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May 10 2016

AmirBK edited Steps To Reproduce on T91370: ADS view has lesser magnification than 'regular' zoomed in view.
May 10 2016, 6:04 PM · DayZ
AmirBK added a comment to T90192: when using Alcohol to desinfect after getting healthy you get the sick-message.

Yeah it appears that using alcohol tincture will make you sick regardless of whether you've ever been wounded by zombies or not. Luckily it's the 'stage IV' sickness which will cure by itself in about 25 minutes.

May 10 2016, 5:24 PM · DayZ
AmirBK set Category to category:environment on T90191: Open door prompt is very glitchy when trying to open outdoors gates.
May 10 2016, 5:24 PM · DayZ
AmirBK added a comment to T89247: Some melee weapons collide with walls in tight indoor environments, making them useless.

Doesn't mean it shouldn't be reported to the feedback tracker.

May 10 2016, 4:51 PM · DayZ
AmirBK set Category to category:animations on T89247: Some melee weapons collide with walls in tight indoor environments, making them useless.
May 10 2016, 4:51 PM · DayZ
AmirBK set Category to category:animations on T89246: Cannot use melee attacks while crouched or prone.
May 10 2016, 4:51 PM · DayZ
AmirBK set Category to category:animations on T89245: characters can't move during weapon switch animation if started in a stationary position.
May 10 2016, 4:50 PM · DayZ
AmirBK added a comment to T89046: The Sun location.

Actually in real life this depends on the season and your location on the globe, during winter the sun does indeed rise in the south east, I assume this is a part of the weather simulation in the game as the location of the sun in the game is appropriate for the current time of the year.

source:
http://www.naturalnavigator.com/images/sunrise_directions_jpg_1.jpg

May 10 2016, 4:43 PM · DayZ
AmirBK added a comment to T88995: If you die and respawn, the "Please wait" screen will take forever..

Been having this issue ever since the game updated to 113860.

May 10 2016, 4:41 PM · DayZ
AmirBK added a comment to T88453: Vomiting makes you loose more water and food than it empties your stomach, making you unable to drink/eat more.

1 stomach unit does not necessarily equate 1 energy/hydration unit, these are three separate units, some foods may take more stomach space then others while providing different amounts of energy or hydration. So in general losing 600 energy and 1000 hydration doesn't really mean you should also empty 1,600 stomach capacity.

As for not being able to digest food while having the vomit status effect, it might be intentional, how long does it take for the 'vomit' status effect to disappear? Does vomit induced from different sources incur different penalties? i.e, I can understand why vomit induced from food poisoning would keep you nauseous for a while after you've vomited however this shouldn't apply to vomit induced from over-eating/drinking.

Just my thoughts on the matter.

May 10 2016, 4:21 PM · DayZ
AmirBK added a comment to T88367: Instantly Disappearing Bodies.

Duplicate of: http://feedback.dayzgame.com/view.php?id=830

0000830: Bodies Disappearing after being killed

May 10 2016, 4:18 PM · DayZ
AmirBK added a comment to T88360: Sometimes loot spawns half inside walls or in locations which cannot be interacted with.

0000662: Some spawned gear is unreachable

May 10 2016, 4:18 PM · DayZ
AmirBK added a comment to T88360: Sometimes loot spawns half inside walls or in locations which cannot be interacted with.

duplicate of: http://feedback.dayzgame.com/view.php?id=662

0000662: Some spawned gear is unreachable

May 10 2016, 4:18 PM · DayZ
AmirBK set Category to category:environment on T88360: Sometimes loot spawns half inside walls or in locations which cannot be interacted with.
May 10 2016, 4:18 PM · DayZ
AmirBK added a comment to T88175: Feature request: Flashlight should be held at head hight.

http://feedback.dayzgame.com/view.php?id=1730

0001730: Torch Light needs to follow head tracking, not direction 'body' is facing/walking

May 10 2016, 4:10 PM · DayZ
AmirBK set Category to category:animations on T88175: Feature request: Flashlight should be held at head hight.
May 10 2016, 4:10 PM · DayZ
AmirBK added a comment to T88174: Feature Request: Add "Eat all" or "Eat until full" options for food and drink items.

