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May 11 2016

CarefulBeef edited Steps To Reproduce on T108913: Dead body de-spawn problematically fast.
May 11 2016, 4:27 AM · DayZ
CarefulBeef edited Steps To Reproduce on T108517: General suggestions regarding ambience.
May 11 2016, 4:13 AM · DayZ
CarefulBeef edited Steps To Reproduce on T108515: Hachet reduces movement speed more than fire axe when raised.
May 11 2016, 4:13 AM · DayZ
CarefulBeef added a comment to T108514: When performing action, object in hands disappears back to place it was last dropped..

Thanks, then this applies in that particular case then, and always when carrying a second large object that can never fit in a backpack.

May 11 2016, 4:13 AM · DayZ
CarefulBeef edited Steps To Reproduce on T108514: When performing action, object in hands disappears back to place it was last dropped..
May 11 2016, 4:13 AM · DayZ
CarefulBeef edited Steps To Reproduce on T108512: Filter by region options for multiplayer.
May 11 2016, 4:13 AM · DayZ
CarefulBeef added a comment to T107333: "Prone" key no longer toggles prone (and not useful in conjunction with "up" key).

I hope they give use the flexibility to implement controls properly like this. The options available to us right now are too clunky to allow a seamless and intuitive scheme with the limited amount of keys we have access to.

I agree with your suggested solution, except I would prefer that that the action of the keys when in prone position be swapped around. I personally feel like it is a more natural result to press the stand key and get a resulting stance that is higher than pressing the prone key again. Other than that our suggestions are exactly the same for the crouch and prone keys.

I don't think the jump key needs to necessarily be tied to the action key though, that is making context sensitive control a risky proposition when you need to jump. I can already forsee wanting to vault a fence and instead inspected a dead body, or some other random action. I currently have my vault key set to move+X, whilst also using X for hold breath. This works well because you never need to hold breath and move, thus freeing up another key for something else.

May 11 2016, 3:32 AM · DayZ
CarefulBeef edited Steps To Reproduce on T107333: "Prone" key no longer toggles prone (and not useful in conjunction with "up" key).
May 11 2016, 3:32 AM · DayZ
CarefulBeef added a comment to T107281: "Up" key only works whilst moving.

I don't know if I have gone crazy, but I was sure this was fixed in a recent patch, but I played yesterday (26th Feb) and it wasn't working again.

May 11 2016, 3:31 AM · DayZ
CarefulBeef edited Steps To Reproduce on T107281: "Up" key only works whilst moving.
May 11 2016, 3:31 AM · DayZ
CarefulBeef edited Steps To Reproduce on T106869: Potentially possible to completely negate weapon sway with a macro.
May 11 2016, 3:17 AM · DayZ
CarefulBeef edited Steps To Reproduce on T105075: Water accessibility - Unintentionally improved in 0.50.
May 11 2016, 2:05 AM · DayZ
CarefulBeef edited Steps To Reproduce on T104668: [Simplification] Cancelling actions (based on logical and natural player reactions).
May 11 2016, 1:49 AM · DayZ
CarefulBeef edited Steps To Reproduce on T104665: Hacking - cracked versions of the game?.
May 11 2016, 1:49 AM · DayZ
CarefulBeef edited Steps To Reproduce on T103895: In-Game FOV slider is being constantly abused.
May 11 2016, 1:22 AM · DayZ
CarefulBeef edited Steps To Reproduce on T103000: Zombies will chase animals out to sea.
May 11 2016, 12:48 AM · DayZ
CarefulBeef edited Steps To Reproduce on T102760: Players visible on the map.
May 11 2016, 12:40 AM · DayZ
CarefulBeef added a comment to T102716: Stiill possible to glitch look into rooms and building under certain circumstances in 1st person view.

http://tinypic.com/r/25qfbyc/8

I'm standing just off to the side of a doorway and walking towards the outside corner of the door frame.

May 11 2016, 12:38 AM · DayZ
CarefulBeef edited Steps To Reproduce on T102716: Stiill possible to glitch look into rooms and building under certain circumstances in 1st person view.
May 11 2016, 12:38 AM · DayZ
CarefulBeef edited Steps To Reproduce on T102715: Glitch looking through walls still possible in 3rd person.
May 11 2016, 12:38 AM · DayZ

May 10 2016

CarefulBeef added a comment to T87992: Increasing FOV reduces effectiveness of weapon scope's zooming capabilities.

Two things need doing to fix this:

  • FOV MUST be unchangeable in game so that it can't be abused. However, players should still be able to set it prior to joining a game in the main menu. A tiny test level could be loaded so that the player can set it correctly in the first place.
  • Scopes should be fixed so that they zoom the same amount regardless of your FOV. No one is getting motion sickness whilst sniping, if you are, you are doing it wrong. Alternatively, if people believe this unfairly gives an advantage to the "fish-eyes", and if the in game FOV was unchangeable, then the scope could work as currently (multiplying the non-scoped view)...just as long as the mildots are fixed.

With the way it is now, everyone can simply lower it in the menu when the are sniping, and then reset it when they are finished. I have seen this done by streamers and also in Youtube videos. In addition to that, you can lower your FOV without a scope which results in hilarious binocular eyes.

May 10 2016, 4:01 PM · DayZ