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Following an entire week of Stress Tests, the team has gathered around to report on the results of our first public testing phases for 0.63. We’ve received so much feedback from you guys and we’re going to dive right into it; but first, there is someone you probably haven’t read in a long time!


  • Dev Update/Brian
  • Dev Update/Eugen
  • Dev Update/Peter
  • Dev Update/Mirek
  • Dev Update/Filip
  • Community Spotlight

 

Dev Update/Brian

Greetings Survivors,

I can't begin to tell you how great it has felt for myself, for Peter, and honestly for the whole team to see all of your reactions to the work that has been done on .63, and DayZ as a whole. For what seems like years, a big part of the team (especially Design and Animation) have worked on documentation and internal prototypes without hardly any feedback. To finally be able to start sharing some of this with you all (and thanks to platforms like Twitch, Youtube, Mixer, etc - SEE) and hear your thoughts has been the most uplifting since the Early Access launch on Steam.

It’s a good day for DayZ and the DayZ community. I can not wait for .63 to hit experimental (and stable as well of course!) and begin to be able to spend more time with you all in this new DayZ experience in longer play sessions.

With that said - I feel DayZ has reached a point in which I, much like how Dean felt years back - am no longer needed. I've spent years talking to you all, working with the team, and collaborating with Peter on where we want DayZ to be, how we want DayZ to feel. Now that you have started to see, and touch DayZ .63 I feel like our plans, our dreams are finally within grasp. Peter Nespešný and the design team have a rock-solid grasp of what DayZ is, and what it needs to be. All of our systems have been discussed, documented, and discussed again. 

For the last year, I have been slowly taking more and more of a back seat (as I'm sure some of you have noticed) and tried to push folks like Peter, Adam, and others to let their voice be heard. Over that year I have made plans for what is next for me and worked for free with Peter Nespešný in a design consultant role.
I won't lie - it hasn't been easy, and there have been times where Peter and I both were uncertain about how .63 would be received, or how it would perform under full-scale load. I don't want to be a broken record - but I am so happy that all of those concerns have been washed away.

DayZ has been my life, made my life - and been so ingrained in who and what I am that I won't be able to just walk away. Hell, I've just crossed 7,000 hours between two accounts. From here, I look forward to opportunities back home in the States, being closer to family, and playing DayZ as much as I possibly can. I certainly have not forgotten my promise to TSM Smak to do a 24-hour stream when DayZ hits 1.0.

See you out there in Chernarus folks, the sun is rising and the future looks bright.

- Brian Hicks / Creative Director

 

Dev Update/Eugen

Dear Survivors,
before I start, I have to thank Brian for his contribution to DayZ over the years and wish him the best in his future endeavors. His passion is an inspiration to many. And I’m pretty sure we will be seeing each other in DayZ all the time :). I know we both wish for the game to grow and improve and finally testing the 0.63 has been a step in the right direction although a lot of work remains to be done.

On that note, I want to thank you for participating in the last few stress tests. Feedback is coming in from every channel and we read all of it; from our forums, Reddit, Twitter, and more. I noticed a couple of topics that are coming up, and I want you to know we will be looking at these in the testing of both stress test build and experimental. We will prioritize resolving issues depending on their severity or their impact on the gameplay, while also working on more advanced features like climbing, vehicles and base building alongside that. I want to remind everybody that these will be part of the experimental build but probably won’t appear in its first iteration. It is extremely important to test these during experimental because as soon as we move the build to the stable branch, we want to focus on bug-fixing and tweaking. Don’t forget that as soon as we hit experimental, customer servers will be able to switch over. 

Now let’s get back to the things that were tested thanks to Offline DayZ being available, although it is definitely not representing the DayZ experience yet.

Distant sounds, not hearing a gun or where is it coming from, or megaphone audio not traveling far enough; all of these things require tweaking as most of the initial configuration has not seen a revision yet, we will be looking into these as we progress with experimental.
Distant lights, either a flash from a gun or a camp far far away; now these issues sadly have no simple solution, but we are talking about possibilities and will experiment with those as we get further down the development.

