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Mobius Wyvern
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Posted - 2012.10.24 13:41:00 -
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I'm going to trim out the unrelated portions.
[23:09] Mobius_Wyvern> On another note, do our weapons have different projectile speeds right now, or do they all travel at the same speed? [23:09] Mobius_Wyvern> Like ARs, SMGs, HMGs, and pistols [23:10] [CCP]Wolfman> ar, smg, hmg and pistol are instant hit [23:13] Mobius_Wyvern> Are there any plans to change them from instant hit, though? I think projectile speed would be an important means of differentiating weapons, and might solve some of the complaints about strafe speed being the only way to avoid being shot, since you don't need to dance as much if the projectiles have travel speed. [23:14] Mobius_Wyvern> Instant hits just lower the skill ceiling and make the shooting too easy [23:14] Mobius_Wyvern> I've also been leading my targets for enough of my gaming experience that I tend to do so in Dust only to miss shots [23:14] [CCP]Wolfman> No plans right now. It is a lot more expensive from a performance perspective to use actual projectiles and when yopu have thousands of them all at once from rapid fire weapons it doesn't work so well [23:15] Mobius_Wyvern> Right, but you guys aren't going to be running Planetside 2 level player counts, right? [23:15] [CCP]Wolfman> doesn't matter, most games use instant hit [23:16] [CCP]Wolfman> there's a reason for that [23:16] Mobius_Wyvern> I'm still not sure how SOE plans to support projectile calculation with 2000 players, because its teleporty as hell right now [23:16] Mobius_Wyvern> Yeah, network performance [23:17] Mobius_Wyvern> I guess what I'm saying is I have no problem believing that you guys have the expertise to pull it off, [CCP]Wolfman [23:21] [CCP]Wolfman> I don't think it would add enough to the experience to be worth the cost of development. I think quite a lot of players would find it confusing that their bullets didnt always hit where they pointed [23:22] Mobius_Wyvern> Why do you think players would find it confusing though? [23:22] Mobius_Wyvern> Instant travel speeds didn't used to be the norm [23:22] [CCP]Wolfman> becasue at rnage it would feel like hot detection wasn't working [23:22] Mobius_Wyvern> Its been more common lately to support fancier stuff on the older console hardware we have, but you guys aren't talking about trying to support several hundred players [23:23] [CCP]Wolfman> and for players used to virtually every other FPS game they are used to their shots going where they fire them [23:23] [CCP]Wolfman> when they fire them [23:24] Mobius_Wyvern> Well, [CCP]Wolfman, you also have to factor in that the ARs, for instance, have visible projectiles. With that visual feedback, players would quickly pick up on the change [23:25] Mobius_Wyvern> I still think its stupid that the complaints about hit detection didn't make sense to me until Precursor [23:25] Mobius_Wyvern> I never had trouble because I was leading my targets by instinct [23:25] Mobius_Wyvern> *Codex [23:25] Mobius_Wyvern> So my first day of Codex was awful [23:25] Mobius_Wyvern> I never realized that our weapons were supposed to have instant shots by design [23:26] Mobius_Wyvern> Part of the issue with sniper weapons right now is the instant travel time, or near instant at the very least [23:26] Mobius_Wyvern> All the sniper has to do is wait for the dot to turn red and pull the trigger [23:26] Mobius_Wyvern> I love that you said you were going to mix that up [23:27] Mobius_Wyvern> I look forward to seeing what you introduce [23:27] Mobius_Wyvern> But I think that would be a good direction to take to raise the skill ceiling on other weapons as well
What's your take on this, guys? If projectile speed could be factored in without causing latency problems, which system would you prefer?
Do you want people to be able to kill you by hitting the button when the dot turns red, or do you want to really add some skill requirement to shooting?
