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Baty Alquawen

Status Report - 13 June 2017

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Good Tuesday Survivors,

While all the players' attention is now turned to E3 in Los Angeles, we are at the office working hard on further updates. Brian will outline our decisions about the distribution of servers for the future, Mirek will show you how close-range combat and camera collision look in 0.63, and Victor is talking about gun animations. Let's have a look!


Contents This Week

  • Dev Update/Hicks
  • Dev Update/Eugen
  • Dev Update/Peter
  • Dev Update/Mirek
  • Dev Update/Viktor
  • Dev Update/Adam
  • Community Spotlight

 

Dev Update/Hicks

Greetings Survivors,

I thought this Status Report would be a perfect time to clarify some things with the hive, and the server browser for those that may have missed me speaking about it in 2016. I'm sure some of you may have noticed that the production team recently made the move to separate the Official DayZ servers into their own section of the hive, independent from the community hosted public servers. (Albeit with some difficulty on the game server provider side of properly configuring those community rented publics). One of the things Peter and I sat down and talked about when we looked at how we wanted the server browser to look moving into Beta and beyond, was making it crystal clear for new and existing users what servers were official, and what were user run (as well as modded, of course). Tied into this was a need to divide progression made on user hosted servers from progression on the official DayZ experience. Allowing folks to rent servers introduced a good deal of potential methods to exploit how localized server storage operates, which in turn can flood the public hive with ill-gotten gear. Trying to tackle this by limiting what can be done on the hosting side in the end just limits more and more what those server operators can do, and puts an unneeded responsibility on the limited support resources that are available.

For me (and I think I can safely say for Peter as well) we needed to be certain what the initial experience a new user to DayZ would be experiencing. From a design perspective, it is very hard to be certain exactly what new users are encountering if we aren't clearly presenting them with a straight path to an official experience the first time they play the game. Sure, naming conventions for official servers worked okay for a bit - but at a certain point it just turns into tribal knowledge. The users who have been around for a while, or those who came from the mod understand, but new users can find it daunting. This is why when putting together the first mockups of the new server browser we made sure to earmark a few things:

  •  Separating Official, Community, and Modded servers into their own tabs
  •  Splitting the Official Servers off from the rest of the public hive to be certain the experience in them comes from them alone
  •  Maintaining the public hive on rented servers to continue that tradition of a shared character across many DayZ servers

 

When the new server browser finally gets to the point in which these tabs are in and functional, the whole layout will make much more sense to existing and new users. The first thing they (new users) should experience is DayZ exactly as the developers had intended it. Obviously, if said new user has friends on a community or modded server he/she can navigate there easily. I know it seems like a small thing in the grand scheme of the whole project, and probably fairly trivial given the massive undertaking that beta is with the animation system, new user actions, and so on - but the devil is in the details and as far as I'm concerned, we as a development team needed to take steps to make it easier to understand, and get into the official Bohemia Interactive run experience. Allow folks to easily know what servers they can be certain persistence isn't reset on, and so forth.

The rest of the team will have more interesting and exciting things to talk about this week I'm sure - but I wanted to make sure I took time to address these in progress changes to the organization of the hive, and its intent.

- Brian Hicks / Creative Director

 

Dev Update/Eugen

Hey Guys,

0.62 has hit stable and we tried to livestream after a longer period of time to start practicing for what lies ahead. Hope you liked it!  The strike team for this patch will join rest of our efforts here and march on with BETA tasks forward. That said, for 0.62 you can expect a bit more fixes to the most crucial issues that we can reasonably look into, rolling them to experimental and stable over time. Some of the changes I`ve seen today to coloring of the map and vegetation are amazing. I`m very happy with the visuals that guys have been able to produce. Were also looking into server crashes from storage (persistance) corruption, vehicle tweaks and server browser separation as mentioned by Brian. But there are limits to what we can offer in reasonable time for the old client. 

The track for BETA has moved forward and keeps its focus on weapons and gunplay. So discussions on handling particles, state machines and weapon manipulation are always happening around the office with all people handling their parts of the game in all the features that are on their way for BETA. 

