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Suggestion. Improve weapon ADS and scopes handling authenticity
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Description

The old gun handling in 0.62 was way better to what it is now. Since those old versions, now the handling of weapons is more like flip and shoot. Same with scopes and optics. Look at this video and see how authentic scopes could be in DayZ.

https://youtu.be/iEUU79Rr5BQ?t=243

Details

Severity
None
Resolution
Open
Reproducibility
N/A
Operating System
Windows 7
Category
General

Event Timeline

Nolhek created this task.Jun 17 2023, 12:04 AM
JerryK added a subscriber: JerryK.Jun 17 2023, 5:18 PM

+1, I don't think we'll see any gun handling changes this year probably because they have their internal roadmap already laid out, but it sure would be nice to go back to the "hardcore" nature that the game used to have.

0.62 wasn't perfect, but it felt more DayZ-like than current shooting mechanics.

WeirdXone added a subscriber: WeirdXone.EditedJun 18 2023, 12:06 PM

squad is a bad example imo. The thing that DayZ needs to do, is add a very, very small percentage of inertia to weapons according to their weight, so you don't feel like 5kg weapons are made out of styrofoam and light as a pistol. For example, for rifles and heavier weapons, the faster you pull your mouse, the more gun swings to the opposite side, so it's not just the "input lag" like it was before. Although there needs to be a very, very small percentage of input lag as well for heavy guns. Not like that awful Legacy gunplay mod "sGunplay". that's just pure heavy input lag on weapons. Which feels like every gun has 50Kg. So what I'm suggesting is that if you moved your mouse slowly, or at a normal speed, you wouldn't feel as "punished" by that inertia as much. Flicking mosins like you're in counter strike does feel odd, which is what happens currently.

Hipfire needs a nerf as well, it's too precise. It should have more recoil or something.. Because currently there's no reason to use ADS at all. If you're playing on a server w/o crosshairs, you could just use an overlay program.. which is dumb IMO. This would be a good opportunity to add laser sight attachments for weapons with improved hipfire recoil. ADS recoil seems good.

Reloading weapons while ADS-ing would also be nice. I'm not sure but I feel like this was already in the game.

The last issue I have with weapons is hipfire animations for shooting , which seem too stiff for some weapons, but the things I've stated above are a more pressing issue compared to animations.

Yep, I've been saying this for a long time now. DayZ really really really needs a gunplay / PVP overhaul. I would actually say SQUAD is a good example, SQUAD is too overdone for what DayZ is, yes....but the style is good, high recoil, real sway, reticles that actually sway on the screen rather than being 100% pinned to the centre of the screen like they are in DayZ atm.

The hardcore genre loves this type of thing, look at the other games in the market, Tarkov has very in depth hardcore gunplay systems and it is massively popular...same for SQUAD and hell let loose etc etc. DayZ feels really behind the times and it would add so much depth back to the game aswell as actually making the game a lot more balanced and actually hardcore. The gunplay right now is just too easy man, it feels strange for something so simple and so easy to be in a game like DayZ (in my opinion)

@JerryK Yeah, that's what I mean, 0.62 wasn't perfect, but it was closer to what I think DayZ is, against what we have now. We need the authentic and hardcore weapon experience for DayZ.

@WeirdXone I believe that Squad as a whole is a good and bad example, depending on what part use as to compare to that equivalent one in DayZ. What I wrote is that in my opinion the scopes part of the video I posted is a good example to those of DayZ and what they could be. The way they look when moving the weapon (in DayZ they are always pinned to center while ADS as Mike writes, even when aiming around there isn't any distortion or dark view inside the optic) and how they react when firing (they should be blurred when shooting as in the Squad video, more noticeable when full auto or consecutive shots). These two are my main points of interest from that video. In this few seconds part of this other video, you can compare what I mean when moving/shooting ADS optic in DayZ to those of the Squad video I posted. For your other ideas, totally agree; there has to be weapon inertia depending on weapon characteristics, being mainly weight, but as you say there has to be just the right amount, not crazy like the weapons are 50 kg or something weird; hip fire needs a nerf indeed, for example in that Squad video there is some hip firing, and it's interesting for the fact that it's not precise at all; regarding recoil, I think recoil is fine right now in DayZ, I don't want the Tarkov crazy recoil that looks like you are shooting using jelly arms or something weird, at least when I last played. I have heard they have changed it a few months ago.