Inventory visuals and functionality; a lot of the underlying tech is in, and visuals are still WIP. However, there are a lot of things we want to improve and work on during the ongoing testing. We want the game to feel physical and consistent in its behavior, as well as making sure things are telegraphed to a player when they need to be, focusing on the user experience of crafting and manipulation. The idea is there it just needs a lot of bug-fixing and tweaks.

Besides the issues mentioned above there is an amazing amount of gameplay feedback, from the crosshair interactions, reload mechanics, aiming, shooting, controls, actions and more. We will be looking at what has been said and discussed and I know Peter will talk about these in much more detail over the next few status reports. As already mentioned before our next goal is multiplayer testing with infected and I’m definitely looking forward to that one!

- Eugen Harton / Lead Producer

 

Dev Update/Peter

Two weeks passed since the first Stress Test of DayZ 0.63. In the meantime, there have been another three more Stress Tests plus we added the possibility to play in an offline mode if you are interested in trying out what’s on the table with the “new” DayZ. 

During this time we gathered a lot of qualitative and constructive feedback from you - our community, which I am very glad for (read past Status Report to find more about my feelings designing something without feedback for so long). Now I would like to comment on the most important things through the Status Report, which is the most effective way on how to reach most of our players.

As most of you know, our goal is to make everything to feel as tangible as possible, so you really need to be making things over time, at least most of the core actions. In this respect, we chose to have reactive raise of hands. To maintain the active stance, in which you can endanger others or defend yourself against them, you need to hold a dedicated button. Once you remove your hands from controls, the character should be rendered as relaxed and harmless. Telegraphing intentions and what’s going on is one of the most important aspects of DayZ.

However, from feedback it seems like there is no problem with holding raise to become actionable, but more with the actual switching to iron sights while the firearm is raised. Currently, this is bound to MMB/LSHIFT, which obviously feels awkward and clunky, especially when it’s on another hand than the one controlling aim and shooting itself. One solution is to a double-click of raise and then hold it to enter ADS directly, but unfortunately, proof of concept which was available in first Stress Test, was implemented in a very crude way and it felt very unpleasant, confusing and it did not meet with understanding.

Personally, I think a chain of actions is fine, firstly I’m raising my firearm to do some immediate shooting or I enter aiming down sights to get better precision, especially on mid to long range. On the other hand, I know that I will be upset finding myself in an advantageous sniper position and having to hold raise for the whole time waiting for the right moment to strike the target. I can assure you that we are very aware of this discrepancy and we want to solve it. As many of you already suggested, and we are tending to it for some time already, the solution is to simply have raise still on hold, but ADS (aim down sights) togglable from a lowered stance. While I’m not a huge fan of such kind of “togglability” of states (you won’t believe me how much it triggers me off watching friendly survivors talking by a fire while aiming at each other's faces), we will definitely try some other ways to address this until we end up with implementing this simplest solution.

Another thing which is causing some tables flipping around is ‘hip fire’, respectively how accurate it is. Actually, it’s not hip fire, as the firearm is in the same position as while being ADS - the only difference between these two is the camera position - but for simplicity’s sake let’s call it ‘hip fire’. In the first place, it needs to be clear that ‘hip fire’ is not meant to be accurate by any means. It should be used for immediate reactions at very close ranges. Anyways advantage of it in its current state is coming from several factors. I already mentioned non-ergonomic switching to ADS above. First off we changed how the direction of the projectile trajectory is calculated while shooting from ‘hip fire’. Currently, it’s always heading from the weapon to the center of the screen. In the previous version .62, bullets were always fired out in the direction of a barrel of a gun, which didn’t make sense to anyone, which led us to introduce a floating crosshair to show where the barrel is pointing at (you kinda know to estimate that direction even when firing from hip IRL). However hunting this floating crosshair which is jumping across the screen like crazy is unpleasant and in the end, doesn’t make sense. So why not simply shoot towards the center of the screen - hence the change. Of course, the current implementation has a few worst cases where it’s not working properly or very badly to be honest, but those will be fixed one by one.