Btw, this is in no way attacking Wolfman or the work he does. I just want to see what you all think about this issue. |
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Posted - 2012.10.24 13:50:00 -
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Captain-Awesome wrote:as wolfman said, the performance hit and dev work involved wouldn't be worth it, we lead our shots out of instinct because that's what we've always done.
there are more important things to do right now but yes it would be nice to buy a skill book that improves the bullet speed... or buy ammunition that has variable speed. I of course agree that that shouldn't be a priority right now when we have so many other things essential to gameplay to balance, but I would like to see a system with projectile speed factored in sometimes before we launch. I mean Telc was talking about lock-on Swarm Launchers being "pure faceroll", and while I don't agree with that, I think the term somewhat applies to only having to point and click no matter the range you're at.
There's no sense complaining about people "dancing" when that's the only means they have to avoid getting gunned down by someone just holding down the trigger when the little dot turns red. |
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Posted - 2012.10.24 14:12:00 -
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Kain Spero wrote:I would love to have projectile physics, but I wouldn't want it at the expense of game performance. Neither would I. However, they already set up a system to factor in latency with server-side hit detection, something they did with little fanfare and that I'm not sure has been done before. I'm confident they could pull this off given the necessary time to work out all the mechanics. |
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Posted - 2012.10.24 14:39:00 -
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Iron Wolf Saber wrote:Budget costs... got to hate them. Well, I read that more as cost from a server calculation standpoint. |
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Posted - 2012.10.24 14:40:00 -
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Iron Wolf Saber wrote:Regis Mk V wrote:Lol most games do not use instant hit and Planetside 2 does use bullet speed and is not warpy. What planetside 2 are you playing? Seriously, I've had fights where my target just zaps several feet to the left and then right in front of me. Trying to use client-side hit detection with a game that supports hundreds of players shooting all around the client doesn't seem like the best plan. |
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Posted - 2012.10.24 14:48:00 -
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Laurent Cazaderon wrote:i agree with you regarding Snipers at the very least. No skill are required to actually butcher someone. No matter how far or high you are, it's a point and click weapon. Right, which is why I was excited to hear from Wolfman in an earlier discussion that the [Experimental] rifle is an indicator of the direction they're taking with all sniper weapons. |
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Posted - 2012.10.24 14:53:00 -
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xjumpman23 wrote:Wow so they slowed the game down and have "instant hit mechanics" and people still complained about people strafing. I've disagreed with you before, but I think we're on the same page now. The low strafe speed with instant hit is clearly an issue, which is why Wolfman made a thread saying that they're re-tweaking it. However, I think the need to lead your targets at medium to long range would really put a premium on the skill of the player. |
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Posted - 2012.10.24 18:04:00 -
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RedBleach LeSanglant wrote:Vote NO on projectile speeds. Many minds are stuck in the past - dealing with metal projectiles. This is a future where a weapon hits as fast as lightening - that is why you have dropsuits: to use the weapons and get hit by them.
Please stop trying to make this a familiar game - not all games need the same mechanics, same way to play, same way to do everything. LET THIS GAME BECOME whatever it is going to be. Cease warping it with unnecessary tools and developments. plz
or rather than haveing every projectile in the game being monitored make it insta-hit and use a background damage adjusting program that makes it feel like projectile speeds are involved. - easily tied to the animations. It doesn't matter how fast you fire a projectile, as it will still travel slow enough to make the travel time have an effect on your shot. Only lasers should be able to completely escape that limitation.
Villanor Aquarius wrote:down vote for projectiles. The game doesn't need it and I'd rather that processing power be left to handle something else. I already said that this is all contingent on the ability to implement these changes without causing issues. |
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Posted - 2012.10.24 20:03:00 -
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KAGEHOSHI Horned Wolf wrote:Hit scan is fine, I have no problem with it at all. Something like a railgun for example, do you know how fast they're supposed to travel? Regular projectiles are so fast that they can kill you before you even hear the sound of the shot firing, one would think that would only improve in the future. Evading another player's aim on you is fine, but dodging bullets should not be possible. Agreed, but no matter what speed the projectile flies at, you still have to lead a sufficiently distant target.