@ItzMikeDocherty I agree, except for the part that Tarkov is a model to follow in terms of weapon handling. As I wrote above, I think Tarkov gun play is weird, it's like you have jelly arms when handling the weapon and specially when shooting it. Hard to explain how it really feels, but I believe that it's not what I would like to see in DayZ. I have played both Squad and EFT but very little compared to DayZ, which I think is unique, authentic and probably (to me) the best game ever, but it should plan to improve the actual weapon handling in general and more in particular hip fire, scopes and gun inertia. I would leave ADS recoil unchanged because could be counterproductive since I don't think the ADS recoil is the problem, moreover if those other three mechanics get reworked. I would change hip fire recoil and accuracy, though. And finally, I would make ballistics as authentic as possible again. At some point they used to have real values, but in each patch developers have been changing away more and more to the point that now some of the calibers have crazy values of velocity, dropoff, aerodynamics, etc. In the DayZ forums there is this very informative thread about this matter and specially a post from a guy called Gews that list/compares the real life velocity of each caliber to the values in-game, thanks to Wobo tools, by the way. I am not talking about the penetration and/or damage to plates/players because that seems subjective. Velocity, subsonic sound distance, dropoff, aerodynamics, etc. those are objective values and if there is one game where ballistics matters a lot when for example sniping someone, that game is DayZ, and knowledge of said calibers and their values should be rewarded to the player.

Yea I agree on most points you raised for sure.

I think the mistake that most players / maybe even the devs make when it comes to recoil is that they think the gunplay is quite realistic, but it's actually very far from it. The actual amount of recoil for the weapons is probably quite realistic (if you are a trained soldier or something, I think a regular DayZ civilian should not be able to control recoil as easily as the character does right now at all)...But what people often forget is that shooting guns IRL is so much more than just visual recoil, you need to take into account things like sight alignment, which is just not an issue in dayz at all...Like I said, the sights are always perfectly aligned and pinned to the centre of the screen. IRL keeping those sights aligned whilst firing is very hard, and it takes time to properly align the sights after every shot. In DayZ it happens in the blink of an eye...You raise your gun, the sights are instantly aligned perfectly...You fire, there is hardly any visual recoil and then the sights are instantly aligned once again...things like that all add up to the gunplay just being very unrealistic and simple / too easy...

I have talked about this a lot before, and I know the DayZ devs have read my posts about this from years ago. But I don't think they want to make any changes to gunplay unfortunately. That is completely fine ofcourse, it's their game by all means. But in my opinion a proper gunplay revamp is one of the best things that could happen to DayZ. I'm glad to see other people bringing it up

5sety4 added a subscriber: 5sety4.Jun 19 2023, 3:18 AM

About time someone brought this up. The "new" combat is super bad it doesnt fit the slow paced gameplay paired with high octane gunplay, the weapons do need weight and they should make it so your camera isnt fixed to the gun and your camera is your camera and the gun should appear in front of it just like 0.62.

But the thing is they probably wont do this due to console. On console right now it is already difficult and having this type of gunplay back would make it super difficult for them and they make alot of money for DayZ, they also wont just develop a seperate version one for PC and one for Console since that doesnt benefit them at all. I really do wish for a combat overhaul it does feel like a cheap place holder which we have had for the past 5 years.