Another thing is that after the rewrite of the weapons we are missing implementation of dispersion - random cone-shaped spread defined by angle. Previously it was used as kind of an inaccuracy from the manufacturing process where long barrel weapons were most accurate and short barrel ones were least. We are not using it anymore as I think ‘fighting’ some random nonsense on mid to long ranges is over the top, as players are already challenged enough by mechanics like sway, recoil, zeroing, actual bullet speed and drop - all that combined with character movement, which is enough. However, if it’s applied only while using ‘hip fire’ it can help to introduced much welcomed inaccuracy on mid to long ranges. For now, we will try to address it with modified sway while not in ADS to see how it works out. 

Next thing is the overly precise crosshair for ‘hip fire’. The former crosshair was ugly for sure, but in its size, it wasn’t precise at all, thus it was hard to assess the center of the screen, but still good enough to show the direction of shots. After a massive outcry about how ugly the crosshair is, we change its look as it is very simple to do - and to show you how a simple change can have a huge impact on gameplay, which, not surprisingly, you don’t like. In the past during internal playtest we ran a series of tests without a crosshair, but people were mostly unable to shoot anything even on close ranges during stress situations which required fast reactions. Personally, I’m for the complete removal of the crosshair, but then there are plenty of 3rd party software or monitors allowing to overlay crosshair on screen, making it unfair to those playing fair. By the way, you can disable crosshair (along with dot) from options (game>crosshair>off). Forcing disable of crosshairs will be also available server side.

As a mix of all the above, there is a possible exploit now with ‘hip fire’ where you can fire immediately after pressing the button for raising firearm where the dot can be abused for super precise aim. Of course, this will be fixed down the road.
 
Advanced firearms manipulation and subsequently accentuate usage of quick slots as pockets with instant access to items in them, is related to the philosophy of DayZ’s survival element - being prepared for possible things to come. Using quick slots for anything else beyond the switch of items in hands is not standard at all and it needs some time to get used to it for sure. Compared to old DayZ (.62 and previous versions), we changed loading weapons to hold-action, instead of just click, for a reason that weapons with internal magazines will be loaded continuously - same as how feeding detachable magazines works now. Next, we enriched the usage of quick slots for initiating any combining actions, basically crafting, but I have to see someone to using it like that yet, as it can save a lot of time and inventory access. 

Anyways quick slots have that disadvantage that they are kind non-ergonomic, especially for hold-actions which is of course a problem. Just the fact, that R key isn’t working as it’s used to work across all action games, which is so deeply rooted standard, inflames most of the players. I would like to point out, that currently, we cannot present you the big picture, where the pieces fit together - and that’s manually charged firearms like bolt action rifles or pump shotgun - which internal magazines can be continuously loaded and have to be manually charged prior to every shot, where R is used for now as it’s manipulation using a mechanism of the weapon. Even if it will be still unclear and uncomfortable after that, we have already plan B prepared, which makes R key to behave in ways people are more accustomed to. In that case, R would reload magazine or chamber (most probably from pre-prepared items in quick slots) while holding R would manipulate with the mechanism, or unjam it in such chase. We will be able to see and evaluate once manual firearms are implemented.

There is also critique regarding weak recoil. It’s good to know, that the new system for recoil is good, however, there is only one setting used across all weapons for now if I’m not mistaken. As it was tweaked for low caliber pistol, of course, it seems very off using an AKM. Better recoil patterns will be added gradually.

From other stuff related to gunplay which is also being questioned is hold breath. To be more specific - its default keybind, which is currently set to left CTRL. At first it seems to be non-ergonomic, but on the other hand, it makes sense as it’s paired with the walk modifier. With the upcoming new input controller we will separate these actions from each other, so we will be able to bind them independently. It’s worth to mention that most actions of the new character are hardwired to the actions of the old one which is gone for a long time now. This means we are in some occasions limited in achieving the desired result (for example we are still missing hold-action for environment interaction - currently bound to F, which limits us in the introduction of continuous actions, like drinking from the pond). Until the new input controller is in I would advise you to not rebind controls as it can completely mess up a new character in some cases.

Seems like I already made it into a solid wall of text even as I wanted to comment on other stuff as well in no particular order, like weapon changing animations, bleeding, hit impacts, falling, stamina, HUD and tendency icons, headbob, fake inertia, clipping issues in FPP, inventory, infected behavior, melee combat, balancing in general, lack of content and more. But I would better stop right there and leave those for next Status Report.

Brian, thank you for all your hard work for DayZ, your passion will be missed... see you in Chernarus man!

