Page MenuHomeFeedback Tracker

Player speed/zigzags potential fixes/solutions
New, NormalPublic


So, as apparent and seen in high PVP oriented situations especially like in the Survivor GameZ (which is ruining the CQC Combat)

There is:

  • Way too much acceleration too quickly
  • Not enough inertia for making turns using strafe keys (a + d and mouse movement)
  • and Speed in km/h is too much altogether

How to address?:
Here are my solutions some may be hard to implement but I hope you highly consider this.

1. For Zigzagging:

  • Inertia for making bigger/sharper turns should be more penalizing (big loss in speed when you turn, slow gradual climb of acceleration once you recover from it and start to run again)

2. For high acceleration/speed (running&gunning in PVP)

  • A gradual climb of acceleration once you start to sprint, and a deceleration transition to standing still. (to prevent changing directions too quickly)
  • Reducing player const speed from the 23km/h?

3. For reducing player speed. If it's not possible to mocap a new animation set at all. (ideally, this would be fantastic with the acceleration + inertia changes :D)
You can use the 75% health player set animations

  • Reduce player speed, and make PvP much better
  • Mitigate the instant turns and zigzagging a bit.

Refer to Additional Information for more regarding this.

Also, Bunny hopping and long jumping should be very and much more penalizing on speed/acceleration recovery, and stamina and slower to raise weapon after doing so? It just kills me too see people hopping around in PvP :/

(P.S the long jump animation needs to be swapped out, it doesn't look that good at all :( )


Operating System
Windows 8 x64
Additional Information

Video evidence of switching to ~75% health running animation set making a much better difference:
100% health video

75% health video

The only issue is that your character looks a bit unhealthy (looks like limping) so if you can polish that upon the animations, it would be great.
To compensate, just increase stamina.

@Geez This would be my most requested change above, and will really help DayZ combat, which should be immersive, and authentic feel much less arcadey. I believe many will like this change.
Continuation of T142749 and would most likely be one of my last tickets regarding this issue.

The solutions to these issues is the main reason I created this ticket. Thanks :)

Event Timeline

jamielou.007 edited Additional Information. (Show Details)Aug 7 2019, 10:12 AM

Omg please fix this. It is so gamebreaking, and feels like an arcade game after all. Any news on this @Geez ? Are you guys working on this?

freerider3434 added a comment.EditedSep 3 2019, 2:09 AM

This issue has been acknowledged, confirmed and said to be assigned in 2019. The ticket I created has for some reason been labelled "Custom Policy", meaning only I and the devs can see it, but at least I can share with you the statements I have recieved:

May 21 2018, 2:37 AM - Freerider
Hello Geez,

is this a topic being discussed in the dev team. Are you aware of it and is it of importance to you?


May 22 2018, 4:11 PM - Geez
Hello freerider3434.
The issue is being tested internally and we will let you know once we have updates on the testing progress or possibly need more information from you regarding to the issue.

May 23 2018, 2:37 PM - Freerider
Cool, thanks for the update!


May 28 2018, 1:08 PM - Geez
Hello freerider3434.
We have confirmed the issue and we are going to look into what can be done to resolve it.

Feb 28 2019, 3:45 PM - Freerider
Just a quick question: Have the developers made a decision yet, whether this is going to be on the table for 2019?

Mar 4 2019, 1:03 PM - Geez
Hello freerider3434.
It is indeed planned to be looked into this year.

Mar 4 2019, 7:52 PM - Freerider
Hey Geez, very happy to hear. Thank you for the update! Best regards

@Geez DUPLICATE of T128664

@jamielou.007 I agree with most of this, but reducing the player speed is a big no-no, for me. The majority of our time is spent traversing the 225 square km of Chernarus. Doing that at a slower pace would be painful. If anything, I want to see jogging/running speed increased! I think proper acceleration, and deceleration will be enough.

