Jump to content
Sign in to follow this  
Microbicus

Limiting direction change when sprinting

Recommended Posts

I've been thinking about this for a while, and finally decided to make a post... consider this as feedback/suggestion.

Suggestion itself is quite simple: completely block or hard-limit moving direction change when sprinting and/or disable sprinting with raised gun.

Unrealistic zig-zag runs are just irritating, making sniping and single-shot guns nearly useless (it depends on your luck rather than skill). The only effective counteraction for this is "spray and pray" with 90% chance to ruin everything on your target. I know that stamina in upcoming 0.63 update should particularly fix this on long distances, but still every noob with IZH43 who choses to bum-rush into building will have relatively good chances (should have ~0%) against even well-equipped player in protective position.

However I'm very uncertain about stamina implementation, as I understood it will slow down average speed of players on the map... combined with unusable cars (and it doesn't look like smth will improve in near future) this  may turn game-play very slow and boring as you will spend much more time running between cities.

I really miss pragmatic long range combat and realistic CQB in SA and thats why mostly I still choose Mod over SA... actually why to invent something AGAIN if you can just port ArmA2 moving mechanics into SA?

Your thoughts?

P.S. A little reminder: players still need single/auto switch (tired of using custom mouse commands), and fast reload option for single-shot weapons (IZH18/Bow/LongHorn)

Edited by Microbicus

Share this post


Link to post
Share on other sites

Inertia will take care of this. It's planned and I can't wait to test it.

Fast reload? Put your ammo in your hot bar.

Share this post


Link to post
Share on other sites

Is there any topics that describe how inertia will work? So much hype about melee combat, but I haven't seen info about this one. Or I've just missed it xD

Share this post


Link to post
Share on other sites
4 hours ago, Microbicus said:

Is there any topics that describe how inertia will work? So much hype about melee combat, but I haven't seen info about this one. Or I've just missed it xD

It's discussed in one or more of the official dev status updates, somewhere in the last six months would be my guess. Read some of those.

Share this post


Link to post
Share on other sites

From: https://www.dayz.com/blog/status-report-september-2017-2

Quote

Last but not least, we've recently implemented turns to the movement itself (until now in 0.63, turns was only in idle) which is a game changer. It simply prevents zigzagging (which is used for dodging bullets) by limiting character rotation speed and adding rotation radius to turns while the player is moving. It’s scaled with character speed - the faster the movement, the bigger the radius is. There are still some issues that we are know need to be ironed out (in reality, nobody can see their back while doing 180 degree turns) and there is a bunch of missing features which will make it better and more visually pleasing (like tilting the character while making turns).

Jog turns: https://media.giphy.com/media/3o7aCXI3he4kce1ZYI/giphy.gif
Sprint turns: https://media.giphy.com/media/l0IsHO4Vt1B9yXCTK/giphy.gif
Jog indoors: https://media.giphy.com/media/3ohhwnhO6D4Mww5BaE/giphy.gif
Sprint indoors: https://media.giphy.com/media/l378BlyRqZpY2yFcA/giphy.gif

This solution differs from full-fledged inertia system, which can lead to players feeling like they are driving a tank with all that acceleration, deceleration and stopping after sharp turns. We want to thoroughly test it now, to feel how it plays and if it’s capable enough to achieve our goal of having smooth navigation through environment - as we definitely would like to maintain the hardly earned responsiveness and smoothness of the new character.

There's also Viktor's entire section here: https://www.dayz.com/blog/status-report-24-october-2017

  • Like 1

Share this post


Link to post
Share on other sites

@Dancing.Russian.Man

I'm a bit doubtful about their inertia design (or lack thereof) because looking at sprinting in doors, its impossible to make those sharp turns without stopping. I really think if they just had a normal "traditional" inertia system that it would still work and fit well. Especially when it comes to gameplay design a normal inertia system would force players to navigate slower allowing them to pay attention to their surroundings more instead of being able to fly through obstacles and what not. Obviously i'm basing this opinion of the current information given so hopefully i'm wrong and it'll feel good when we get to test it.

Share this post


Link to post
Share on other sites

Honestly, I can not imagine the limited rotation of the body while running. It will certainly require more conversion and learning on the PC than with a console control. Because: what happens if we move the mouse too fast? Will the head compensate for the "lack of inertia" of the body? I believe this system will give us many "funny & frustration moments".

Share this post


Link to post
Share on other sites
On 12/25/2017 at 8:02 AM, Microbicus said:

Unrealistic zig-zag runs are just irritating, making sniping and single-shot guns nearly useless (it depends on your luck rather than skill).

 

On 12/25/2017 at 8:02 AM, Microbicus said:

completely block or hard-limit moving direction change when sprinting and/or disable sprinting with raised gun.

This fella seems quite mobile

 

  • Like 1

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  

×