DayZ - MRW I come back to the sub after a 2 day hiatus and read about ‘aimgate’


MRW I come back to the sub after a 2 day hiatus and read about ‘aimgate’

Posted: 11 May 2018 01:24 AM PDT

All of this drama is exhausting and boring

Posted: 11 May 2018 05:24 AM PDT

You guys should sit back and let them do their jobs for real, you are so annoying.

The little part of 0.63 that we saw is already amazing and its only the beginning so they obviously know how to do their jobs.

You should all calm down and chill, they will tweak everything, you guys just have to wait a bit.

submitted by /u/Murz0l
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Stress Test #7: Expected start time at 3PM CEST.

Posted: 11 May 2018 05:08 AM PDT

How about this crosshair from a similar game? and ofc the bullets come out of the barrel

Posted: 10 May 2018 08:27 PM PDT

Arriving in Elektro in the stress test - I met 2 friendlies and 2 bandits, but I made it out alive

Posted: 10 May 2018 10:09 PM PDT

So Sacriel just confirmed that Bohemia is working on DayZ Battle Royale game

Posted: 11 May 2018 06:49 AM PDT

New Aiming Angles - Explanations, Implications and Solutions.

Posted: 11 May 2018 05:30 AM PDT

Hello, seeing as this discussion has been going on for a while now I thought it was time for a synopsis but also shed some light on possible reasons as to why it was changed in the first place. With this post I will try:

  1. to explain how the new aiming mechanics work purely from a technology stand point. With comparisons to the old system (Arma 2, Arma 3, pre-.63 DayZ).

  2. Reason why it was changed in the first place, while arguing pros and cons of the old and new systems...

  3. ...and propose alternative solutions.

I want to preface this by saying that I was very vocal about this change when the discussion first arose, but I have taken a more backseat approach seeing the discussion escalate, and instead of opposing it completely try to reason for and against it as well as reason why it may have been changed in the first place. My main problem was really with how Peter handled the situation; i.e "Didn't make sense to anyone" and sarcastic remarks on twitter. But at the end of the day, he's an experienced game dev, not me. I am a game engine engineer student who haven't worked a day as a game developer.

1. Explanation

The new aiming angles work like this: https://i.imgur.com/mmg4dW4.png (exaggerated for explanation purposes)

A vector is traced from the camera origin through the center of the screen (where your crosshair is) to wherever it intersects with the world. The firing angle is then calculated as the vector between this point and tip of your gun (I should say "should", as all guns may not be configured correctly yet, leading to the bullet originating from the center of the gun and thus unintended behavior).

In earlier versions of the game the firing angle was constant, derived from the orientation of your gun. Which was pretty cool and was one of the key features that made ARMA and DayZ unique and made gameplay interesting.

Both systems have their pros and cons. Both from a gameplay and development POV...

2. Pros, cons and implications

(Just as a note, this is my reasoning for the change and arguments for and against, developers has not confirmed this. All Peter said was "didn't make sense to anyone".)

Old system:

The old system was great, it made for interesting gameplay and made the game stick out of the masses. Instead of your gun just being there for looking pretty in like most games, it actually served as a real object of firing projectiles.

But here a problem arises. If you want to have a crosshair in a game like this and for it to be usable, you have to make sure the character animations are set up in such a way that the gun model always points towards wherever the crosshair is. If not, the crosshair is useless and only serves to confuse players. Now, take a look at the ARMA 2 player character in idle, gun raised position: http://simhq.com/forum/files/usergals/2012/05/full-585-33863-arma2oa_2012_05_11_00_13_16_71.jpg

We all remember how "stiff" and static it looked. Now we know why.

New system:

So what has changed since then and why are we moving away from it? Well, fittingly, the key feature of .63 is the new player controller. Which has, coincidentally, broken up the old "stiff" animation stances for more fluid and dynamic animations. The result is a more authentic and dynamic player controller.

But with this arises the same problem covered above, but in it's inverse. You see, now we don't have 3 stances limited to 2 axises of input. But a fluid, 360 degrees rotation around the player origin in prone stance. Now, animators could spend days trying to line up all the animations to the point where the gun always points towards the crosshair, in other words, the middle of the screen. While at the same time trying not make it look more robotic and stiff like it's predecessors. OR the programmers could remedy this with a quick fix to how bullet trajectory is calculated and fine tune it later on without having to rely on the animations being pixel perfect. (both animations lining up and fix potentially bugs/exploits this new system introduces).

Example of misalignment in prone state: https://gfycat.com/LeftChiefLice

Now, this is most prevalent in prone state. And not nearly as much in standing or crouching state: https://gfycat.com/CorruptVioletFeline

Now the "doesn't make sense to anyone" argument... makes a little more sense, if talking strictly about the new player controller. And it's a little easier to understand why the change happened in the first place. It wasn't a spontaneous change of core design principles, but a direct result of the new player controller being more dynamic.

To summarize the new system:

  1. The new system allows a detachment of animation and bullet trajectory. Something that is mostly apparent in third person, when laying down. This allows for more natural animations meanwhile keeping the crosshair useful. It is not nearly as noticeable/exploitable in first person.