- Peter Nespesny / Lead Designer

 

Dev Update/Mirek

Hello survivors,
today, I'd like to write about current Stress Tests, how they are helpful to us programmers (especially server-side stuff) and what's the plan with next Stress Tests. Secondly, I will write about our progress on the infected.

First of all, I want to thank all of you who are participating in these Stress Test sessions. They already helped us to find performance bottlenecks, some thread deadlocks, sources of crashes and connection issues. We fixed several of these issues and we're working on the rest. We've prepared some performance optimizations, which are in our internal branch and are ready for internal testing.

Our current Stress Test scenario, where all players are spawned in the same city, is probably the worst case for server performance and network traffic. Although we're quite happy with the numbers we received, we'll continue to improve performance till DayZ hits stable in version 1.0.

The next Stress Tests scenario (I'm not sure now when it will happen) will look like your ordinary DayZ session, which means that players will be spawned at different places and infected will be present. In these sessions, we will try to continuously increase player and AI numbers to see how intense we can populate Chernarus. Please keep in mind that the AI can be still buggy in these test so don't be angry if you'll be killed by infected which went through a wall (I will explain why this is happening in next paragraph).

So, now about the infected status. Some of you have met them in our recently released offline mode and noticed that they can go through obstacles sometimes. This is known to us and it's happening because we decided to save some performance on collision detection, therefore we've disabled collisions between AI units and static objects during movement - the navigation system should keep AIs on the navigation mesh and that's the reason why we disabled this collision detection. This bug is one with the highest priority and hopefully we will fix this navigation issue soon.

About infected and their features - basic movement, stealth mechanics, and fight logic are in place and we are iterating them. Designers are tweaking infected senses, which means they are balancing how infected can spot a player depending f.e. on player's stance or clothing which they wear.
We're adding some more movement features right now - turns and crawling. Crawling will be there a little bit later because not all animations are ready now for this movement state, but here you can at least see transition animations in the game:


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Turning - I think it will be best if you look at these samples, to see what that means - I believe these will make stealth and fight funnier:


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'

 
And that's all for now. As you can see, stability improvements and infected are our current milestone. Hopefully next SR we will be able to show you more from other game features.

- Miroslav Maněna / Lead Gameplay Programmer

 

Dev Update/Filip

Hi all,
over the last couple of weeks, we've made several improvements. We’ve implemented ambient sound attenuation for interiors and added a smooth transition between outdoor and indoor states. The number of ambient sounds that can play simultaneously is now higher plus we’ve added a few new controllers, so sound can react more dynamically to weather changes. Regarding doors, we redesigned door open/close sounds and added over 200 new sounds in the process.

On a different issue, the localization of sound sources in 0.62 did not work very well. The visual position did not correlate with the position of the sound. Especially with animals, which you can hear over long distances, this slight offset made them hard to locate. This is why we decided to redesign vector panning. We are very happy with the changes we did for stereo configuration and now we are concentrating on surround configuration.

- Filip Čenžák / Sound Designer

 

Community Spotlight

Hello Survivors,
it is finally beautiful weather outside, but who cares when you can play the Stress Tests! We released four Stress Tests already as well as an offline version of DayZ and we received a lot of feedback from you. We are glad you are helping us to fix all these annoying bugs and crashes.
 
Let's check what you've sent us through our social networks.
 
This is really cool. An old friend of Sweetest_Kill gave her a DayZ-themed bat with her name on it. It is a nice gift, but please, don't use it on living creatures.

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Guys, I want to show you a great video made by HandZ. It has everything - sadness, regret, violence, moral decision-making, betrayal and death. Great work HandZ, it is one of the best live action videos we ever saw.

 


DickieTheChamp made a cute DayZ inspired USB. It is a small can of Pipsi and I want it so bad!

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If you think it is only violence and blood in DayZ, we want to show you that you are not right. You can find love there as well. Mach and FubarBundyy can confirm we are right because they met in DayZ and they fell in love with each other. They are just celebrating one year together! So adorable!


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Willkillshill shared his selfie photoshoot with us, from when he was playing on one of the Stress Test session. And it is hilarious.

