@Shakebier , what you think of Tobi head track for Arma. You recommend it? I seen a vid talking about Grass monkey Puck.You know of that one?
Need one bad.
There's probably a really easy answer to this but I'm going out of my mind trying to work out how to get all the keybinds and mouse settings to apply when I test a mission in the world editor.
Even something as simple as having the mouse inverted. I found a tick box under Options >> Input Device User Settings and also under Options >> Workbench >> Invert mouse, both of which I have ticked, and it's still not inverted when I play from the World Editor
What am I doing wrong (or simply not doing as the case may be)
Can I import my keybinds from Reforger into the workbench somehow?
You have to "unfortunately" delete all your addons in this path C:\Users\xxx\Documents\My Games\ArmaReforger\addons (I deleted the whole folder) and then reload them it's the only way it seems to fix the issue.
Dear everyone,
I propose adjusting the character's running speed and stamina in DayZ for a more balanced experience. While aiming for realism, it's crucial to ensure the game remains enjoyable for all players.
As a console controller user, the sensitivity often proves frustrating. While DayZ wasn't initially designed for controllers, adaptations have been made for broader accessibility. Nerfing player speed could address this issue.
One aspect often overlooked is character speed. Currently, the average running speed is around 20km/h, which surpasses real-life marathon records. Adjusting speed based on carrying weight and character fitness could add depth. For instance, heavily laden players would move slower, while well-fed, exercised characters could become faster and stronger over time.
Moreover, incorporating factors like terrain incline to affect speed and stamina drain would add realism. Uphill climbs should slow characters and drain stamina faster, while downhill runs should conserve stamina. This approach would enhance gameplay challenge and character attachment.
By implementing these changes, DayZ would evolve into a true survival experience, distinct from the typical rush-for-gear battle royale dynamic. Fresh spawns' progression would be more deliberate, and fully geared players wouldn't resemble marathon-running robots.