  2. This arguably allows for faster development of the game since not every single animation state has to make sure the gun is aligned with the center of the screen. And gives animators a little more wiggle room.

  3. But comes with the drawback that you can't always tell what other players are aiming at.

  4. This would need fine tuning and limitations, like angle limits to how much the bullet can bend compared to the orientation of your gun barrel.

3. Alternative solutions

Keep new animations unchanged and bring back dynamic crosshair:

This is pretty straight forward and self-explanatory.

Remove crosshair completely:

This would mean that ADS would be the only state in which you are confident to fire a gun accurately. And that "hip firing" would be used as a blind fire mode in hectic situations or where your intent is just to fire warning shots. Maybe add a forced "aiming deadzone" where your gun is not glued to your rotation, for added hip fire inaccuracy. Example: https://youtu.be/0PQg6-aLfaI?t=100


Thanks for reading and I hope I could bring this topic to a new light and hopefully we can keep the discussion going forward with these points in mind. :)

submitted by /u/knastv
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Gestures forced to the center of the screen?

Posted: 10 May 2018 11:00 AM PDT

In case you missed it: Brian Hicks thoughts on AimGate.

Posted: 10 May 2018 07:41 PM PDT

Why is it still a stress test and not EXP?

Posted: 11 May 2018 07:53 AM PDT

Hey folks, I hope you all are having a wonderful Friday! I have a quick question I wanted to ask the community, what is experimental now? Let me start off by saying I understand the developers would like to use experimental as a way to implement new content before the actual realease of beta. I can't help but notice the insane progress of the stress test and start questioning why the test is not on experimental yet. All of the 'major' bugs in my opninion have been fixed, meaning the stress test build is playable. Some of you may say, "sure it is playable but refer to the checklist and notice how much stuff is still missing for experimental!" Yes, stuff on the check list is still not in game like the jumping and climbing but if the devs are truly wanting to implement more and more content in experimental why can't the stress test be pushed out in it's current 'playable' state and implement those checklist features with time on EXP?

Maybe someone here can share their opinion and explain to me why the devs are so hesitant to push the stress test to exp.

submitted by /u/Volice
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My Top 5 issues with .63

Posted: 11 May 2018 07:57 AM PDT

I'm not hating, just pointing out the top 5 things I would like to see for .63 stable. Some of these things are already in the works.

  1. This has been mentioned in the past. The game looks fantastic but the dynamic lighting indoors is non existent. It really takes away the immersion of the game. Escape From Tarkov has really showed people how lighting can bring a intensity to a game.
  2. Dehydration, when you dehydrated you shouldn't start limping and eventually just die. There should be different animations. Like your character breathing rapidly like hes out of breath. Having a super limited sprint. There should be blurry screens even dizziness and tripping while moving. I have dealt with a lot of dehydrated people.
  3. Falling 2 feet, I don't mind falling two feet while just jogging and having the animation where you stop. But if this happens while your sprinting away from someone and you come to complete stop its game breaking. I'm sure theirs already animations that are going to fix this.
  4. Zombie Knock-back, I actually like zombie knock-back. What I don't like is when I'm fully geared and a zombie chases me into a building. The Knock-back pins me up against a wall and I keep getting knocked back until I die. My fix would be having a character with kick animation like in dying light. This could also second for fist fights when you get right up next to the other player. You could kick them to break contact. Or kick to knock-them back then land a KO.
  5. Render distance, I'm sure this going to change but I would love to see the render distance doubled and even tripled.

That's what I am hoping to see for .63 stable.

submitted by /u/Scuur
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Where can I find the best-quality printable.63 map?

Posted: 11 May 2018 06:05 AM PDT

Played the game for ~200 hours and i still don't know the map very well, that has to change!

If anyone can link me to a hd quality map, i would be super-appreciative! Or is Chernarus+ the best option?

submitted by /u/brandongetme
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Talk about blowing things out of proportion...

Posted: 10 May 2018 09:47 PM PDT

I pop back in and a good portion of the "community" is armed with pitchforks and comparing DayZ to PUBG and CS or now DayZ is focused on console? FFS, people. Do you really think they would even pass the console QA requirements to release this on any console? If you are still here you have been through many waves of people getting up in arms about this or that, and they are still focused on making the best game possible. It has nothing to do with catering to console players because there is no way this is releasing on console any time soon. And the comparison to PUBG and CS is just ridiculous. Can we just chill?

submitted by /u/VenusBlue
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Finally got my hands on the stress tests!

Posted: 11 May 2018 08:10 AM PDT

In the future will we be able to host our own servers?

Posted: 11 May 2018 06:31 AM PDT

A friend and I used to play 7 days to die on a dedicated server he had running - will a similar option be possible with DayZ down the road?

submitted by /u/CHWK
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Fairly new to DayZ, learned a lesson!

Posted: 10 May 2018 07:45 PM PDT

So, I started DayZ for the first time a few months ago. Been having a great time, definitely a new favorite. Mostly avoided people, explored and looted. But, I learned an important lesson tonight.

