DayZ - The Dev's are Going to change the RMB/Space Binds in Future Tests


The Dev's are Going to change the RMB/Space Binds in Future Tests

Posted: 25 Apr 2018 01:46 AM PDT

About the 0.63 stress test megathread

Posted: 25 Apr 2018 03:33 AM PDT

I just want to say that I'm really impressed and proud of the ammount of actual CONSTRUCTIVE criticism on that thread. Thanks everyone for helping in making this game awesome! :)

submitted by /u/HrcoXD
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Internal Lighting

Posted: 25 Apr 2018 07:23 AM PDT

One thing that Tarkov has spoiled for me are building interiors. I can live without all the clutter, I understand it might put unnecessary load on the servers or something, but the darkness when entering an enclosed building is very atmospheric, do you think its possible just on a to do list or what we see is what were getting?

submitted by /u/_DooM_
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Another stress test coming this week! (check comments)

Posted: 25 Apr 2018 01:29 AM PDT

Sliding down in 0.63

Posted: 24 Apr 2018 08:13 AM PDT

DayZ 0.63 Stress Test DISCUSSION: MEGATHREAD

Posted: 24 Apr 2018 08:29 AM PDT

Post your thoughts and opinions of the stress test here

In my opinion: the client side and server performance was outstanding, especially with there being 60 players all in a small area. Switching guns and moving items in the inventory was instantaneous, the gunplay was much better than we have currently, and just everything was a big improvement. Of course there were things missing but it was stated numerous times that this would be the case.

submitted by /u/dstrkttv
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Keep the magazine reloading mechanic (it looks great!), but PLEASE use "R" for reloading like every video game in the world!

Posted: 24 Apr 2018 02:06 PM PDT

I didn't get to participate in the stress test today, but have been watching footage and despite improvements in movement and animations, shooting and reloading still looks as clunky as ever. Everybody has already voiced their opinion on the bad ADS mechanic, but what about the ongoing refusal to allow "R" for reloading all weapons? The need to go through an animation to prepare magazines makes perfect sense and is a GOOD realism mechanic. Reloading, however, should be simple and intuitive. Dragging ammo to a hot bar for reloading just doesn't make sense and is difficult for new players to figure out. Reaching up to the number keys (potentially different ones depending on how you've managed your hot bar and what weapon you're holding) is a pain in the heat of battle. Can they not allow "R" to chamber one round when no magazine is present and reload the next most full magazine that's in outer pockets of your inventory (shirt/pants/jacket)? For the realism of manually cycling a round they could always assign a separate key or have you use your inventory. Loading a pump action shotgun could be done Half-Life style where you hold "R" to keep adding shells and let go if you need to fire off a quick shot before continuing to reload.

This game seems to use tedium in the wrong places when trying to simulate realism. Reloading a magazine or shells/cartridges is a very simple and fluid movement in real life as long as the ammo is stored in an easy to reach spot. Simple/fluid movements should be represented with a single, easy to reach key such as "R". Complex actions like reloading magazines are what should require dragging/dropping in the inventory and holding down a key to finish the animation.

submitted by /u/BC_Hawke
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Is there any promises or milestones in regard to grass rendering distance?

Posted: 25 Apr 2018 07:16 AM PDT

I assume everyone agrees that it sucks to pop out in the distance like a sore thumb regardless of vegetation, shadow or clothes. Im aware of the sink to the floor system, but i'm talking visual here. Maybe dropping opacity that merges you with background?

IRL it would be absolutely impossible to spot anyone +500 meters lying in some grass, even if this person is actively shooting at you.

Let's discuss it?

submitted by /u/icrush
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Over 1000 hours in DayZ! Thanks Devs! You’re awesome! I’m not going anywhere!

Posted: 24 Apr 2018 01:13 PM PDT

DayZ - 0.63 in a nutshell

Posted: 24 Apr 2018 03:14 PM PDT

Is the dev diary coming today?

Posted: 25 Apr 2018 08:19 AM PDT

DayZ 0.63 AKM Chamber Animation & Sound

Posted: 25 Apr 2018 06:44 AM PDT

Stable servers are down for scheduled maintenance.

Posted: 25 Apr 2018 12:00 AM PDT

Stable servers are down for scheduled maintenance from 07:00 GMT.

submitted by /u/AutoModerator
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Chernogorsk Has Been Updated Again!

Posted: 24 Apr 2018 07:04 PM PDT

IMAGES!

Fair warning, it isn't polished and has some obvious tweaks that would be needed to make it better. Looks a bit too empty.

Enjoy.

submitted by /u/Jacob_Mango
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Status Report moved to tomorrow, to include feedback from today's Stress Test

Posted: 24 Apr 2018 09:58 AM PDT

I'm sorry but .63 Aiming is clunky and needs to be fixed.

Posted: 24 Apr 2018 09:33 AM PDT

The dot ruins it. The crosshair is awful. Please, Dev team don't reinvent the wheel with the shooting. The game finally feels buttery smooth, until you start aiming. Don't ruin the fucking game with this double-click to aim in middle mouse button shit. Please. This is more complicated than when hitting the fucking dirt with a front pouch plate carrying and reloading while being shot at by fucking Isis. Also not a big fan reloading or the Hot Menu.

Besides that games going to be amazing. It will be worth the wait. I've been a little worried lately but you can literally feel all the hard work that has gone into the game.

Edit: Watch Skip to the first 18 minutes of this video After reading all of they keybindings he couldn't figure out how to aim twitch chat had to help him. https://www.twitch.tv/videos/253957562

submitted by /u/moneil95
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I would genuinely be interested to know the thought process behind double click/MMB ADS, for science.

Posted: 24 Apr 2018 03:28 PM PDT

it baffles me how and entire team of people could have thought this was a good idea. everything else about .63 is great, well mostly everything. but im not here to shit on the devs for their control schemes. in fact i would like to hear from you guys some plausible reasons why they might have implemented said control schemes. im genuinely interested because ive been thinking about this since the servers went down and i cant come up with any reason why.

submitted by /u/hellomrpenus
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Are we Fortnite guys?

Posted: 25 Apr 2018 02:39 AM PDT

The giant crosshair supposed to be a joke?

Posted: 24 Apr 2018 07:07 PM PDT

Very serious question

submitted by /u/hcbit
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The crosshair HAS TO GO!

Posted: 24 Apr 2018 03:44 PM PDT

Watched almost all the videos of. 63 it looks just great, and it really makes me happy to see my fav game being finished and knowing ARMA4 will have a good engine.

But! i just cant get over the fact after all the videos that Dayz developers decided to encourage hipfire over ironsights.
Like the gunplay it has to be hard and realistic and feel brutal and without giving you a big crosshair like its fucking CSGO.

submitted by /u/Vucgy92
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Some Stress-Test Gameplay [GER]

Posted: 25 Apr 2018 07:14 AM PDT

Problem Solved

Posted: 24 Apr 2018 05:43 PM PDT

DayZZZZ HourZZZZ

Posted: 24 Apr 2018 03:51 PM PDT

Rifles now fit inside of backpacks

Posted: 24 Apr 2018 10:19 AM PDT

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