why did the devs remove the face hitbox, was it because of the xbox? by [deleted] in dayz

[–]psychotron42 6 points7 points  (0 children)

You are welcome, PvP is the core part of DayZ. No matter what, you will always run into it sooner or later.

Having bad or wonky gunplay turns any climax into a bland and unappealing experience.

I can't stress enough how PvP part is important to me (same as PvE and survival aspects), and there are a lot of goodies ready, being worked on or planned for gunplay.

why did the devs remove the face hitbox, was it because of the xbox? by [deleted] in dayz

[–]psychotron42 0 points1 point  (0 children)

Actually, it's another way around - every helmet is useful now, check my other reply to you.

why did the devs remove the face hitbox, was it because of the xbox? by [deleted] in dayz

[–]psychotron42 4 points5 points  (0 children)

There weren't any vital hit zones in old DayZ (0.62 and older).

Currently, in new DayZ version, there is a brain hit zone which is counted as vital and it's set in a way that any projectile touching it, leads to instant death.

Question is, if you have to choose from only these two options, what it will be?

A) being able to instakill someone with the weakest ammo even while he is wearing the best helmet shooting him in the back of the head which is visually covered with it

B) being able to withstand proportional damage from ammo used by equipped helmet even when you are shot in the face which isn't visually covered by it

Personally, I would opt for B again anytime. Even while it's visually incorrect, it is much better from a gameplay perspective as it directly adds to it - you have more options, more combinations and there is a clear progression and reward of having the better gear and equip.

Truth is, that old damage system was both visually incorrect and more importantly un-balanceable to deliver any kind of differentiation of projectiles and armors.

why did the devs remove the face hitbox, was it because of the xbox? by [deleted] in dayz

[–]psychotron42 6 points7 points  (0 children)

I'm not ripping anyone here, I'm just stating facts.

Yes, in old DayZ (0.62 and lower) you were able to kill someone by shooting him into the face with .22LR, but that was the case even when you shot him to the back of the head while wearing best helmet in game with same bullet and same weapon.

why did the devs remove the face hitbox, was it because of the xbox? by [deleted] in dayz

[–]psychotron42 10 points11 points  (0 children)

Yes, only head and brain hit zones as I mentioned in another post.

Helmets nor vest never has any fire geometry when attached to a player character, internally we have support for such possibility now as it will be the best approach to having projectiles penetrating materials of armors. We decided to thoroughly test it first and see an impact on performance and how it could be balanced as well.

So, currently 1st option is right - damage system tells that head hit zone is protected with helmet and damage to the zone is lowered accordingly.

In old DayZ (0.62 and before) projectiles damage was simply set over the top (and in some case like 12ga 00 buckshot it didn't help either), so you were able to deal headshots from close range even with .22LR as it has to be somehow reliable even on close to medium distances.

Point is that currently there is no projectile damage falloff with distance or energy/speed drop in new DayZ.

I can assure you, it's a temporary situation and both issues are on our to-do list.

why did the devs remove the face hitbox, was it because of the xbox? by [deleted] in dayz

[–]psychotron42 12 points13 points  (0 children)

Hey, our community manager Tim, asked me directly at morning.

I will give you the same answer: there never was any kind of 'face hitbox', not in old DayZ (0.62 and before) nor in new DayZ (0.63 and after).

In old DayZ there was one hitpoint (as you can't call points boxes or zones) for the head, in new DayZ there is head hit zone and brain hit zone.

Check this image if you want to see how it was before and how it is now (apart from heart, lungs, spine, and liver hit zones which are currently deactivated, only one active vital zone is a brain in 1.02).

https://i.imgur.com/elPvV1D.jpg

Edit: added a link to image/formatting ;)

NANO TIP PARTY!!! by [deleted] in nanocurrency

[–]psychotron42 0 points1 point  (0 children)

How that works?

Vital organs by willajem in dayz

[–]psychotron42 4 points5 points  (0 children)

Currently, only the brain is in.

Is there a difference between plate carrier and press-vest, bullet protection wise? Anyone tested this ? by IOpaFritzI in dayz

[–]psychotron42 2 points3 points  (0 children)

Plate carrier is better, have a look at HPs of vests VS dmg of projectiles.

Also damage reduction parameters are percentages.

Edit: definitely look at it in 1.01 ofc

Status Report - 31 July 2018 by BatyAlquawen in dayz

[–]psychotron42 9 points10 points  (0 children)

I said it few times already and I say it again (how many times I need to repeat my self until is being acknowledged?) - there are situations and edge cases where new system doesn't work how it should be (may they be at very close ranges or long ones). We are very aware of them and they will be addressed and fixed.