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And now some real Chernarus thing - on Reddit, zverus showed pictures of the real Nord East Airfield named Nalivaikivka airstrip, which is located near Kiev in Ukraine. Check it out, it is really interesting:ykKT4fq.jpg

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That is everything from me today, If you have anything you want to share with us, just send it to our official Twitter account and I will check it out!

- Baty / Community Manager

Header image by Punchy McSlap.

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Very nice SR! Glad to see some reaction regarding our feedback here, keep up the great work devs ! <3 :)
I'm so excited for the next stress test, that will be awesome! Hope it comes ASAP.

So sad that Brian will leave us :( He was such a great developer and person thx for everything Brian! Im happy that you are happy about the 0.63 results and so on :) 
Of course all of the devs are happy now of the 0.63 build, thats good to hear!

Best wishes,

Raptor.

Edited by Raptor97

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2 hours ago, Baty Alquawen said:

I don't want to be a broken record - but I am so happy that all of those concerns have been washed away.

Good job. Best of luck in the states, Brian.

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Thanks for all the hard work, Brian! Best of luck in your next endeavor.

2 hours ago, Baty Alquawen said:

you won’t believe me how much it triggers me off watching friendly survivors talking by a fire while aiming at each other's faces

lol

2 hours ago, Baty Alquawen said:

Until the new input controller is in I would advise you to not rebind controls as it can completely mess up a new character in some cases

I'm left handed and MUST rebind controls. 10% of people are left handed...

2 hours ago, Baty Alquawen said:

next Stress Tests scenario (I'm not sure now when it will happen) will look like your ordinary DayZ session, which means that players will be spawned at different places and infected will be present. In these sessions, we will try to continuously increase player and AI numbers to see how intense we can populate Chernarus

YES. Now we're talkin'! Release the hounds!

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So now with Brain leaving; what's going to happen with the direction of the game. Will this still be a true survivor genre with authentic gun play?

Edited by Mjones (DayZ)
spelling

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Good Update! Thanks All.

BUT!

I see that my biggest gripe with the development of DayZ is still WIP...which worries me quite a bit, though.

The ability to FULLY REMAP controls....

In this day and age it HAS to be easier than the team makes it sound...really...

The actual key press should not even be a consideration...just the input command... ( for example: "Raise Weapon"=a key press, and "Raise Weapon and ADS"=another key press....either of which can be selectable as a HOLD action or a TOGGLE).

Does this not seem odd to everyone, that DayZ (being built using new engine tech) still has the "potential" of having whacky and hard-coded keyboard commands?

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22 minutes ago, Mjones (DayZ) said:

So now with Brain leaving; what's going to happen with the direction of the game. Will this still be a true survivor genre with authentic gun play?

The announcement today by Brian is hardly news to all of us who have followed development for the past few years. He has taken the time to clarify his current role, to explain his apparent disappearance from the SRs and Dev activities, and he has hinted at his intentions going forward.

I, for one, am very appreciative that he posted that.

So...the answer to your question might be A) The direction of the game will not stray too far from the CURRENT one...and B) It HAS to remain the Survival Sim that "we" all expect...and as far as "gun play" goes I seriously hope not! (it's already looking like the damn game is going to have a ridiculous amount of weapons and ammo...which kind of goes against the core survival theme in the first place).

Adios, Hicks_206, All the best, and thanks for your efforts. See you on the Coast, my man.

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AMD DRIVER Alpha To Coverage All Trees + Grass Render Bug[Blue dots on All trees and Grass]
I have this problem please correct this error

 

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2 hours ago, philbur said:

Does this not seem odd to everyone, that DayZ (being built using new engine tech) still has the "potential" of having whacky and hard-coded keyboard commands?

I was so confused when this became apparent.

I took it for granted that I would be able to bind any key to any action from the very start.

I would also like to see double tap recognized as a binding for any action. Like double tap left arrow key, or double tap right arrow key to lean.

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Quote

Another thing is that after the rewrite of the weapons we are missing implementation of dispersion - random cone-shaped spread defined by angle. Previously it was used as kind of an inaccuracy from the manufacturing process where long barrel weapons were most accurate and short barrel ones were least. We are not using it anymore as I think ‘fighting’ some random nonsense on mid to long ranges is over the top, as players are already challenged enough by mechanics like sway, recoil, zeroing, actual bullet speed and drop - all that combined with character movement, which is enough.