Since there is not that much to report in terms of scope or change of focus. I'll share some interesting stories or problems we have been dealing with in the past two weeks. One of the bigger issues that is bothering us right now is tied to animation of weapons. As the technology changes you have details that can only be built when rest of the modules are in place and testable. Looking at the internal build of the game there are some funny bugs all around the new stuff that one might get a good laugh from but there is no way they can make it live.

While player is animating properly and even uses inverse kinematics in the new modules, configs are getting set up, player turns are tweaked. There are elements on weapons that need to be animated as well. It's one of the older parts of the engine originally and if any of the modders remember. Animating proxies on weapons have been done through configuration files and in text. We're moving away from that, but because how tied it is to some of the not refactored parts we are encountering some interesting things from parts of weapons flying around to being invisible at times. There apparently is still something left that has not been identified properly and we need to solve it as soon as possible. Refactoring something as large as RV engine certainly has its challenges and these things are hard to predict with codebase that old. 

Even from a knowhow standpoint it's not about the skills of the programmer himself, but rather the lack of documentation or knowledge how the previous system has been setup, and why. And as such the debugging of these issues takes time and going forward we want to eliminate as much of the smaller details that are still set up the old way.  Its hours of research and digging from unknown code. And some of you might have a experience doing that. 

On the other hand were also battling the stability of the application itself. As all of you have been plagued by memory crashes, which are very hard to diagnose properly and fix. I have stories of similar issues even taking a year to debug from different projects I had pleasure working with. However were very much focusing on it with internal build as even the development environment gets very frustrating when you can`t iterate without crash sneaking up on you at random times. 

Funny thing is when you look at callstacks from these crashes, they usually just end up in memory sensitive parts of the engine, but the actual issue might have happened minutes before. And tracking it down is an enormous undertaking. We're not taking these issues lightly as for BETA none of these hard stoppers should be present. 

To give a glance at the currently open development items in our teams:

 

Programmers

• UI Inputs bugfixes
• Communication systems optimization
• Weapon handling and aiming
• Vehicle physics refactor
• Vehicle controller refactor
• 3rd person camera collision changes
• FNX basic state machine and script class tweaking
• IZH18 basic state machine and script class tweaking
• Animation events for player
• Physics collision system refactor and optimization
• Melee damage types
• Different damage levels in selections
• Attachments refactor
• Animals spawning
• AI hierarchy refactor
• Tons of crash fixing
• Tons of bug fixes


Animators

• Throwing animations
• Two handed hit reactions
• Player turns for pistols
• Rifle hit reactions
• IZH18 animation tweaks
• Combat player graph

Designers

• Fireplace new particle system implementation
• Traps with grenades
• Drag and drop for final inventory design
• Player action targeting and floating cursor
• Communication systems
• Quantity refactor
• Advanced placing system tweaks
• Construction watchtower
• Animation events for player
• New zombie models
• New player models
• Animation events for player
• Server browser separation
• Area damage
• Crafting framework
• Vehicle tweaks

Audio

• Positional environment audio tweaks
• Infected audio recording preparation
• Player and weapon animation events setup

QA

• Playtesting the 0.62 update
• 0.62 feature testing
• Internal client stabilization

Art

• Old assets rework
• Buildings optimization
• Doors unification
• Weapon tweaks for new gunplay
• Car wrecks 
• New rock formations
• Color tweaks for Chernarus

- Eugen Harton / Lead Producer

 

Dev Update/Peter

As we want to accent official DayZ experience vs community one in long run, we separated shards for official and community servers with release of the 0.62 version. Now with upcoming update for 0.62 you will see this change reflected in server browser too. Instead of one 'Internet' tab there are now two tabs to make it clear. First 'Official' tab with all servers operated directly by Bohemia Interactive, while second 'Community' tab pools all servers rented by users.

Further work is being made on crafting system. Now, with item in hands, it's possible to initiate crafting and choose between recipes directly looking at another item in the world, or from the quick bar by holding a slot where said item is assigned. Such possibilities for crafting will help to minimize inventory use. On the other side of core features spectrum, we are working hard in close cooperation with animators and programmers on ranged and melee combat. Focus is currently mostly on the aiming model for firearms (weapon handling part is being worked on in parallel of course), which is combination of hands IK, character turns, it ensures that weapon is always pointing what you are looking at, that model also handles sights misalignment, sway which could be modified by character state from modifiers to stamina and hold breath, and recoil modified by weapon's attachments. Light and heavy hit impacts are now connected to hit events and are played character being hit from both types of combat. We would like to add one more hit impact to the mix which is a knockdown to the ground at the end of combo. You can read more about upcoming new melee combat in one of past Status Reports. I will get back to firearms in more detail in some upcoming Status Reports.