I think I should clarify that I never meant 'eat until full' consuming all available food until you're stuffed but rather than when clicking a single food item your character will not finish it if it gets stuffed.

I,e if you eat a full bag of rice you might eat too much, get stuffed, and vomit. what I suggest is merely that you have an option for your character to stop eating (the singular food item) if you get the 'i'm feeling full' message.

May 10 2016, 4:10 PM · DayZ
AmirBK added a comment to T88174: Feature Request: Add "Eat all" or "Eat until full" options for food and drink items.

Quote: No! Just stop being lazy we don't need a button like that

I hope that one day someone creates a mod for the game that adds timers to every single action you take and requires user prompts for absurd things like making sure your character successfully inserts the food to its mouth rather than spilling it all over his shirt (which would of course ruin the shirt and increase the likelihood of contracting cholera, can't have it any other way) then I would point at you and mock you for being lazy for not relishing the joy of waiting for 45 seconds while your character applies the can opener to its beans.

It's a video game, being more tedious does not make it any better. But I guess every opportunity to be condescending towards 'lazy CoD noobs' or whatever must be seized.

May 10 2016, 4:10 PM · DayZ
AmirBK added a comment to T88174: Feature Request: Add "Eat all" or "Eat until full" options for food and drink items.

boredsam: You know, I don't even see how this detracts from realism, in real life a person knows rather well how hungry or thirsty they are. Today I've spent 5 minutes in game eating every single food item I had (to kick off passive healing) and didn't get any message of any kind, that's unrealistic.

If the devs are concenred with realism they should think about emergent conditions such as gorging yourself with 5 cans of tuna after you've spent the last 30 minutes in a starving condition, in real life that could induce vomit and sickness, same for drinking too much after being dehydrated. In those scenarios your meters could report false information to 'mess with the players head' as your senses would in real life, but otherwise there's nothing unrealistic about having some 'vague' metrics that show your general degree of hunger, thirst and 'health/pain'.

May 10 2016, 4:09 PM · DayZ
AmirBK set Category to category:ingameui on T88174: Feature Request: Add "Eat all" or "Eat until full" options for food and drink items.
May 10 2016, 4:09 PM · DayZ
AmirBK added a comment to T88151: Torch Light needs to follow head tracking, not direction 'body' is facing/walking.

Closed duplicate report at http://feedback.dayzgame.com/view.php?id=1754

Adding the following picture here to demonstrate how a flashlight should be held for improved usage: http://www.policemag.com/_Images/blogs/M-Low-Light-Shooting.jpg

May 10 2016, 4:09 PM · DayZ
AmirBK added a comment to T88010: Weapon Switch while Running doesnt work anymore.

I didn't survive the wipe but have the same issue. I don't think it has anything to do with the wipe.

May 10 2016, 4:02 PM · DayZ
AmirBK set Category to category:structures on T87999: Shed in the western edge of rogovo faces the wrong way into a fence, cannot be entered.
May 10 2016, 4:02 PM · DayZ
AmirBK edited Steps To Reproduce on T87993: It's not possible to jog/run when moving up or down a flight of stairs.
May 10 2016, 4:01 PM · DayZ
AmirBK added a comment to T87992: Increasing FOV reduces effectiveness of weapon scope's zooming capabilities.

Dear App0815, your reading comprehension is laughably poor. If you have anything pertinent to say concerning this issue that hasn't already been said before please feel free to add it to the discussion, otherwise you can go back to reddit or to the official forums to rage at people whom you think are exploiting the game by using features that were placed there intentionally by the dev team.