Lonewolf514 wrote:Ydubbs81 RND wrote:My take is mobile dominated the convo.....I read more of what he wanted than what the devs plan to do sounds to me like he's old school and invited here by old school fps players. old farts. he asked all the right questions. i bet he didnt buy his way in. he earned it. If "mobile" is me, then I was trying to keep up with a very busy chat, and thus made quite a few small posts instead of fewer, larger ones. I got in via MPT back in Replication. I bought a Merc Pack later to give the code to my friend.
The way I see it, projectile speed better emphasizes player skill, and allows for more variation between weapon types. For example:
Plasma < Bullet < Slug(Gauss) < Laser as far as speed is concerned.
I say that Plasma would be slowest because rather than accelerating a solid projectile that mostly keeps it's inertia over range, a Plasma weapon fires a ball of gas that has to travel through atmosphere of a similar mass, thus allowing it to be slowed far more easily over range. On the opposite end, you have a Laser weapon, which requires no target leading regardless of range, but only does it's full damage within a limited range, and only does that damage based on the time the beam is held on the target.
With those as either end of the spectrum, you can array the other weapons accordingly and make each one more unique and demanding of a particular skillset. If you wanted to get really crazy, when you have other planets introduced, you could take gravity into account with projectile weapons so that fighting on a smaller planet would allow you to have to compensate less for ballistic falloff. A railgun does indeed fire fast, but you're not going to beat gravity with a horizontal shot, and the projectile is still slower than the speed of light. |
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Posted - 2012.10.24 20:08:00 -
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Noel Bellamy wrote:Hmm, I just think that would make the game too excessively complex and turn off a lot of potential first time players. How is having to lead your targets excessively complex, though? I hear so many complaints about low strafe speed and how it makes it too easy to just hold down the trigger and spray down people, but that isn't the whole issue. Even with strafe speed increased, with enough practice you can just jig the left stick back and forth and hit the trigger whenever the dot turns red.
What? |
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Mobius Wyvern
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Posted - 2012.10.24 20:12:00 -
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Noel Bellamy wrote:Mobius Wyvern wrote:Noel Bellamy wrote:Hmm, I just think that would make the game too excessively complex and turn off a lot of potential first time players. How is having to lead your targets excessively complex, though? I hear so many complaints about low strafe speed and how it makes it too easy to just hold down the trigger and spray down people, but that isn't the whole issue. Even with strafe speed increased, with enough practice you can just jig the left stick back and forth and hit the trigger whenever the dot turns red. It's not just leading your targets though. It's "Gun A will do this, but not that, even though it's similar to Gun B that does both this AND that. Gun C on the other hand is completely different, even though it's an Assault Rifle like both Gun A and Gun B." I dunno, maybe I'm over thinking it? Right now, the only weapons that don't have a visible projectile are bullet weapons, and even the HMG fires tracers. It shouldn't be too much of a learning curve to work out that you need to put the glowing thing on the enemy. Besides, a VR tutorial could teach that in a few seconds right when you start the game. |
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Posted - 2012.10.24 20:13:00 -
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Lonewolf514 wrote:Noel Bellamy wrote:Mobius Wyvern wrote:Noel Bellamy wrote:Hmm, I just think that would make the game too excessively complex and turn off a lot of potential first time players. How is having to lead your targets excessively complex, though? I hear so many complaints about low strafe speed and how it makes it too easy to just hold down the trigger and spray down people, but that isn't the whole issue. Even with strafe speed increased, with enough practice you can just jig the left stick back and forth and hit the trigger whenever the dot turns red. It's not just leading your targets though. It's "Gun A will do this, but not that, even though it's similar to Gun B that does both this AND that. Gun C on the other hand is completely different, even though it's an Assault Rifle like both Gun A and Gun B." I dunno, maybe I'm over thinking it? you didnt read the other bits did you. Seriously, was the "wow" good or bad? |
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Posted - 2012.10.24 20:20:00 -
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Lonewolf514 wrote: you are kidding right?
No I'm not. |
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Posted - 2012.10.24 20:23:00 -
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Super Cargo wrote:1) It's referred to as "hit scan"
2) I would like to see them work on hit detection a bit more before they start adding hit-scan to weapons. Hit-scan typically works in games with small maps such as counter-strike where the bullet impact would be near-istantaneous anyways.
