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[Feedback] Fixing Gunplay (1.04)
Reviewed, NormalPublic

Description

As I already mentioned in T142141
(Where I mentioned reduced speed and transitions in raising guns, going into and out of ADS, and then also better weapon collision implementation to ensure fluidity and more weightful combat)

I would like to expand on it:

  1. Implemented and Improved Weapon Inertia in raised weapon state

As shown, the current implementation is very lacklustre

  • I would like to see this affected by the size and weight of the weapon.
  • The barrel lags behind from where you do a very quick turn (ie, 90° or more turn)
  • Instead of being able to do instant 180° turns
  • I would like to see this affected by the size and weight of the weapon. (the bigger/heavier = the more the barrel lags behind)

    Have something just a bit faster than .62's would be nice

2. ADS Movement penalties (Especially with high magnification scopes)

Movement while in ADS should have penalities

  • Slower movement than now especially with bigger & heavier guns
  • In High magnification scopes like the Hunting Optic, heavy restriction on movement (as it's not authentic & good for gameplay to constantly sidestep swiftly back & forth with your eye in the 8X+ lens)
  • General firearm bouncing oscillations (with sidestepping and going forward/backward) as shown in the clip below:

https://clips.twitch.tv/GorgeousVenomousCoyoteHoneyBadger

3. Increased recoiling for most guns (prime examples: SVD, AKM, Mosin, Makarov):
Currently, most of the recoils and kickback for firearms feel relatively low and weak

  Increased Recoil will grant
-  Feel of Weight in guns
-  Feel of Power of those specific guns (including Makarov which just feels dull now)
-  Authentic immersive feel of weapon kick

As shown in this video: https://www.youtube.com/watch?v=bgVHisHSwIw&feature=youtu.be
that was accompanied in the Reddit post referred to in the Additional Information

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
Gameplay
Additional Information

Source from where most of my concern is coming from
Reddit Post: https://www.reddit.com/r/dayz/comments/cg4p3k/changes_to_gunplay/
I would recommend reading the post and the comments, as it does contain valuable feedback for the gunplay.


On Topic of crosshair as stated in the video:
A possible dynamic crosshair (like in .62) may be a great idea to reintroduce, especially to allow bullets to follow the path of the barrel.

  • It will allow for good feedback on point-shooting (especially in 3PP)
  • The crosshair should be broader and bigger (to mitigate lasering from range)

This is optional, but can really iron out the issues with using static crosshairs which doesn't feel good & doesn't provide feedback
(Although no crosshair in 1PP is the absolute best option in which the bullet follows barrel path :D)


In particular, this comment in the post resonates heavily and springs true to the current state of PvP:

One problem that wasn't mentioned in this video is that in current DayZ, you can come out of a full sprint and instantly snap on target with a push of the right mouse button. There is nearly 0 delay for this action and heavily favours players pushing aggressively in most situations.

All of these will help capture that immersive and authentic gunplay feel we love from ARMA and old DayZ <3

Event Timeline

jamielou.007 edited Additional Information. (Show Details)
jamielou.007 edited Additional Information. (Show Details)

Something that also is of concern is hit feedback and damage system

Damage system I'm sure you guys are aware of and planning to re-enable vital organs hopefully in the future, but hit feedback is a little janky.

Hit feedback is inconsistent:

  • Shooting at someone at CQC feels non-responsive (as in you feel your bullets aren't hitting) although I don't know quite why.
  • Blood doesn't splatter or pop out sometimes or in the right spots
  • There might need to be some additional effect to indicate you are hitting someone? (impact sounds on the body?)

This can be worsened by the fact that low calibres like 9mm and .380 do such low damage though (especially spraying through an MP5K)

jamielou.007 updated the task description. (Show Details)Jul 23 2019, 1:02 PM
Geez changed the task status from New to Reviewed.Jul 23 2019, 2:31 PM

Holy shit. This is some quality feedback dude 👍

Lex added a subscriber: Lex.Sep 3 2019, 7:20 PM

Excerpt from dynamic 360 degree multi-level range warm up
https://youtu.be/Qd1DFJDleQI
There are certain ways not to develop inertia with a rapid change in the aiming vector. This should be taken into account with which weapon and at what amplitude the barrel vector is reoriented and from which position of the shooter it is made.
If players do not have reliable ways to reduce inertia, and with any small movement to get a lot of inertia from any position of the character’s doll, this will be perceived very negatively.
I would not want to see measurements for inertia in the form of "swimming in water" for an untrained fighter.

  1. Do you think the character’s life time should affect the increase in the character’s experience?
  2. How should the general condition of a character affect a young and experienced character?

Do not think that I am against changes in this area. I want that we could get a lot of dependent system. I am opposed to just a slowed down system for any conditions.