Status Report 30 May 2017 | DayZ | Official website
https://dayz.com/blog/status-report-30-may-2017
koukám že už nejsou tak hardcore:
You know the drill, many times it's difficult to find a pistol, or even a rifle in some cases, and pick it up (I don't even want to mention special cases like ammo piles). At the end, such frustration leads to the use of the vicinity part of inventory screen as the path of the least resistance. Each open of the inventory screen disrupts the immersion of being right there for you as a player, and if I count in movement during opening the inventory (leading to jogging in chaotic patterns to find that damn ammo pile), it's breaking immersion also for all observers who had to look at your misery.
Along with restriction of character movement while in inventory, we added dynamic selection of target, which evaluates conditions such as distance from player, screen center and angle. Selected target is then visually marked by snapping interaction icon to it in screen space. We went beyond items and similarly, we applied this system also to interaction with vehicles and static objects in world like doors or ladders. I like fluid interconnection of a gven item and the action which it brings to the table. It feels natural and adds to the physicality of the world - it even feels closer to hand to use your eyes for coordination, instead of rigorous movement with whole head around. You can see it in action on examples below.