Geez changed the task status from New to Feedback.Jun 19 2023, 11:06 AM

yeah, EFT is sort of a good example, in terms of weapon animations but I also have to argue that EFT recoil is still very exaggerated and feels like you have noodle arms. Shooting guns IRL is not that hard. Even if you've never shot a gun in your life, on your second magazine you'll already be very proficient. Especially if your life depends on it. Because just like in real life, once your "survival instinct" kicks in, you're able to adapt much faster to any situation. Your whole brain shifts into another gear and you process stuff much faster. So I would take the argument " you're survivor that never shot a gun" out of the equation. Because that's valid for a very short period of your survival experience. But yeah, EFT has a much ,much slower movement compared to DayZ so it kind of makes sense to do something for balance. Otherwise you'd feel like just "clicking" on slow moving targets. I also agree and as I've stated, I wouldn't change ADS recoil in DayZ. It seems actually quite good. But hipfire one is .. weird. I mean, it's kind of not even hipfire, it's still shouldered and it's supposed to be much more precise, but still.. it should be sorted out for balance imo.
I don't mind ADS speed being high, because you can ADS fast in IRL, but ADS-ing heavier weapons and long range scopes should also have a small inertia, making your initial aim sway for a half a second before you "center it in" . Just like many other games have "simulated" this well. Currently ADS-ing a high range scope in dayz feels very "robotic". I'm thinking long range scope, night vision scopes...

I mean they could always make this only on experimental for a while... or maybe make like an official "mod" for experimental so people can properly test it without dev team committing to the change when transferring to stable and causing an uproar in the community, Until it's properly tested and has a positive feedback. Since this would be a HUGE change to the gameplay. Because yes, people have gotten used to current gunplay. But have faith, since it was also "iffy" to bring movement inertia, and now almost everyone loves it. It was a much needed change, also removing leaning while sprinting. That was a huge W for the devs.

p.s. I just wanna say that I don't feel that gunplay in 0.62 was better. For me it was worse, way worse. It felt very weird to have weapons behave like you're aiming under water. You're basically waiting for your gun to swing around and pray to the Sway Gods that they bless you with as less sway as possible as the tip of the rifle is swinging back. I've also recently played 0.62 and I'd never want to go back to that system again. It was a horrible experience. Current one, with all its flaws, still feels more connected to your character... With some tweaks in animation department and small percentage of inertia, it would be amazing.

I partially agree and understand your point...But recoil defintely still needs tweaked imo, for the sake of balance but also realism. If you look at any combat footage IRL, you will very very rarely ever see a soldier shooting full auto, they are always shooting semi auto and those guns still do kick quite a lot. In DayZ it's the total opposite, the majority of the time all you will see is full auto because its just so easy to spray and hold that recoil down easily even up to like 100+ meters.

The amount of visual recoil *looks* quite realistic, but when you take into the other factors of what recoil actually means, it is not realistic at all in DayZ....IRL you just cannot shoot that accurately, that quickly unless maybe you are extremely well trained.

But not only that, like I said...dayz fails to simulate the other things about weapon handling such as sight alignment before and after each shot, proper sway or parallax when using optics...Or even other secondary effects like a suppression
effect when you are being shot at....Everything is just SO snappy and SO instant and SO easy to control....its just very goofy for a hardcore game like DayZ and no human being could ever be so precise with a weapon. So to counter balance that, they should atleast add more visual recoil to the weapons if they do not plan on revamping those other systems in my opinion.

Another reason why I feel strongly about this is because of how Vanilla DayZ current has their health and shock damage setup. People drop VERY fast...typically 1 or 2 shots is enough to put somebody uncon....which is fine....BUT not when the weapons are so easy to control. The vast majority of firefights end instantly right now, because all it takes is a fraction of a second for your character to stop, crouch, aim down sight, align the gun perfectly and fire 1 shot and then you win...It's just a bit boring and un engaging sometimes imo. I really think the firefights would be 100x more tense and interesting if the weapons had some actual hardcore handling systems and some actual hardcore recoil, which would draw those fights out more and make you feel like you are actually a human being, fighting for your life...and not just some PVP mega chad because the game allows you to quicksope everything that moves.

I hope that makes sense