u/AdMain6932

I don't know about you, but I'm starting to look forward to this 0.5

For now, we don't have any new information regarding 0.5, but things are getting tough because I know the best is yet to come. And I can't wait to see what Madfinger has in store for us. Also, Grayzone has completely replaced Tarkov for me; it's my main game, even though the content is less developed. Recently, I had a PVP fight without any shady players against 5 guys, the 5th one got me, it was amazing! Come on Madfinger, don't you have something to tease us with in the meantime? Love you guys!

reddit.com
u/AdMain6932 — 1 day ago

Quality of life suggestion.

While playing, as usual, some new life-improvement ideas seemed obvious to me: 1) When you put money in your inventory, it should stack automatically.

  1. When you select an item in your stash, you should be able to scroll up or down automatically when moving the item to the top or bottom slots.

  2. Be able to fold a tactical harness or backpack when they’re empty. How many times has my empty bag not been able to fit an empty tactical harness as if it were full?

  3. Emergency reload by dropping the magazine on the ground with a double click on R, with a speed advantage but the drawback of dropping the magazine (which can be picked up afterwards).

reddit.com
u/AdMain6932 — 1 month ago

Feedback & suggestions after many hours in Gray Zone Warfare

First of all, thanks to the Madfinger Games team for their work so far. Gray Zone Warfare is, in my opinion, one of the most promising tactical FPS games right now. The graphics, immersion, and overall direction are excellent. Here are some feedback points and suggestions after many hours of gameplay.

1. Animations, gameplay & immersion

  • Tactical sprint ("Burst"): I really like the addition of the two sprint types. However, the Burst feels a bit too short (around 8 seconds). A maximal effort sprint can usually be sustained for around 10–12 seconds. A slight increase would feel more realistic. Equipment weight could instead affect sprint speed rather than duration.
  • Sprint animation: weapon placement differs between first and third person. A better consistency between both would improve immersion.
  • Camera movement: currently, movement feels a bit too smooth, almost like gliding over perfectly flat ground. A subtle headbob (similar to Escape from Tarkov), ideally optional, would greatly improve immersion.
  • Leg stamina: a light fatigue system could kick in after repeated strain (frequent crouching or long-distance crouch movement).
  • Prone dive: a double tap on the prone key could trigger a faster emergency dive animation.
  • Heavy caliber reactions: a pelvis hit from a heavy caliber could cause a more noticeable physical reaction and fall (for both AI and PMC).
  • Death animations (AI): overall very good. However, some pre-death impact reactions from AI feel slightly exaggerated. On the other hand, the final death animation when the enemy collapses is excellent.

2. Health system

The new system is interesting, especially with comas playing a more important role. However, they currently feel a bit too frequent, even in situations where a shot to the heart would realistically be instantly fatal.

3. Physics & environment

A few elements that would greatly improve immersion:

  • windows can't be break;
  • jumping into water produces almost no visual or audio feedback.

4. Flashlights

NVGs are excellent, probably among the best implementations I’ve seen in any game.

Flashlights, however, feel a bit underwhelming. Their effective range seems too limited. During night assaults on COPs, it becomes difficult to identify targets through windows at distances where a real tactical flashlight would still be useful.

5. Weapon durability

The concept is good, but durability loss from impacts feels too low. A direct hit from a heavy caliber should cause much more severe damage, potentially even rendering the weapon unusable in some cases.

6. Giving sniper rifles a real purpose

Right now, sniper rifles rarely feel like the best option in any situation.

For example, at Pha Lang Airfield, players often already have access to M855 with assault rifles, which makes M80 and sniper rifles less relevant overall.

It would be interesting to give them a clearer identity:

  • better effectiveness against heavily armored targets
  • more reliable incapacitation at long range
  • improved penetration / interaction with materials
  • gameplay scenarios where they naturally become the optimal choice

7. Arm stamina

Arm stamina feels too low at the moment. After only a few seconds of aiming, the character already struggles to keep the weapon steady.

A rebalance would make sense to better represent a trained operator who can maintain aim for longer periods.

8. Grenade throwing

A second throw option would be a great addition:

  • left click: standard throw
  • right click: low / underhand throw

This would improve precision in close quarters and reduce unwanted bounces off door frames.

9. PvP

A very positive change in recent updates.

Fights now feel more natural and, most importantly, they avoid situations where both teams keep returning endlessly without a clear winner.

When one side gains the upper hand, the outcome feels more meaningful and impactful. It makes engagements more readable, intense, and coherent overall.

In my opinion, this is an excellent direction for the game.

Overall, Gray Zone Warfare already has huge potential and is in a very strong state considering its current development stage. Thanks again to the dev team, and looking forward to seeing how the game evolves in future updates.

reddit.com
u/AdMain6932 — 2 months ago

Operator in 4K ultra sitting : It's great.

This game, although in its early stages, is incredible. Every shot affects me. I hope the developers are doing well and have the means to take this game where they want. Very promising.

youtu.be
u/AdMain6932 — 2 months ago