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Jungian
Ahrendee Mercenaries EoN.
240
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Posted - 2013.11.02 22:38:00 -
[31] - Quote
Jesus that is so contrived I wont bother to read it, sorry. But it surely does come off as pretty desperate. I have no need to argument with something like that. |
Knight Soiaire
Taco Eating Ninja Monkeys
2947
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Posted - 2013.11.02 22:39:00 -
[32] - Quote
I like it, it adds a sense of realism.
But at the same time, I dont like it, because I'm a reloadaholic, even if I shoot one bullet, I have to reload.
Raffle draw will be in 2-3 days
CAF Scrub - BHD Scrub - 100% Scrub guaranteed.
(Scrub approved by GJR himself)
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Jungian
Ahrendee Mercenaries EoN.
240
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Posted - 2013.11.02 22:40:00 -
[33] - Quote
Knight Soiaire wrote:I like it, it adds a sense of realism. But at the same time, I dont like it, because I'm a reloadaholic, even if I shoot one bullet, I have to reload.
hehe, exactly. Thats why adapting to something new could perhaps bring in a new addiction ^ |
Dominus Fatali
Nox Aeterna Security
564
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Posted - 2013.11.02 22:42:00 -
[34] - Quote
Knight Soiaire wrote:I like it, it adds a sense of realism. But at the same time, I dont like it, because I'm a reloadaholic, even if I shoot one bullet, I have to reload. I agree. 79/80 in my SMG is not acceptable.
Long Live Freedom; Long Live the Federation.
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CLONE117
Planetary Response Organization Test Friends Please Ignore
442
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Posted - 2013.11.02 22:45:00 -
[35] - Quote
id like to keep those 3 bullets when reloading.
i need to conserve ammo.
now unless u give players the ability to resupply ammo from dead corpses on the battlefield this should not happen.
as ppl tend to reload after every shot.
now this would mean those players would run out of ammo before every1 else on the map.
but after u kill your enemy and survive a fire fight.
rnt u gonna have to reload your gun at some point in time?
u finished up a fight and have a a bunch of rounds left in your gun.
and so its best to reload to get your gun ready for any encounter.
this would just mean that u wouldnt be able to kill anything as every1 would have no ammo.
imagine a heavy with an hmg.
425 fires 200. reloads for next encounter.
loses all that use full ammo.
its unneeded, will hurt gameplay even more, and is completely pointless.
_______________________________________________________________________________________________ 100% chance of trolls is to be expected. |
Jungian
Ahrendee Mercenaries EoN.
240
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Posted - 2013.11.02 22:50:00 -
[36] - Quote
i lold. some long posts here with basically no arguments other than subjective whining.
DUST feels pretty generic together with the generic reload mechanic. I want something new to play with ingame. Remove the insane spawn uplink spam while at it too. |
Nocturnal Soul
Immortal Retribution
990
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Posted - 2013.11.02 23:01:00 -
[37] - Quote
I like it, it'll hurt me since im so use to reloading after every shot but hey "Its New Eden out there".
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Jungian
Ahrendee Mercenaries EoN.
240
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Posted - 2013.11.02 23:31:00 -
[38] - Quote
Nocturnal Soul wrote:I like it, it'll hurt me since im so use to reloading after every shot but hey "Its New Eden out there".
hah. i wasnt meaning to make it sound THAT bad
I do understand the arguments against it, and I get it. But dont they also get the boring generic reload all fps games seem to have now? |
Benjamin Ciscko
The Generals EoN.
172
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Posted - 2013.11.02 23:50:00 -
[39] - Quote
I disagree I think a system like this would be better, you have a total of 300 bullets with 60 in a magazine, so you have 5 total magazines. You fire off 40 rounds and reload you now have 260 bullets but when you cycle back to this magazine it only has 20 bullets. This implies your putting your magazines back in your "belt" not just throwing them away also when resupplying if you have 260 bullets from the scenario above you will not get any magazines if you have 200 bullets from the scenario above accept you ate through a magazine from before hand you will only get 60 bullets or one magazine.
Vehicle rework scheduled for 1.5.... 1.6.... 1.7........