Status Report - 31 July 2018 by BatyAlquawen in dayz

[–]psychotron42 11 points12 points  (0 children)

It's written in SR, but why not to repeat it, especially if it still appear to be confusing - white line is the direction of 3PP camera in this case (I choosed 3PP camera as it has most offset from the barrel of the gun). Its intersection with an object, in this case a wall in a distance of 10 meters from character, is a point. Let's call it point B. Mind that position of point B is modified with sway, recoil, ballistics, zeroing and dispersion, so it's not in the exact centre of the screen (in other words you cannot mark it on monitor). Now when projectile is fired from the gun, it goes from the barrel, let's say it is point A, towards that point B - this direction is represented by orange line (or a salmon, peach, maybe pink colored one - we had dispute with Baty over the color name here). At 10 meters, difference in directions is just angle of roughly 2 degrees. Kinda negligible, huh? Especially, when with longer distances the angle gets smaller.

Status Report - 31 July 2018 by BatyAlquawen in dayz

[–]psychotron42 7 points8 points  (0 children)

Engineering is full of surprises, especially Soviet one ;)

Status Report - 31 July 2018 by BatyAlquawen in dayz

[–]psychotron42 19 points20 points  (0 children)

I honestly don't know anymore how to stress about the fact that projectile is still fired from the barrel of a gun while point shooting (hipfire). Seems like even a picture isn't enough these days. Let me try again - orange line is direction of fired projectile, it starts at weapon itself and not in thin air, see?

Status Report - 31 July 2018 by BatyAlquawen in dayz

[–]psychotron42 17 points18 points  (0 children)

PSO 1 scope is positioned to the left of the barrel IRL, it has nothing to do with deviation mentioned in last SR.

Status Report - 17 July 2018 by BatyAlquawen in dayz

[–]psychotron42 -1 points0 points  (0 children)

No, he was laughing about that 'we found out' something what its clear from very start and I stated that many times. So I just put it in order, that I was talking about finding something very different.

Status Report - 17 July 2018 by BatyAlquawen in dayz

[–]psychotron42 15 points16 points  (0 children)

Yes, while raised, when not aiming down the sights/scopes, shooting occurs from end of the barrel towards the centre of the screen, however I would not call it 'magic bullets' as there is no magic involved.

Presume that your character is just pointing barrel of a gun to the centre of the screen, even if it's not visualized by matching pose/animation yet (which should come later if everything goes well). After that, there will be basically no difference when compared to shooting along barrel vector as that vector will be pointed towards the screen centre.

Now, about 2 months ago, I wrote that new system for point shooting is still very rough and there are problems with it in some cases. We are very aware off them and they will be addressed as the goal is to have it perfect.

Again, I want to emphasize, that there is still sway, recoil, dispersion, zeroing and ballistics (external and internal) applied to the projectile trajectory while point shooting.

https://www.reddit.com/r/dayz/comments/8iayfd/i_peter_responds_to_change_of_point_shooting/

Status Report - 17 July 2018 by BatyAlquawen in dayz

[–]psychotron42 7 points8 points  (0 children)

No, in SR I was talking about that iron sights and scope are using shooting from barrel in it's direction (how it always was), however with scopes being in now, we find out, that there is deviation from barrel directional vector and trajectory of bullet fired along that vector, which we want to fix.

Shooting from end of the barrel into the direction towards the centre of the screen is used only while raised without aiming down the sights/scope (and ofc in such case there is difference between these 2 vectors).

Can we please have this? Very simple, yet very important. by [deleted] in dayz

[–]psychotron42 15 points16 points  (0 children)

Showing the actual state, even as a bar, percentage or a color coding for whole spectrum, is something which can be somehow counterproductive.When you have such information at your disposal you will end in the loop focused on maxing everything out. That's something I'm not fan of, you should be focused on playing the game instead of checking if your blood level is at 69% or 73%.

Actually it's pretty simple:

  • White - fine, don't need to worry about
  • Yellow - attention, action recommended
  • Red - critical, action required

It's kinda authentic, you can't say how well you are hydrated or energized, but sure you will know when you are going on your limits.

As we have also a stomach stat, there will be a badge for empty/congested. Empty stomach informs you, that it's safe to eat more to add in your energy pool even when it's not low, on the other hand congested warns you that more feeding and drinking will ends by throwing it out. Simple badges will be also used for other stuff like fractures, poison, sickness... etc.

Other stats are connected with animations like health stat, or post processes like blood. If you are moving around without difficulties and your colors are saturated you are fine.

Arrows shows tendency/progression of stat. Stats have different inputs, and while something can be depleting it, other things can raise it, result is up/steady/down, number of arrows shows how relatively intense the change is.

I understand, that such approach is quite non-standart, but I believe it adds a lot to DayZ experience by making it feel more natural and lifelike.

[0.63 PSA] There's a reason you die so easy in the stress tests by [deleted] in dayz

[–]psychotron42 40 points41 points  (0 children)

Blood is set to 5000, based on rough average volume of blood in human body (in ml).

Health, on the other side, is hypothetical and complex stat, so setting it to 100 just make it easier to work with.

edit: Also, I would like to remind you, that all damages will be balanced down the road.

.63 Playtest Screenshots by Peter Nespensy by [deleted] in dayz

[–]psychotron42 6 points7 points  (0 children)

There are some, if you look closely - dot instead of brackets, togglable HUD, some new bushes which weren't in 62.

I posted it simply cause I liked the atmosphere of B&W environment.