No dispersion? That's terrible.

This means you can snipe with a pistol. Snipe with shotgun and slugs. Probably snipe with shotgun and buckshot, too.

Some weapons should be less accurate than others. That requires dispersion. A basic feature since Operation Flashpoint. A basic feature in too many games to list. 
 

 

 

Dispersion is an important characteristic of any firearm. Dispersion between weapons gives character and uniqueness. 

I said on Reddit:

Quote

 

What's the point of high grade sniper rifle vs Mosin with hunting scope? Both will be equally accurate.

The Mosin should be alright at closer ranges, but once you move out, it should have some trouble on the long range headshots, etc. Maybe some are near misses, or hit the neck or torso instead. And if you pick up a Model 70, you get more accuracy, you land those shots the Mosin can't make consistently. A worn-out AKM should be less accurate than a Steyr Scout. A derringer should be less accurate than a sniper rifle. Etc. This kind of detail is important and it gives the weapons character.

Without dispersion you can shoot like a match rifle with a smoothbore shotgun and slugs. You can go pistol sniping.

This takes away from weapon variation.

It's absurd. Unacceptable.

 

 

It says in Status Report:
 

Quote

We are not using it anymore as I think ‘fighting’ some random nonsense on mid to long ranges is over the top

Dispersion is not 'random nonsense'. Random nonsense is the original dispersion at alpha release, which was sometimes measured in feet.

Most dispersion values are now settled into the acceptable realm. For rifles in DayZ it's between 2"-6" at 100 yards. It can be worked on—a modern bolt-action hunting rifle should be between 1-2 inches at 100 yards for the average 3-5 shot group using basic hunting ammunition.


It should not be a difficult task to make dispersion work once more. This is important for any semblance of weapon realism and it will be important for mods—would not like to have run scripts for something that basic!



Reconsider and work on the implementation of the dispersion. 

Edited by -Gews-

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For example: CZ550 and M24 were very similar in the mod. In damage and mechanics, almost identical.

Yet the M24 was more effective. Part of that was the mil-dot reticle.

But the other part was the fact the M24 had an accuracy of 0.4 MOA, whereas the CZ550 had accuracy of only 1.5 MOA!

Often they both worked equally well. But sometimes, on longer ranges, missing some headshots with CZ which would have been a sure thing with M24. 

That adds character!

Dispersion is important!

JUIN1ip.png

Edited by -Gews-

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19 minutes ago, Mjones (DayZ) said:

I think rifles especially bolt guns should be accurate with minimal to no dispersion. 

They should be similar to ARMA 2 and ARMA 3.

Off-top-of-head ballpark values:

Model 70 = 1.5 MOA
SVD = 2-3 MOA
M4 = 2-4 MOA
AKM = 3-5 MOA
Pistol = 10 MOA

All depends on number of shots, quality of ammunition, weapon, sight, etc.

There shouldn't be any RANDOM NONSENSE.

There should be only as much randomness as you'd expect in real life. Weapons should have real-life accuracy. Which means, NOT PERFECT. You don't expect to fire 5 shots and make one hole.

==============================================================

You can shoot people at over 2 km in ARMA 2 or ARMA 3. With the dispersion.

I remember shooting someone at almost 2.5 km with a weapon that had accuracy of only 1.7 MOA.

So is that "fighting random nonsense"? Hardly.

Edited by -Gews-

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32 minutes ago, Mjones (DayZ) said:

Are those really the values in arma? 1.5 moa is pretty bad for a scoped bolt gun lol

Those are just what I would consider appropriate values from my head.

MOA depends on number of shots fired. Often people state for a 3-shot group. I'm using 5 shots. Five shots should average about 30% larger than 3, IIRC.

1.5 MOA is fine for something like a Winchester 70 using your basic ammunition like Super-X, Rem. green box, or surplus ball. For a proper sniper rifle it should be tighter (eg 0.5 to 1 MOA with proper ammunition) and for an old surplus gun the dispersion should be larger (eg 2-4 MOA with surplus ammunition).

Edited by -Gews-

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1 hour ago, -Gews- said:

 

Dispersion is important!

if DayZ Engine, the engine for BI, in the future is (Arma4?) Then, you can not doing half things.