Tanker/Logi
Wait until AV feels the pain vehicle users have
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Jungian
Ahrendee Mercenaries EoN.
240
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Posted - 2013.11.03 00:15:00 -
[40] - Quote
Benjamin Ciscko wrote:I disagree I think a system like this would be better, you have a total of 300 bullets with 60 in a magazine, so you have 5 total magazines. You fire off 40 rounds and reload you now have 260 bullets but when you cycle back to this magazine it only has 20 bullets. This implies your putting your magazines back in your "belt" not just throwing them away also when resupplying if you have 260 bullets from the scenario above you will not get any magazines if you have 200 bullets from the scenario above accept you ate through a magazine from before hand you will only get 60 bullets or one magazine.
This could truly work for DUST indeed. And different ammo types to spice it up some more. |
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Benjamin Ciscko
The Generals EoN.
173
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Posted - 2013.11.03 00:21:00 -
[41] - Quote
Jungian wrote:Benjamin Ciscko wrote:I disagree I think a system like this would be better, you have a total of 300 bullets with 60 in a magazine, so you have 5 total magazines. You fire off 40 rounds and reload you now have 260 bullets but when you cycle back to this magazine it only has 20 bullets. This implies your putting your magazines back in your "belt" not just throwing them away also when resupplying if you have 260 bullets from the scenario above you will not get any magazines if you have 200 bullets from the scenario above accept you ate through a magazine from before hand you will only get 60 bullets or one magazine. This could truly work for DUST indeed. And different ammo types to spice it up some more. Yes Emp rounds sound attractive they'll do more shield less to armor and "piercing" rounds will do the opposite.
Vehicle rework scheduled for 1.5.... 1.6.... 1.7........
Tanker/Logi
Wait until AV feels the pain vehicle users have
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Jungian
Ahrendee Mercenaries EoN.
240
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Posted - 2013.11.03 00:26:00 -
[42] - Quote
Benjamin Ciscko wrote:Yes Emp rounds sound attractive they'll do more shield less to armor and "piercing" rounds will do the opposite.
Ooh yea..your ideas are already scratching me right where I itch. |
Justin Tymes
Dem Durrty Boyz Public Disorder.
477
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Posted - 2013.11.03 00:50:00 -
[43] - Quote
Why? Should the game have to tell you when to reload your gun? |
Ulysses Knapse
duna corp
555
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Posted - 2013.11.03 02:28:00 -
[44] - Quote
The benefits of this system you're proposing... a greater sense of "realism"? That's nice.
Now, realism is great and all, but only when it positively improves the gameplay experience. This is an example of something that would not improve the gameplay experience. Why? Because it's a very small addition that is likely to be overlooked, except to those who are hurt by it.
I think the gameplay experience for everyone is more important than the "sense of realism" for a few.
Humanity is the personification of change.
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Galvan Nized
Deep Space Republic Top Men.
229
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Posted - 2013.11.03 02:40:00 -
[45] - Quote
Templar 514 wrote: The main issue with an ArmA-style reload in DUST is that for some weapons it genuinely does not make sense, especially when considering that we are wearing micro-fusion-reactor-equipped power armor. I should not reload my laser rifle, and then end up with three powerpacks that have 40, 70, and 10 percent of the pack left in my inventory; it should be automatically collated into a replenished powerpack. This is something that is applicable to the current AR, as well as the Scrambler Rifle&Pistol, and the yet-to-arrive Ion Pistol.
The other thing, of course, is that I'd wager for high-level play people would still not care because they'd want to have the advantage of a full clip rather than preserving some ammo, especially since anyone (except non-Commando heavies) can fit a nanohive to replenish at least some portion of their ammo.
It can work with laser weapons very easily, imagine they use energy cells. You use so much energy cell then you reload, but, imagining that they are sort of like batteries, you may not have completely used one up. When have we all not recycled old batteries?
Yes this does not limit ammo and to many it would only be a minor setback. But it adds some flavor and requires one to be more ammunition efficient. No one is going to waste a nanohive for a few rounds.