Lex added a subscriber: Lex.Sep 3 2019, 6:09 PM

@jamielou.007 I agree with most of this, but reducing the player speed is a big no-no, for me. The majority of our time is spent traversing the 225 square km of Chernarus. Doing that at a slower pace would be painful. If anything, I want to see jogging/running speed increased! I think proper acceleration, and deceleration will be enough.

Absolutely right. Speed ​​must change
have some progress to accelerate and some inertia to stop. This will have to affect sharp changes in the motion vector, work as the inertia of deceleration and decrease in speed and new acceleration.

That's what cars and bikes will be for Kappa.

But my solution to that is overall increasing stamina. BTW, you aren't supposed to be sprinting across the map, you should be jogging. Sprinting is only used for fleeing, as said by Peter Nespesny. I don't necessarily agree with that, because sometimes sprinting around the map is needed, but the player speed is honestly pretty fast.

Over 23km/h constantly in a video game isn't fun for combat. Even Arma 3 doesn't allow you to run that fast.
Increasing stamina to counteract it is a good compromise tbh. I rather the reduction of speed and slightly longer travel time, than have combat PvP experiences ruined because of the fast player speed. That's what most of your DayZ adventures can lead up to you. That insane adrenaline-pumping fight.

Just my thoughts and why I believe player speed reduction is needed.
@Allantheking @EnterThePug

adam588 added a subscriber: adam588.Nov 4 2019, 4:56 PM

is this still being looked at.... i feel like this is the number one thing that is keeping dayz from being great!! need more inertia and slower speed. will make combat alot less arcadey! @Geez @freerider3434 @jamielou.007

@adam588 I'm going to ask Geez on the ticket he marked as "Custom Policy". Will update here if I receive an answer.

freerider3434 added a comment.EditedNov 6 2019, 11:45 AM

Wed, Nov 6, 11:41 AM - Freerider
"Hi Geez, the year is coming closer to it's end and while alot of great things have happened in terms of DayZ becoming the game it was always meant to be and more, the thing that this ticket was for has not yet been noticably changed or
addressed. Is it still on the list for THIS year. Any update would be highly appreciated :)"

Any update @Freerider??

This comment was removed by Geez.

@adam588 I've just received an update, bad news:

Wed, Nov 13, 4:02 PM - Geez
"Hello freerider3434.
Unfortunately, the priorities have shifted and the planned revisions will most likely not make it in to the game this year. We apologise for any inconveniences.
With Regards,

adam588 added a comment.EditedNov 13 2019, 6:20 PM

Thanks for the update! So if its not going to happen this year........ will it happen next year at some point? also...... any chance we get a glimpse of what the planned revisions are? Also what i have noticed is when your players health is yellow that speed is almost perfect and the zig zagging is mitigated! Thanks! @Geez @freerider3434

@freerider3434 Has there been any update on your ticket?

I would really like some tweaks/fixes for this issue to come soon.

@jamielou.007 Well, unfortunately my last question has gone unanswered. I will ask again and update here accordingly.

Wed, Nov 13 2019, 4:16 PM - Freerider
@Geez Thank you for the update, very sad to hear. Is it planned for next year then?

Sat, Sep 5 2020, 12:34 PM - Freerider
@Geez Hi, is there any update on this? Will the player controller be revised regarding player weight and inertia and if so, when can we expect first iterations and testing?

Roddis added a subscriber: Roddis.Sep 5 2020, 1:17 PM
jamielou.007 added a comment.EditedSep 5 2020, 1:41 PM

An example of something like this, but more refined would be awesome.

It does look clunky, but it does mitigate the issues presented above (with acceleration/deceleration transitions and minimizing zig zag).

I hope the devs are considering something like this, but just more fluid if possible.

@jamielou.007 That tweet is for some reason not available to me. Do you have another source?

I edited my comment, and the link should work now.

@jamielou.007 Ah, thanks. It looks very clumsy but to be fair it's WiP and fanmade. Have you seen this?