This could be used in DUST, but the maps are pretty large so adding hit-scan would take away from good snipers and AR users. I'm confused now. You realize that hit-scan is basically what we have right now, right? Albeit server-side? |
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Posted - 2012.10.24 20:26:00 -
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Noel Bellamy wrote:Ok, forget all the confusing BS. All I'm gonna say is that, at least for now, I'm against adding in any bullet traveling time or drop. I was referring to an eventualy development goal rather than something that should be implemented right now or even in a soon-to-come build. I agree completely that there are priorities that should take precedence over something like this. Again, my goal with this was just to start a discussion. |
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Posted - 2012.10.24 20:29:00 -
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Super Cargo wrote:Mobius Wyvern wrote:Super Cargo wrote:1) It's referred to as "hit scan"
2) I would like to see them work on hit detection a bit more before they start adding hit-scan to weapons. Hit-scan typically works in games with small maps such as counter-strike where the bullet impact would be near-istantaneous anyways.
This could be used in DUST, but the maps are pretty large so adding hit-scan would take away from good snipers and AR users. I'm confused now. You realize that hit-scan is basically what we have right now, right? Albeit server-side? And that's what I get for not reading the OP. Take a lesson kids. Oh hell, not jumping on you or anything. Was just trying to clarify. |
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Posted - 2012.10.24 20:44:00 -
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Olav Grey-Mane wrote:err. what? realism post coming up...
"Hey! so I just picked up this gun and I suck with it so my bullets are very slow..." after some hours training with gun (or skill books) "After using this gun allot I can now shoot the same gun faster.
that makes no sense... guns should have a static firing speed, damage and range. those are factors that can't changed with out modding of the weapon.
Oh no, that wasn't what I was saying. I was saying that each weapon would have projectile behavior as a base, static characteristic. I wasn't trying to suggest that it should be variable based on skill training or anything else, not even weapon modifications. |
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Posted - 2012.10.24 20:54:00 -
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Lonewolf514 wrote:Mobius Wyvern wrote:Olav Grey-Mane wrote:err. what? realism post coming up...
"Hey! so I just picked up this gun and I suck with it so my bullets are very slow..." after some hours training with gun (or skill books) "After using this gun allot I can now shoot the same gun faster.
that makes no sense... guns should have a static firing speed, damage and range. those are factors that can't changed with out modding of the weapon.
Oh no, that wasn't what I was saying. I was saying that each weapon would have projectile behavior as a base, static characteristic. I wasn't trying to suggest that it should be variable based on skill training or anything else, not even weapon modifications. who are you? tribes needs you :P Huh? |
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Posted - 2012.10.24 21:02:00 -
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Olav Grey-Mane wrote:Mobius Wyvern wrote:Olav Grey-Mane wrote:err. what? realism post coming up...
"Hey! so I just picked up this gun and I suck with it so my bullets are very slow..." after some hours training with gun (or skill books) "After using this gun allot I can now shoot the same gun faster.
that makes no sense... guns should have a static firing speed, damage and range. those are factors that can't changed with out modding of the weapon.
Oh no, that wasn't what I was saying. I was saying that each weapon would have projectile behavior as a base, static characteristic. I wasn't trying to suggest that it should be variable based on skill training or anything else, not even weapon modifications. oh sorry, I just kinda skimed your post and post's bellow. that's what I get I guess after reading I agree.
Ah, gotcha. |
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Posted - 2012.10.24 21:04:00 -
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Lonewolf514 wrote:Mobius Wyvern wrote:Olav Grey-Mane wrote:Mobius Wyvern wrote:Olav Grey-Mane wrote:err. what? realism post coming up...
"Hey! so I just picked up this gun and I suck with it so my bullets are very slow..." after some hours training with gun (or skill books) "After using this gun allot I can now shoot the same gun faster.
that makes no sense... guns should have a static firing speed, damage and range. those are factors that can't changed with out modding of the weapon.