I like this because it actually gives something to the progressive reload and single fire weapons. Right now reloading for them has only drawbacks. |
Templar 514
Amarr Templars Amarr Empire
24
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Posted - 2013.11.03 02:59:00 -
[46] - Quote
Jungian wrote:*snipped undignified whining, which is only to be expected from a Matari*
If you won't bother to read it, then you shouldn't have bothered to post in the first place. Incidentally, I've read in the time since my last post that the Xbox 360/PS3 copies of BF4 had BF3-style reloading, which leads me to believe that the mechanic wherein you lost any ammunition left when reloading was actually a glitch, rather than a feature.
And again, even an ArmA-style mechanic doesn't exactly make sense with certain weapons in DUST, such as the Laser, Scrambler Rifle and Scrambler Pistol. Such a mechanic would have to be all-or-nothing, because otherwise such weapons will be neglected, and even then there's still the issue of consistency.
There's also the issue that DUST isn't really supposed to be a military simulator, but is designed around being a high-HP tracking shooter with tactical gameplay. A high-HP tracking shooter will, by nature, require players to expend larger amounts of ammunition killing each other than a comparable twitch shooter.
Consider that, averaging the values, an unfit medium frame, non-logi, dropsuit, with no passive skills, will have ~326 EHP. A Prof V Duvolle with a Cx damage mod is often touted as doing ~50 damage per shot, which means it requires ~7 hits to kill an unfit medium frame. Using an average from the CalAssault and GalAssault suits, with the following fits, in regards to tank (this is all of the top of my head, BTW, so it's very back-of-the-envelope):
Caldari Assault C-I (120/210 armor/shield base, 150/263 with L5 passives); total EHP: ~604 Cx Shield (66 shield base/~73 shield L5 skill) Basic Shield (22 base/~24 L5) Basic Plate (85 base/~94 L5)
GalAssault G-I (210/120 armor/shield base, 263/150 w/ L5s) ; total EHP: ~723 Enhanced Plate (110 base/122 L5) Basic Plate (85 base/94 L5) Basic Plate (85 base/94 L5)
Averaging the two gives us ~664 EHP, for a tank-fit STD dropsuit. That Duvolle from before? Yeah, it'll take ~14 shots to kill 664 EHP. That's approximately 20% of an AR magazine, and doesn't account for accuracy losses due to strafing/counter-strafing, recoil, and spread, or damage drop-off due to range.
Jungian wrote:i lold. some long posts here with basically no arguments other than subjective whining.
DUST feels pretty generic together with the generic reload mechanic. I want something new to play with ingame. Remove the insane spawn uplink spam while at it too.
I like the assumption of "everyone who disagrees with me is whining, because I am always right" /sarcasm.
Jungian wrote:I do understand the arguments against it, and I get it. But dont they also get the boring generic reload all fps games seem to have now?
Evidently you don't understand the arguments, because otherwise you would not degrade those who disagree with you by saying that they are "whining", and not presenting an actual argument.
Benjamin Ciscko wrote:*describes ArmA ammunition management system*
That's pretty much the system used in the ArmA series. The main flaw, however, is that DUST and ArmA are two incredibly different games. Such a system makes perfect sense for a game intended to be more of a simulation of actual combat, but do not fit in a game designed to be a high-HP tracking shooter, which DUST is.
The other issue is that, IMO, this horrifically rapes the immersion factor. I'm a power-armored immortal mercenary. WHY WOULD I CARRY AMMO ON MY BELT?! In fact, why am I even wearing a belt? I would assume that the armor has necessary compartments/nanite fabbers to supply me with any and all needs in regards to munitions and supplies.
Ulysses Knapse wrote:The benefits of this system you're proposing... a greater sense of "realism"? That's nice.
Now, realism is great and all, but only when it positively improves the gameplay experience. This is an example of something that would not improve the gameplay experience. Why? Because it's a very small addition that is likely to be overlooked, except to those who are hurt by it.
I think the gameplay experience for everyone is more important than the "sense of realism" for a few.
Incidentally OP, this guy here, he knows what he's talking about and gives a much more concise reason than I have.
Also, stupid quote limits, so I will continue this momentarily. |
Templar 514
Amarr Templars Amarr Empire
24
|
Posted - 2013.11.03 03:04:00 -
[47] - Quote
Galvan Nized wrote:It can work with laser weapons very easily, imagine they use energy cells. You use so much energy cell then you reload, but, imagining that they are sort of like batteries, you may not have completely used one up. When have we all not recycled old batteries?