Do you remember that injured animation shown in our official DayZ Early Access launch trailer from the end of 2013? We finally plugged in the injured set of animations to the new character and it directly reflects your health state. Additionally, we also added exhausted idle animation which is connected to the stamina system. With these changes, we are getting closer to our ideal state where it should be easy to observe other character to see what they are actually doing and to judge their overall condition.

Believe what you see... see you in Chernarus folks!

- Peter Nespesny / Lead Designer

 

Dev Update/Mirek

First of all, I would like to write about the 0.62 branch state. We have received some important data about client and server crashes, which should help us to stabilize the build present on the stable branch, so hopefully there will be stability improvements soon. We have also merged the fix candidate for floating vehicles and very important physics optimization. Currently, physics is consuming most of the CPU resources (at least on servers), so we hope this optimization will significantly improve server performance. These merges will be available on experimental branch today or tomorrow and we will be very happy if there will be enough players, so we will be able to confirm that this optimization is working well.

On 0.63 - we're cooperating closely with designers and animators. The most of work goes into weapon manipulation now. This basically means we're creating new finite states machines for handling the weapon logic and connecting all weapon manipulation animations into these state machines. If everything goes right, we will show you how firing, reloading, chambering, unjamming and other mechanics look in the next status report.

Another big part of the game - close range fight - is in progress. You saw some animations before, today I would like to show you how first hit animations are looking.

3rd person camera collisions have received some tweaks last two weeks. We are trying to add some dynamics, when camera is obstructed - so here you can see some work in progress stuff.

Please keep in mind we're showing work in progress state, things can change during development and it's very likely that all these features will be tweaked also in the beta stage of development.

- Miroslav Maněna / Lead Gameplay Progammer

 

Dev Update/Viktor

Today I would like to share with you an update from the animations department. In past weeks, we have been focused mainly on player character and weapons. The latest additions to the player are improved turns when standing still. For animations, this means improving and redoing turn animations for all items. We are iterating this now in cooperation with our animation programmer to find the best result that looks and feels good.

Weapons have received some love as well. We have finished all unjamming animations, and we are focusing on implementation. First guns are now animated in the game. We are adding the missing animations like recoil and dry fire for each weapon. At the same time the logic for these firearms is being made so each weapon knows what the character can do with it. Basically, we need to cover all the states the weapon can have and provide animations for it.

We have started implementing hit reactions for the player character. There will be light and heavy animation for each direction, each item and each stance. That is some decent amount of animation data, but we already have a working prototype in the game.

Last but not least, there was small mocap session last week. We have captured some new gestures. Some of them are already implemented and some will be in the upcoming weeks. The gestures menu will now include new signals like Come, Watch, Down, Move, some new taunts and others that were requested by the community.

- Viktor Kostik / Lead Animator

 

Dev Update/Adam

As I have mentioned on the live-stream last week, we plan to include additional tweaks to the color of clutter (grass and other miscellaneous objects in forests) for the version 0.62 in the nearest stable update window. I'm glad to announce our environment designer Mark has prepared the first iteration of these changes and it is available on the experimental branch for you to check out. For the full list of changes made please visit the appropriate experimental thread on the official forums HERE

Pq1zdHR.jpg

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H0JMiEG.jpg

-  Adam Franců / Senior map designer

 

Community Spotlight

Hello Survivors,

So many things happened last week and we are glad everything turned out as planned, because we really made a lot of work on it.
First, we organized an event for content creators and their friends on the new castle the West. It was a PVP event in which one side defended the castle and the other attacked it with the equipment they brought with them. 51 people joined the server, unfortunately not everyone managed to get to the castle, because some of them were killed by wolves or by infected, which are simply the risks of the game. We had 14 members of the dev team there, including the lead designer Peter Nespesny and Sumrak, who is taking care of the Chernarus map and created the castle in which the event took place. The battle was really bloody and the defenders used all their strength to keep the attackers in front of the gates, but eventually succumbed and the attackers took the castle for themselves. I would like to congratulate the winners who earned their victory. How the event looked through the eyes of the attackers can be seen in a video by Jakon72: 

 

UcveKH3.jpg

Some of the participants in a group photo before start of the battle.

coxSflK.jpg

Photo of the winners who conquered the castle by Redseven.