Met another player, who asked if I'd like to trade, or if I had any food or something to make a fire. They didn't have much, and said they were new. So, I helped make a fire, and when another low-gear person ran up and asked to warm themselves/eat, we obliged. That was when one of them attacked me with a stick.

Chased me a long time, one of them with the stick, the other shooting at me (I think he almost hit his buddy at least once!) They taunted me, said they lied about being new, etc. Eventually I managed to turn and shoot the one with the stick, though the one with the gun injured me. I ran further, stopping behind a rock and trying to use a rag. That's when he caught up to me, shot me again, and I passed out.

But after a moment, I regained consciousness, and that player was crouching next to me, probably looking at my inventory? In desperation, I pulled my .45 and shot twice into them, and I heard a death yelp...just as I passed out again. That time, I didn't wake up.

One of the best PC game rushes I have had to date. I can see why people love DayZ so much! And lastly, I have learned an important lesson: never trade with or talk to anyone. Shoot them on sight :)

submitted by /u/DredditPirate
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Peter mentioned massive complaints about Hip Fire not being accurate. Where are they?

Posted: 10 May 2018 12:22 PM PDT

I spent the last year lurking this sub almost every day, and haven't came across any post complaining about hip fire's lack of accuracy or ridiculousness.

In fact what I DO remember, are posts asking to change hip fire accuracy to something more realistic because of the stupid amount of people exploiting the system to make hip fire basically 100% accurate by moving sideways while shooting, which leaded to a lot of KOS and casual style playing.

I would like to ask openly for any complaint about the lack of accuracy of the previous system, because I personally abused it quite well to get a stupid amount of kills in yolo situations.

submitted by /u/QuartzPuffyStar
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You're killing this game with some of these bad choices.

Posted: 11 May 2018 08:33 AM PDT

The health system of .62 was so much more informative than in .63. Same goes for food, drink, blood, shock systems. All that was needed was some minor tweaking. It's like the best parts of .62 have been completely gutted for more simple icons.

You die too fast from zombie hits with no real indication except for a flashing red cross. On the other side of this Blocking is over powered as you don't take any damage.

The stamina system is terrible this low and needs to be extended - You can't even run very long with no items. Putting it this low makes the game drag to levels where it isn't even fun watching other people play it.

Watching streamers try to deal with this new system was painful and it left a terrible impression for a good portion of their followers.

Limping because of low food and water is completely stupid. A limp should only come from a fracture or from getting badly hurt.

The hit detection of melee items and punches is awful. Seems like hit detection from the actual end point of an object has been removed for a center of the screen phantom hit.

Changing from bullets from a gun is sacrilege

submitted by /u/WantedToGetInvolved
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Stress Test #7,beautiful sunrise

Posted: 11 May 2018 08:26 AM PDT

PvP Melee combat

Posted: 11 May 2018 08:06 AM PDT

It sucks! Holy cows... Melee combat in PvE is fine at the moment, but PvP-wise? Damn, it is soooo bad, doesn't feel fluid at all, also the damage of knifes and stuff is faaar off from what it should be.

Punches are still more effective than axes and knifes in PvP.

Gunplay is very good tho, good job on that, but please fix melee...

submitted by /u/ThyWhisper
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After playing 10-15 hours in stress tests and 0.63 offline I feel like stamina is a net negative for the game

Posted: 11 May 2018 07:53 AM PDT

I believe the intended effect of stamina is to reward careful choices of gear, and add a tactical element to combat of choosing when to sprint. The current stamina system does that so it is working as intended (although I think there's some balancing to be done because having pretty much any amount of loot beyond fresh spawn leaves you with next to no stamina).

However when you are traveling cross country, stamina is insanely annoying. It isn't fun to watch your character sit there and run... walk.. run... walk... etc. It isn't fun to move in a group and always be waiting for each other to catch up. And since the great majority in DayZ is spent running this means I'm spending most of my playtime annoyed at my character wheezing along.

I'm not sure what would make this system more satisfying. Maybe instead of having stamina, we could just move slower the more weight we have? That might be a better feedback loop as the effect would be more obvious, if you're too slow you know you just have to drop something. Or maybe there needs to be a slow transition between sprint and jog, once stamina is used up? This might at least remove the stop start feeling.

Or is everyone else loving it and I'm just whinging because now I can't get to the NWA in 12 minutes because I'm a filthy casual, etc?

submitted by /u/muffin80r
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Never before have I felt such a strong presence of DayZ Mod in Arma 3.

Posted: 10 May 2018 11:32 AM PDT

The color coded hiking trails. (.63 Offline)

Posted: 10 May 2018 03:06 PM PDT

I haven't played in a quite a while. I've been waiting for beta like a lot of folks and got excited about .63. Today, I frustratingly missed the Stress Test by like 30 minutes so I started playing the offline to check things out. Wandering around, just south of Berezino, I found a trail so I followed it hoping it came to a campground or something when I noticed a blue marker on a tree, then another, then a marked rock, then I ended up just outside of Berezino to find the end of the trail and a map board detailing Chernaurus and a bunch of color coded trails all over the map. Really cool. Anyone else discover these?

I'll post pictures when I get home.

submitted by /u/itsdietz
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