Yes this does not limit ammo and to many it would only be a minor setback. But it adds some flavor and requires one to be more ammunition efficient. No one is going to waste a nanohive for a few rounds.
I like this because it actually gives something to the progressive reload and single fire weapons. Right now reloading for them has only drawbacks.
Laser weapons are already described as using powercells. However, given that we are immortal mercenaries wearing powered armor, then why can't we simply concede the fact that a dropsuit's powerplant can recharge partially-expended powercells?
And again going off of that aspect of DUST, why do we care about ammo usage efficiency anyway? We're immortal, and we count our profits and losses according to what is destroyed, not what is expended. Put another way, I don't care how much ammo I burn in a battle, I care about how many dropsuits I lose, since that, when balanced against the payout, will determine profit. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3781
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Posted - 2013.11.03 03:05:00 -
[48] - Quote
Jungian wrote:After playing Arma and watching Battlefield 4, one thing that would really be fit for DUST is a new reload mechanic. Lets say I have 20 bullets left in the magazine and decide to reload to a fresh magazine; I lose 20 bullets. This makes ammo even more important as it should be. And yea, add different ammo types too while at it. Cya on PS4 Honestly, that would place more emphasis on having a good support player along with your squad.
Good for gameplay and makes more sense from a realism standpoint. Win-win.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Templar 514
Amarr Templars Amarr Empire
24
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Posted - 2013.11.03 03:09:00 -
[49] - Quote
Mobius Wyvern wrote:Honestly, that would place more emphasis on having a good support player along with your squad.
Good for gameplay and makes more sense from a realism standpoint. Win-win.
Not really. Any medium/light frame suit, as well as Commando suits, can equip a nanohive, thus completely nullifying any problem. |
Galvan Nized
Deep Space Republic Top Men.
229
|
Posted - 2013.11.03 04:19:00 -
[50] - Quote
Templar 514 wrote:
Laser weapons are already described as using powercells. However, given that we are immortal mercenaries wearing powered armor, then why can't we simply concede the fact that a dropsuit's powerplant can recharge partially-expended powercells?
And again going off of that aspect of DUST, why do we care about ammo usage efficiency anyway? We're immortal, and we count our profits and losses according to what is destroyed, not what is expended. Put another way, I don't care how much ammo I burn in a battle, I care about how many dropsuits I lose, since that, when balanced against the payout, will determine profit.
Because it follows an FPS convention. Seriously you're getting too wrapped up in the futuristic lore and just adding your spin however you want. Again if your suit can recharge cells, why do we need to even reload at all? How can nanites create ammunition but technologically we haven't advanced beyond magazines? FPS convention dictates this game more than the futuristic motif.
You misunderstand what I meant by ammo efficiency. Reloading early in with a magazine weapon means there is still ammo in the clip which you either wasted as you discard it or you are forced to recycle if you don't find a resupply. Do this often enough and you end up with clips of dwindling ammo in the clip because you were terribly inefficient. Progressive reload or single fire weapons use all their ammo without a waste and never will get to the point where they don't have much ammo in the chamber (unless the ultimately are nearly out of ammo) thus they are more efficient. |
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Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3781
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Posted - 2013.11.03 04:54:00 -
[51] - Quote
Templar 514 wrote:Mobius Wyvern wrote:Honestly, that would place more emphasis on having a good support player along with your squad.
Good for gameplay and makes more sense from a realism standpoint. Win-win. Not really. Any medium/light frame suit, as well as Commando suits, can equip a nanohive, thus completely nullifying any problem. But that then leaves you using up CPU/PG that could be used on your tank or weapons. The changes to nanohives way back when mean that you aren't going to get jack unless you work up to the highest tier ones, or at the very least ADV level.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Templar 514
Amarr Templars Amarr Empire
25
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Posted - 2013.11.03 05:48:00 -
[52] - Quote
Galvan Nized wrote:Because it follows an FPS convention. Seriously you're getting too wrapped up in the futuristic lore and just adding your spin however you want. Again if your suit can recharge cells, why do we need to even reload at all? How can nanites create ammunition but technologically we haven't advanced beyond magazines? FPS convention dictates this game more than the futuristic motif.
