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Improvement of Character and Vehicle Movement Animations#3923

I would like to suggest enhancements to the movement animations of both characters and vehicles. Currently, the animations feel stiff and lack fluidity, which impacts immersion and overall gameplay quality. Improvements could include:

Smoother transitions between walking, running, crouching, aiming, and interacting

More natural body movement, weight shifting, and momentum

Better vehicle suspension, acceleration, braking, and turning animations

Reduced “snapping” or abrupt changes in direction

More responsive and visually consistent animations during combat and traversal

These adjustments would make the game feel more polished, realistic, and engaging, significantly improving the player experience.

2 months ago

I already posted stuff like that 1 year ago i agree 100% with you, just by the fact that players need to unpress shift(running butoon) just to aim, insted of aim stops the character from running shows how much this devs dont know wtf they are doing

2 months ago

My latest post :
Weapon stays static in player hands (reduce or remove head-bob influence)
Problem: Weapon sways too much because it’s tied to head-bob.
Suggestion:

Separate camera bob from the weapon rig.

Use an independent weapon sway layer with minimal amplitude.

Add a setting: “Weapon Sway Intensity” (0% disables it entirely).

Implementation note:

Put weapon sway in its own animation layer, ignore root motion from head-bob.

Vault / Climb / Window animations are too slow
Problem: Player loses control for too long when vaulting.
Suggestion:

Cut the animation length by 30–40%.

Allow “partial input buffer” so movement resumes before the animation is fully complete.

Add a perk/skill or stamina check if needed for balance.

Remove bloom / aimcone randomness — keep predictable recoil
Problem: Random bullet spread makes gunplay feel inconsistent.
Suggestion:

Remove cone bloom entirely.

Tune recoil patterns to be learnable (horizontal + vertical curves).

First shot should be perfectly accurate (unless moving too fast).

Auto-reload
Problem: Player must reload manually even when weapon is empty or newly picked up.
Suggestion:

When ammo count hits 0 → trigger reload automatically after the next shot attempt.

When picking up a weapon → auto-reload IF player has compatible ammo.

Toggle option: Auto Reload [On/Off].

Reload should NOT be cancelled by running or by walls
Problem: Reloads are constantly interrupted.
Suggestion:

Allow reload during running (speed penalty optional).

Remove reload cancel on wall proximity; just block the weapon IK but continue the action.

Only cancel reload for intentional actions (swap weapon, jump, vault).

Running prevents aiming — should be reversed
Problem: Player must stop sprinting to aim; feels clunky.
Suggestion:

When aiming (ADS), automatically reduce movement to “walk speed.”

Sprinting should automatically cancel ADS, not the other way around.

Optional setting: “ADS cancels sprint”.

Clothing blocking the camera when looking up/down or back
Problem: Hooded jackets and Gorka jacket obstruct view when unarmed.
Suggestion:

Use a separate camera rig for “unarmed stance” that matches the armed stance height.

Apply clothing culling or camera clipping masks.

Ensure hood/jacket LOD does not interfere with FOV.

Terrain flora too large
Problem: Vegetation is oversized and hides enemies too easily.
Suggestion:

Reduce default plant height by 50–70% in general terrain.

Keep tall plants only in farms, marshlands, lakes, and designed places.

Add dynamic LOD: when player is prone, the nearby flora becomes less obstructive.

More zoom when aiming (1x base magnification for iron sights)
Problem: Iron sights are hard to see unless using a very low FOV.
Suggestion:

Add 1x digital zoom when ADS with iron sights.

Slight sharpening + depth-of-field reduction on the sight.

Scopes should have +1x additional magnification
Your suggested new magnifications:

Scope Current Suggested
OET (x1→x2)
D-Point (x1→x2)
MSR (x1.5→x2)
Tricon (x1.5→x2.5
Halosun (x1.5→x2.5)
Hunting Scope (x2→x3)
PU (x3→x3.5)

Why this helps:

Easier target acquisition at medium range.

Aligns with player expectations from similar survival/FPS games.

Still keeps long-range scopes meaningful

2 months ago

Other post posted 1 year ago :
In my opinion, one of the biggest issues that needs to be addressed in the game is the “gun pull-back animation” when you’re close to a wall. While I understand the intent behind it—adding realism—it ends up causing more frustration than value to the gameplay experience, particularly for those who play in first-person mode. Unlike third-person players, who can see enemies without directly exposing themselves, first-person players are heavily penalized by this mechanic.

For example, you can’t reload properly or take certain peeks through windows. If you have a window and players are at your front door raiding (below your window), you can’t shoot them because your weapon pulls back, making it impossible to see or target them. The same issue happens inside small buildings: if someone is camping, you’re forced to expose yourself too much to peek or shoot, giving campers an unfair advantage.

Another critical issue is the inconsistency of animations and player movement, which makes the PvP feel unpolished despite its enjoyable core mechanics. For instance, the prone animation—when a player lies flat on the ground—takes too long to execute, and you stay vunerable during the animation, disrupting fast-paced gameplay. Similarly, jumping while not sprinting is incredibly ineffective and feels clunky, especially near walls or structures. The jump mechanic lacks fluidity and responsiveness, making basic movements unnecessarily frustrating.

Additionally, when sprinting, you’re forced to release the sprint button to aim, as attempting to aim while running causes the player to stop entirely. This adds an awkward delay to combat situations, putting players at a disadvantage. Another annoyance is the automatic sprint functionality: pressing any key stops the sprint abruptly, which feels unintuitive and disrupts the flow of the gamplay.

These movement and animation issues are especially frustrating for first-person players. Despite the game being visually stunning, these problems make the first-person gameplay feel unpolished and clunky. Third-person players have a significant advantage, as they can spot enemies without directly exposing themselves, while first-person players are punished by mechanics that should instead enhance immersion.

First-person gameplay as a whole could also use improvement. It feels very clunky. When you sprint and jump, the camera shakes; when you start running, the camera pulls back slightly. Additionally, sprinting and jumping causes the camera to swing oddly, creating a disorienting effect. Turning the camera left and right also makes the gun in the player’s hands swing unnaturally, almost as if the character has no wrist bones. This detracts significantly from the immersion and makes the controls feel unrefined.

Finally, the inventory management system also needs improvement. Currently, you cannot swap items directly between slots; instead, you must move items to the ground or an empty slot first, which is unnecessarily tedious. Fixing this would streamline gameplay and enhance the player experience.

In conclusion, complexity in PvP is important, the dificulty should come from meaningful mechanics, such as weapon recoil and weapon condition, rather than from clunky animations or poorly implemented movement systems. The “gun pull-back animation,” prone delays, awkward jumping, and sprint mechanics all detract from the fluidity of the game and unnecessarily punish players. These issues, combined with the unpolished feel of first-person gameplay, should be addressed before adding new content, as they directly impact the core gameplay experience. Improving these aspects would make the game’s PvP far more enjoyable and rewarding without compromising its challenge or immersion.

2 months ago