 

Thanks so much to all who attended and we are looking forward to seeing you again on another event.

 

We were running live stream in our office at the same time as the event. We announced the switch of 0.62 update from the Experimental branch to the Stable branch. Lead producer Eugen Harton, lead designer Peter Nespesny, senior map designer Adam Francu and brand manager Martin Čulák jointly discussed what you can expect from the update 0.62 and other interesting topics. In case you missed it, you can find the video on our YouTube channel.

We also released a video that shows the main features of the new update. If you have not seen it, you should definitely watch it because it is very good and it does not take you more than two minutes.

 

I would also like to address my colleagues' request from the Feedback Tracker. We need to get as much information as possible about the crashes that happen to you on the Stable and Experimental branches. Therefore, I am asking you to contact our Feedback Tracker in case of crash and upload files from the C:\Users\YourPCName\AppData\Local\DayZ  folder to help to solve the crash problems.

We would like to thank for the reports about leather not getting tanned in barrels. Over the weekend you came up with an incredible number of tickets for this issue and we are just looking into it now. And of course, if you encounter any other bugs, we will be happy if you report it to our Feedback Tracker.

 

Channel Pitstop Head made a two-part talk about DayZ with our creative director Brian Hicks, which is really interesting and can give you answers to some of the questions bothering you.

 

And the last piece of community content I'd like to share with you is an amazing artwork by Dominik Figlhuber, who has been able to turn an ordinary DayZ screenshot into amazing art. Simply beautiful, thank you for sharing it with us!

uHmHLba.jpg

Original screenshot.

MdeANsx.jpg

Waiting at daytime. Alternative edit.

 

vIltKfE.jpg

Final edit.

And one last thing, I would like to show you a photo I secretly photographed in the office when the designers were discussing weapons for the update 0.63. It's not of a good quality, but I thought you might be interested. And shhh, don't tell them, they do not like taking pictures.

Z97EckY.jpg

 

Thank you for your content survivors and see you in two weeks!

Header image by Harold Palmer.

- Baty / Community Manager

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A nice and juicy status report! So keen on .63 right now. Question though, will we be seeing melee weapons colliding with objects like what we have now? How would it work if the "combo" system is in place? Because if i think about it, if an axe collides with an object it would reset it back and the combo would start from the beginning again wouldnt it? Id like to see possibly of certain melee weapons (heavy blunt or sharp) have their own smash animation on infected or objects. Or perhaps you could have both a slash move (multiple targets) and a hack move (heavy blow on single target) on your left and right mouse buttons?

Edited by DannyDog
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Ok...

+those beards!

+injured animations and stamina!

58 minutes ago, Baty Alquawen said:
  • Vehicle physics refactor
  • Vehicle controller refactor
  • Crafting framework
  • Player action targeting and floating cursor
  • Advanced placing system tweaks

I WANT IT NOW! ;)

... but I dont like those half circled cursor for aiming. It looks so BIG. But thats my personal thought.

And I hope those Icons in "melee 0.63" video (00:26) have nothing to do with the final inventory menu or are placeholders.

 

But great SR! Thank you devs!

 

 

Edited by Arthur Dubrovka
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Thanks, devs, and all involved.

So much to look forward to!

I hope fire as a weapon is something you all discuss.

A zombie apocalypse without Molotov cocktails just doesn't seem right....

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It's an excel report status! 

Thank you personally to the person who wrote and edited this status report!

I even fell in love with that melee attacks and the new chars models are very well defined, wait, what? 0.63 is close?. BUT, BUT.... but those statistics processed from vanilla(bottom right corner), those stats melt my heart! <3 I really want to see that ingame in 0.63, they bring me some amazing memories.