You misunderstand what I meant by ammo efficiency. Reloading early in with a magazine weapon means there is still ammo in the clip which you either wasted as you discard it or you are forced to recycle if you don't find a resupply. Do this often enough and you end up with clips of dwindling ammo in the clip because you were terribly inefficient. Progressive reload or single fire weapons use all their ammo without a waste and never will get to the point where they don't have much ammo in the chamber (unless the ultimately are nearly out of ammo) thus they are more efficient.
Look, I'm going to say it short and simple, because you obviously do not get the point. The system in DUST works fine, and CCP already has a plan to make DUST different from its competition- and it's by far better than your idea.
The saying "Don't fix what isn't broken" applies here. The reload mechanic in DUST is perfectly functional and does what a player expects, so why should we change it? To differentiate DUST against its competition, when DUST is already far and away different?
Seriously, I've been thinking about picking up Battlefield 3 again, and then I think about the things I can do in DUST, and the awesome differences, how I can fit my suit, my way, to perfectly suit my playstyle, and the situation at hand. I just don't have that freedom in BF3, and I highly doubt that I'd get that freedom in BF4, or any other multiplayer shooter.
Mobius Wyvern wrote:But that then leaves you using up CPU/PG that could be used on your tank or weapons. The changes to nanohives way back when mean that you aren't going to get jack unless you work up to the highest tier ones, or at the very least ADV level.
Forgive me, since I haven't the slightest clue what they changed about nanohives (I was all heavy all the time in Chrome). I also find that I generally can resupply a good amount from even a single STD-level hive, and compared to a Scanner or a DU the 20 CPU/4 PG required to fit one is quite palatable.
For a scout I can see how even that might be rather egregious, but for assault players I really don't think that it's all that much of a sacrifice to slap on a STD-level hive. Admittedly, I do rather agree that ADV hives are unquestionably superior, and I used to generally try to squeeze a K2 hive onto most of my ADV level fits- now I generally pick between K2s/STD-level depending on fitting resources left over, or if I'm running my Logi A/1-Series I'll try to squeeze an X3 Quantum hive on there.
Still, I do think that 20 CPU/4 PG isn't a lot to make room for on the typical assault suit fit. |
Galvan Nized
Deep Space Republic Top Men.
230
|
Posted - 2013.11.03 06:15:00 -
[53] - Quote
Man you could go everywhere with "it ain't broke don't fix it." Don't add a commander role because we are fine with what we currently have...everything has a place and why add wrinkles. Matchmaking ain't broke, it just sucks, so why bother fixing it?
It's simply an idea that adds realism or depth or disadvantage to mag reloads, pick whichever of these you like the most. Noone is saying ONLY add this to Dust to make it different, it's a genuinely decent idea. At the very least it warrants some discussion.
I get it you don't like the idea, you think it changes things too much and people would hate it. |
Templar 514
Amarr Templars Amarr Empire
25
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Posted - 2013.11.03 07:26:00 -
[54] - Quote
A Commander role has been something floated as a potential/likely feature. Matchmaking is halfway broken, but mostly because of the low player counts DUST is currently trudging through.
When it comes down to it, this is the kind of mechanic that would have had to be tested/put forward WAY back in the closed beta at the latest, if not something that would have been considered in the alpha build. DUST has been running for too long in open beta/'release' for something so basic to be so radically changed.
The other issue is that changing this mechanic would require significant man-hours sunk into coding it. I'll be somewhat conservative and say that only the coders who work on the core engine functionality would be pulled for this, but that's still manhours sunk into what would be a mostly unnoticed mechanic, instead of being put into engine improvements, bugfixes, netcode improvements, and adjusting the engine to accommodate new features. |
Jungian
Ahrendee Mercenaries EoN.
241
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Posted - 2013.11.03 14:38:00 -
[55] - Quote
Templar 514 wrote:A Commander role has been something floated as a potential/likely feature. Matchmaking is halfway broken, but mostly because of the low player counts DUST is currently trudging through.