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Just now, Sqeezorz said:

if DayZ Engine, the engine for BI, in the future is (Arma4?) Then, you can not doing half things.

I assume the ARMA team would add it. I don't think they will just port things to DayZ framework as is.



DayZ team may add it as well... but to hip fire only:

Quote

However, if it’s applied only while using ‘hip fire’ it can help to introduced much welcomed inaccuracy on mid to long ranges.

 

So, it seems it's not about the difficulty of implementing dispersion. It seems it's about not wanting 'random nonsense' and missed shots. And for that reason, I think their minds can be changed via feedback.

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44 minutes ago, -Gews- said:

So, it seems it's not about the difficulty of implementing dispersion. It seems it's about not wanting 'random nonsense' and missed shots. And for that reason, I think their minds can be changed via feedback.

I really hope that the Devs rethink. No inaccuracy would make any weapon the same, so not only the character of a weapon is lost, but also its value.

I believe the goal of DayZ Vanilla will be that certain weapons will be very hard to find, but to justify their value, differences and characteristics are needed.

DayZ is not supposed to be a Quake Live with various optical railguns.

If it is for performance reasons, then rank other things back in their temporal priority, because it does not matter if my character is in 1sec. Thirsty or in 10sec.

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28 minutes ago, Sqeezorz said:

I really hope that the Devs rethink. No inaccuracy would make any weapon the same, so not only the character of a weapon is lost, but also its value.

I believe the goal of DayZ Vanilla will be that certain weapons will be very hard to find, but to justify their value, differences and characteristics are needed.

I could use, for example, the Repeater and the Magnum as one example.

As of now, they both have the same damage and ballistics. The Magnum shoots once per 0.3 second, and the Repeater shoots once per 1 second. In reality it's more like 0.3 seconds for the Magnum and 1.5 second for the Repeater (R key delay... I tested). The Magnum is clearly far superior at close range.

However, the Magnum has a dispersion of 0.006, and the Repeater is only 0.001. That's six times smaller spread! And if you calculate the probability of hitting objects within that spread, the advantage is even greater.

So the Repeater has some value even if you have a Magnum. It's far superior to engage distant targets.

But remove accuracy and you can use your Magnum to snipe at people just about as well. Then the Repeater is pretty much a useless novelty.

 

Now, this ignores zeroing ability—but the Repeater shouldn't have range-adjustable sights, anyways (75 or 100 m fixed zero would be good). It also ignores barrel length affecting velocity, which they have said they will add (in real life the long barrel of the rifle produces double the kinetic energy of the revolver). But similar situations of course apply to many weapons (9mm carbine/SMG vs pistol, smoothbore vs rifled, etc).

 

[also curious they add barrel length vs. velocity and were showing off an advanced hitbox model with heart, lungs and spine, but then remove dispersion—so again I think feedback on this issue can change their minds]

 

Edited by -Gews-

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First of all, Brian, thanks for your hard work and for making sure that the game stays on the right track. I wish you good luck with your future projects and who knows, we might see each other in Chernarus.

The SR is a long one but glad to hear that everything is taking shape right now and that your worries are now gone. I'm glad that you guys are reading feedback and suggestions and hope that we can see some of that feedback or suggestions back in the game at some time. :)

11 hours ago, Baty Alquawen said:

Next, we enriched the usage of quick slots for initiating any combining actions, basically crafting, but I have to see someone to using it like that yet, as it can save a lot of time and inventory access. 

I have used this mechanic, mostly with my melee weapon. It's really neat that you can quickly tear up a shirt into rags without having to open your inventory. I absolutely love the new crafting system and player controller. With most things it feels a lot smoother but not with everything.

But the game is most certainly in the right direction and can't wait to play Experimental and beta.

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JUst like Up Coments, 

 

DON't Make DayZ A PUBG LIKE !!!!  DayZ is a uniq survival DayZ is DayZ ;) you already Losse the Popularité Battle (Steamstats), but so dont loos the Quality Battle you already Made in DayZ since his early days 7yago.

Thx Brian for your works, remind me back days when you anonce Little bird in WIP , was a big turn like Torchia Conf. ^^

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