass of the upper body from moving first without falling over (usually by making smaller stopping steps and leaning backwards). 

 

The point I was making was that running into a direction full speed and turning 180 degrees witout losing momentum is kinda nonsensical, yet it is abused to the point that it has become a strategy. Players, instead of being careful and staying in cover, often run in circles and unpredictable patterns as fast as they can when they are afraid of being shot. Sure, the dev team could just leave that mechanic untouched but I think the game would be more fun if it was fixed. It would lead to more realistic encounters between players.

Edited by V-K

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