When it comes down to it, this is the kind of mechanic that would have had to be tested/put forward WAY back in the closed beta at the latest, if not something that would have been considered in the alpha build. DUST has been running for too long in open beta/'release' for something so basic to be so radically changed.
The other issue is that changing this mechanic would require significant man-hours sunk into coding it. I'll be somewhat conservative and say that only the coders who work on the core engine functionality would be pulled for this, but that's still manhours sunk into what would be a mostly unnoticed mechanic, instead of being put into engine improvements, bugfixes, netcode improvements, and adjusting the engine to accommodate new features.
hah, your arguments are so moot and pretty deflecting. now its suddenly about conserving manhours put into code? conserving manhours? seriously? did you work for CCP and got fired?
and please. DUST has been changing none stop since the closed beta, and is not on the same roadmap anymore. Adding new mechanics is part of DUST's development. Look at it in 10 years compared to now...its gonna be a whole other thing. Just like EVE. |
Jungian
Ahrendee Mercenaries EoN.
241
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Posted - 2013.11.03 14:47:00 -
[56] - Quote
Templar 514 wrote:Evidently you don't understand the arguments, because otherwise you would not degrade those who disagree with you by saying that they are "whining", and not presenting an actual argument.
Incase you missed it, I've been looking at the issue from a realistic angle and not a subjective angle. If its the future, there shouldnt be magazines at all and the New Eden tech should be way past what we use now ingame. But if what we use now, that looks to be based on modern magazines...it truly should have some realism to it, to make DUST into something even less generic. For you and the other whiner it would obviously be punishment, and probably game-breaking for you. I have played DUST since the closed beta and have not stopped playing because of any new features or mechanics they brought in, except for the annoying bugs..
And when it comes to the generic shooting mechanics of DUST, I am pretty sure that will change too over time.
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Talos Vagheitan
127
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Posted - 2013.11.03 15:49:00 -
[57] - Quote
Jungian wrote:After playing Arma and watching Battlefield 4, one thing that would really be fit for DUST is a new reload mechanic. Lets say I have 20 bullets left in the magazine and decide to reload to a fresh magazine; I lose 20 bullets. This makes ammo even more important as it should be. And yea, add different ammo types too while at it. Cya on PS4
Rather than lose the bullets, It'd be better if a clip with 20 less bullets went back in your pocket. SOCOM did this, it worked well. Obviously nanohives would fill up your old clips.
Welcome to the roughnecks.... RICO'S ROUGHNECKS!
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Ulysses Knapse
duna corp
561
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Posted - 2013.11.03 16:36:00 -
[58] - Quote
Apparently, I have to be clearer with my arguments. For this I shall use a "Pro/Con List"
Pros: +More similar to real life (arguably, though I'm not even sure if this is a pro or not)
Cons: -Habitual reloaders will be pissed as all hell -Snipers will be pissed as all hell -Forge Gunners will be pissed as all hell -Laser Riflemen will be pissed as all hell -Swarm Launchmen(?) will be pissed as all hell
Actually, I think I'm going to stop there. You can see where I'm going, right? If you haven't noticed by now, in this game, if you want to kill someone, you'll definitely want a full clip ready. If you want to kill multiple people, you'll need a full clip ready, if not more. Some people even go dual SMG just because one clip just isn't enough for their purposes.
You understand, right? When is the last time you didn't reload your Laser Rifle at half a clip? How about your Mass Driver? Sniper Rifle? Scrambler Pistol? This isn't ARMA, or Battlefield 4. It's not even close.
Humanity is the personification of change.
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Lynn Beck
Granite Mercenary Division
189
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Posted - 2013.11.03 20:30:00 -
[59] - Quote
I jut thought this whole time they had a slot in their backpack that springloads the ammo into the clip, that way you stick with maybe 3 clips the whole game.
CCP wants me to specialize? But there's so many weapons!