 

It was a pleasure for me to attend the castle event. Thank you @Baty for the invitation, you can count on me anytime!

In the picture with ""Some of the participants in a group photo before start of the battle."" I'm the only one who wore the boonie hat, FIND ME! And in Jakon72 video, I was in top of the stairs, I died to protect that castle!

I hope to see you all soon!

 

 

PERICOL @ DayZ is LIFE 

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I would like the infected to speak bits and pieces of broken garbled Czech language. Kind of like zombies in resident evil 4 but less coherent, less sane.

Idle:

Kill kill kill.

Why.... Why.... Why...

So huuuuungry....

Meat, blood, save me....

It huuurts!!!

Where am I??

What's happening?

Aggro:

Food!!!

Meat!!!

Kill!

Over there!

There he is!

I will eat you!

I will kill you!

Time to die!!

I will tear you to pieces!!

*All in Czechoslovakian language.

 

Edited by ☣BioHaze☣
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Another juicy status report, thank you! :)

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LOL @☣BioHaze☣....your idea remember my to a Vid from Irish..

Epic ^^

What .. &nbsp;hmmm ehh

Sorry Guys for my offtopic.

Back to topic:

The SR sounds good, separating the Hives is fanatical, a solution that should fit for all sides.

What a bit surprised me are the big efforts with the WEAPONS. I can understand that this is a point of interest to many, yet I feel that exactly this focus in DayZ vanilla will not have that importance. Ok, this is just my thinking about vanilla, as far as the modding scene is concerned or an "arma4" justifies this enormous focus. I see it only in view of DayZ's enormous up-pushed. Whatever you know what you are doing.

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2 hours ago, ☣BioHaze☣ said:

I would like the infected to speak bits and pieces of broken garbled Czech language. Kind of like zombies in resident evil 4 but less coherent, less sane.

Idle:

 

*All in Czechoslovakian language.

 

This reminds so much of System Shock 2!! The hybrids controlled by the Many roaming the Von Braun were great at those!
" We seek, we seek!!! Run, RRRUNNN!!"

"We see you!!"

"The Many demands your demise!!!"

 

Would be great.

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Brilliant Status Report!! So much to chew on!! Looking forward to 0.63, but it seems it'll be a totally different experience from what we've played all those years! (I wish there was a way to have the current version as a single player backup software, for prosperity and nostalgia... I'd play that in 10 or 15 years!)

Cheers!

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Now THIS is a status report. Keep em coming.

Edited by Solopopo

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I really like the hit reaction animations you guys have been working on - and I would very much approve of a third "knockdown" set of hit reactions.

Just imagine you shooting someone with a shotgun that is wearing bodyarmour - he would go flying and end up landing on the floor granting you the final shot! That would be authentic and epic at the same time.

Also, I like the fact that there are different animations for different attack directions... HOWEVER, the actual direction of the swing itself should also be taken into account. (see axe in video) That would bring in some variation - this way its now looks a bit repetetive.

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Also regarding the weapon handling, please take a look at Escape From Tarkov and how they handle their weapon systems.

Escape From Tarkovs weapon feel really authentic and dynamic.

Please consider taking things like stance, stamina, health, weapon resting (bipods/passive resting like in Arma), movement speed, terrain (uneven terrain = weapon bob) and weapon length and weight (lowering weapon if obstacles too close and less sway the lighter and shorter the weapon is) into account.

Improving the leaning system is also cruicial for combat especially for first person only players.

EDIT: I am also willing to do a video to visually explain what I am talking about if a dev is interested, it is pretty hard to explain in pure text.

Edited by OneStep

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WOW at those animations! 
Also is that a new sneak peak at a new characters face in one of the videos ;) ?


Also it must've taken super long to put this (and other SR) threads together! GG! 

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8 minutes ago, The_Lonely_Bandit said:

WOW at those animations! 
Also is that a new sneak peak at a new characters face in one of the videos ;) ?


Also it must've taken super long to put this (and other SR) threads together! GG! 