FYI, in one of the streams Rocket was made aware of this subject and agreed with the interpretation I presented in the original report wherein the magnification provided by weapon optics should not be a factor of the user's FOV but rather a fixed amount representing its actual optical capabilities. So we should expect to see this issue fixed sometime in the future.

May 10 2016, 4:01 PM · DayZ
AmirBK added a comment to T87992: Increasing FOV reduces effectiveness of weapon scope's zooming capabilities.

If there's an FOV slider in the game configuration options it shouldn't screw up the way scopes work, as I said earlier the tradeoff for high FOV is the fact that your image is zoomed out and possibly distorted when you're moving around, when you use a scope your scope shouldn't be more distant from the screen and occupy a smaller portion of it, not to mention that changing FOV should most certainly not screw up your mildots/ACOG markings. And LASTLY, you guys do realize that using a lower FOV will make your scopes even more powerful allowing guys to lower their FOV when they move into a sniping position and get turn every scope in the game 2-3 times more powerful.

None of this is a trade-off, a scope is an optic instrument that provides a specific level of magnification, the FOV slider is a usability config. The solution is simple instead of having scopes change your FOV by a multiplier of your current FOV they should change it to a fixed FOV based on the scope's properties, thus preventing both the issues born of low FOV and high FOV as well as fixing mildots/ACOG alignments, regardless of zoomed out view FOV.

May 10 2016, 4:01 PM · DayZ
AmirBK added a comment to T87992: Increasing FOV reduces effectiveness of weapon scope's zooming capabilities.

I hardly think that's relevant. The tradeoff for 'larger FOV' exists in the zoomed out view in that it's harder to parse information within a wider FOV. When you switch to scoped view your view should correlate to the view through the scope.

May 10 2016, 4:01 PM · DayZ
AmirBK set Category to category:weapons on T87992: Increasing FOV reduces effectiveness of weapon scope's zooming capabilities.
May 10 2016, 4:01 PM · DayZ
AmirBK added a comment to T87990: Changing FOV to anything other than default value (1) makes weapon sights and scopes unrealiable.

It's not really a duplicate, I reported both issues. One refers to the fact that higher FOV will make your scope smaller and have lesser Zoom, the other refers to the fact that when FOV is changed (either higher or lower values) the scope or ironsights are not zeroed. I.e place the center of the scope on someone 100 meters away when your rifle is zeroes to 100m and it will not hit.

Sure, fixing one issue might fix the other but as you can see in the other report, there are certain people who think it is not a bug, this issue however is 100% a bug and cannot be considered 'a tradeoff of having higher FOV'

May 10 2016, 4:01 PM · DayZ
AmirBK edited Steps To Reproduce on T87990: Changing FOV to anything other than default value (1) makes weapon sights and scopes unrealiable.
May 10 2016, 4:01 PM · DayZ
AmirBK edited Steps To Reproduce on T87322: Using "optics" (secondary mouse button) with melee weapons prevents jogging.
May 10 2016, 3:33 PM · DayZ
AmirBK added a comment to T87251: Bodies Disappearing after being killed.

FYI guys this issue has already been adressed and supposedly fixed by Rocket himself, source:
https://twitter.com/rocket2guns/status/414201245377626112

Expect to see it resolved in next update.

May 10 2016, 3:29 PM · DayZ
AmirBK added a comment to T87251: Bodies Disappearing after being killed.

Every single player I've killed today didn't leave a corpse behind, in one occasion I've been looting someone and as I was going over his items his corpse disappeared.

May 10 2016, 3:29 PM · DayZ
AmirBK added a comment to T86443: players not rendering at distance.

The only source right now is the screenshots released by lame-o ESP cheaters that show that the client only receives information on objects within a 600m radius.

I never saw a player or a zombie from considerable distance in this game.

May 10 2016, 1:08 PM · DayZ
AmirBK added a comment to T86443: players not rendering at distance.

With the new network bubble the maximum drawing distance for players and zombies is 600m, kind of low by mod standards.

May 10 2016, 1:08 PM · DayZ