'Unwise SP spending mode activated'
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Templar 514
Amarr Templars Amarr Empire
25
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Posted - 2013.11.03 22:04:00 -
[60] - Quote
Jungian wrote:hah, your arguments are so moot and pretty deflecting. now its suddenly about conserving manhours put into code? conserving manhours? seriously? did you work for CCP and got fired?
and please. DUST has been changing none stop since the closed beta, and is not on the same roadmap anymore. Adding new mechanics is part of DUST's development. Look at it in 10 years compared to now...its gonna be a whole other thing. Just like EVE.
For the record, no, I've never worked for CCP. However, I do really believe that there are much better things that the devs could be putting their time and effort into than trying to bring you idea to fruition.
Secondly, I'm bringing that up as a non-lore/-gameplay related issue. If you are unable to refute it, then I will gladly accept your concession and drop the matter.
Thirdly, do consider that an ArmA style reload mechanic would cause increased server load, which is a very bad thing considering that DUST is sharing its primary server architecture with another game that already has players pushing the server capacity to the limit.
Jungian wrote:Incase you missed it, I've been looking at the issue from a realistic angle and not a subjective angle. If its the future, there shouldnt be magazines at all and the New Eden tech should be way past what we use now ingame. But if what we use now, that looks to be based on modern magazines...it truly should have some realism to it, to make DUST into something even less generic. For you and the other whiner it would obviously be punishment, and probably game-breaking for you. I have played DUST since the closed beta and have not stopped playing because of any new features or mechanics they brought in, except for the annoying bugs..
And when it comes to the generic shooting mechanics of DUST, I am pretty sure that will change too over time.
I'll lay out the little issue you're running into right now:
Gameplay>Lore>Realism. Gameplay is king, after that is Lore, and if there's anything left over for Realism, then it gets a little bit of cake. Otherwise, realism can take a flying leap.
Again, the point is that this mechanic would really just end up hurting more than helping DUST differentiate itself from any competition it has. And, IMO, it seems CCP is looking to make DUST different by focusing on the fact that DUST is the only game in the world to be running on, and connected to, a single-shard persistent MMO that is running on an entirely different platform.
As an aside, if you knew anything about EVE/DUST lore, you'd know that the current powers only came out of a dark age in the last millenium, before expanding out and starting to rebuild their space capability.
Talos Vagheitan wrote:Rather than lose the bullets, It'd be better if a clip with 20 less bullets went back in your pocket. SOCOM did this, it worked well. Obviously nanohives would fill up your old clips.
I'll reiterate myself (again) in saying that ArmA used the method you're describing. As I mentioned above, however, this would require additional developer resources to implement that could be used for more useful things (like balance changes, engine improvements for new equipment/weapon/vehicle/dropsuit functionality, new content development/deployment), and would cause a server load increase.
Certainly a tiny increase per player, but consider that CCP wants to eventually have a *very* large playerbase for DUST, and that starts adding up until it hits a cascade effect, at which point CCP's servers spontaneously combust. Well, maybe not that, per se, but you get the point.
Ulysses Knapse wrote:Apparently, I have to be clearer with my arguments. For this I shall use a "Pro/Con List"
Pros: +More similar to real life (arguably, though I'm not even sure if this is a pro or not)
Cons: -Habitual reloaders will be pissed as all hell -Snipers will be pissed as all hell -Forge Gunners will be pissed as all hell -Laser Riflemen will be pissed as all hell -Swarm Launchmen(?) will be pissed as all hell
Actually, I think I'm going to stop there. You can see where I'm going, right? If you haven't noticed by now, in this game, if you want to kill someone, you'll definitely want a full clip ready. If you want to kill multiple people, you'll need a full clip ready, if not more. Some people even go dual SMG just because one clip just isn't enough for their purposes.
You understand, right? When is the last time you didn't reload your Laser Rifle at half a clip? How about your Mass Driver? Sniper Rifle? Scrambler Pistol? This isn't ARMA, or Battlefield 4. It's not even close.
I think I've disagreed with you a couple of times, but on this count at least, we both have the same general position: OPs idea is bad, and he refuses to take the time to listen to people telling him so.
Lynn Beck wrote:I jut thought this whole time they had a slot in their backpack that springloads the ammo into the clip, that way you stick with maybe 3 clips the whole game.
I've always assumed that, considering we are immortal mercenaries wearing super-advanced power armor, this- or something similar to it- was the case. |
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