And what about the limping animation? :)

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1 hour ago, OneStep said:

shooting someone with a shotgun that is wearing bodyarmour - he would go flying

"When people get shot, especially in a vital area like the torso, they generally fall down in place. They aren't driven backward as if pushed by a giant invisible hand of fate. Cops who get hit with bullets into their soft body armor generally report the sensation as being like a bee sting or a hard punch, not a charging bull. The stuff you see in movies is just that--movie stuff. "

https://www.quora.com/Does-shooting-someone-really-cause-them-to-fly-backwards

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14 hours ago, OneStep said:

Also regarding the weapon handling, please take a look at Escape From Tarkov and how they handle their weapon systems.

Escape From Tarkovs weapon feel really authentic and dynamic.

Please consider taking things like stance, stamina, health, weapon resting (bipods/passive resting like in Arma), movement speed, terrain (uneven terrain = weapon bob) and weapon length and weight (lowering weapon if obstacles too close and less sway the lighter and shorter the weapon is) into account.

Improving the leaning system is also cruicial for combat especially for first person only players.

EDIT: I am also willing to do a video to visually explain what I am talking about if a dev is interested, it is pretty hard to explain in pure text.

I'm pretty sure these BI devs have a feel for what is crucial for combat, you know with the ARMA series and all..

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21 hours ago, ☣BioHaze☣ said:

"When people get shot, especially in a vital area like the torso, they generally fall down in place. They aren't driven backward as if pushed by a giant invisible hand of fate. Cops who get hit with bullets into their soft body armor generally report the sensation as being like a bee sting or a hard punch, not a charging bull. The stuff you see in movies is just that--movie stuff. "

https://www.quora.com/Does-shooting-someone-really-cause-them-to-fly-backwards

Standard buckshot or slugs will make you go "flying" as the kinetic energy is very high with those kind of rounds considering the target is wearing body armor.
There are several videos on liveleak with people with bodyarmor getting shot by buckshot at point blank range - and they go "flying".

I am not talking about 22lr. You also have to differentiate between soft armor and hard plate armor.

7 hours ago, Trnc84 said:

I'm pretty sure these BI devs have a feel for what is crucial for combat, you know with the ARMA series and all..

The team that is working on DayZ is a seperate one than that from Arma. (Still bohemia, but different "department")

Edited by OneStep

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Anyone notice the UI in the melee preview video? Is that just for testing or a glimps of whats to come?!

10p1zlw.jpg

Edited by The Ghost of Hoik
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On 6/13/2017 at 10:34 PM, IMT said:

Another juicy status report, thank you! :)

Yeah, construction watchtower and grenade traps is awesome to protect you hard working precious loot! :D

I recommend to listen to Hicks interview too - a great informative update and a good quality interview about earlier decisions concerning Dayz SA development and EA since the beginning. 

Edited by Nebulae3
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On 6/13/2017 at 11:58 AM, ☣BioHaze☣ said:

I would like the infected to speak bits and pieces of broken garbled Czech language. Kind of like zombies in resident evil 4 but less coherent, less sane.

 

*All in Czechoslovakian language.

 

I think you mean Czech or Slovak.  :)

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Would love to see a melee system with a bit more depth than just click on left mouse button.  Something like left and right mouse buttons (reflecting left and right hands to allow a weapon in each hand) with holding down to change up the type of attack. eg. stab for blades and a hook unarmed. at the very least. Doing something like this also means that there will be a dedicated melee button for rifles and other ranged weapons so the can use the bayonet.

Splitting up the weapons into categories like 1 handed and 2 handed could allow for some the smaller weapons to be held while holding a pistol for some better cqc combat 

 Make weapons that have similar attacks (currently) like the spear and the pitch fork, allow for the alternate attack(holding down mouse button) to have a different attack and follow up attack from each other  to make 1 better for  crowd control with a wide sweep for zombies hordes, the other  may do something like a running stab that will push opponent back a few steps  . This way  theirs more reason and tactics to pick up  weaker weapons over the heavy hitters. Return block to melee weapons and now fights don't feel so dirpy.

Lastly i feel if u manage to get close enough to hit some 1 that has a gun they should be some recovery time before  the opponent with the gun can fire. forcing them to use melee themselves and using things like the bayonet or rifle butt.

 

that being said the animations being displayed for melee are a step in the right direction

Edited by stickymout

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