Oh no, that wasn't what I was saying. I was saying that each weapon would have projectile behavior as a base, static characteristic. I wasn't trying to suggest that it should be variable based on skill training or anything else, not even weapon modifications. oh sorry, I just kinda skimed your post and post's bellow. that's what I get I guess after reading I agree. Ah, gotcha. still goons:P Goons? |
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Posted - 2012.10.24 21:10:00 -
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Lonewolf514 wrote:americans that screwed over developers some time in the past............ You talking Goons as in Goonswarm, or the general tendency of some gamers to cry for stupid things from Developers, resulting in gimped games? |
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Posted - 2012.10.24 21:16:00 -
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Sarra Jardox wrote:I think minimizing lag is most important especially with 3 skirmish maps tht lag to unplayable levels as soon as someone calls in a vehicle. However all the weapons with the exception of the sniper and smg feel like they are living up to their mythos. The sniper is supposed to be based off railgun tech which means up until the point of impact the bullet actually travels as a slug which encompasses some sort material tht can be ionized into plasma, so according to mythos snipers should have a bullet speed. Also the smg is a minmatar projectile weapon so it should have bullet speed as well although since it has terrible range I don't know if it would make it feel any different so keeping it as hit scan would probably be ideal since it'll reduce lag. Overall sniper yes bullet speed for sure, other weapons yes if it follows the mythos and more importantly if it can been dun and not create lag Right. The last thing an of us want is "features" that negatively impact stability. I have complete confidence that CCP could work out all the issues given time. |
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Posted - 2012.10.24 21:24:00 -
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Super Cargo wrote:Lonewolf514 wrote:americans that screwed over developers some time in the past............ Its always the Americans. I've known some pretty idiotic and opinionated Europeans, just to give an example. My country may have a larger majority, but morons are not limited to any one country. |
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Posted - 2012.10.24 22:24:00 -
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Sarra Jardox wrote:Mobius my main point other than keep lag down was make weapons follow their mythos (honestly my fault tho, I didn't make the second part very clear). And personally they feel like they do follow the mythos with the exception of the sniper and smg. Yeah, I see where you're coming from. I just think that having a balance between damage output and the necessity of leading your target would really raise the skill ceiling of the "gun game" and better reward those who've taken the time to master it. |
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Posted - 2012.10.25 00:08:00 -
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Sarra Jardox wrote:Mobius Please elaborate cus ur last post confused me. What I was trying to say is that my suggestions were based on the idea of having the guns follow their mythos, such as plasma based weapons being best suited for shorter ranges and requiring more leading to get targets outside of those ranges. |
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Posted - 2012.10.25 00:31:00 -
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Noel Bellamy wrote:Heh, the vibe I'm getting from this thread is "Nerf sniper rifles by making it harder to aim." I suppose if ALL the weapons were given projectile travel time it'd be fine, but I hate projectile drop. No, just no. Projectile drop is an essential aspect of any simulation that attempts to follow basic laws of physics. I wouldn't really classify all this as just demanding a nerf for sniper rifles, but I would say that their current mechanics make them childishly easy to get kills with, which is why we're seeing the number of snipers that we are. A lot of those players would go back to ARs if their "easy button" was re-adjusted to actually require some skill in aiming. The dedicated snipers would quickly adapt and continue to dominate at extreme range. |
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Posted - 2012.10.25 00:39:00 -
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Lonewolf514 wrote:what do you do as work for money? q+a i bet I'm looking for another job at the moment, but no, I've never done QA. |
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Posted - 2012.10.25 00:55:00 -
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Lonewolf514 wrote:Mobius Wyvern wrote:Lonewolf514 wrote:what do you do as work for money? q+a i bet I'm looking for another job at the moment, but no, I've never done QA. if i was interviewing you and wolf id give you the job but sadly im only a janitor. gppd luck , im sure youll find something good somewhere. valve are good. I'd prefer CCP if I could swing it.
I really can't wait till we start to see other race's weapons being integrated. I know I'm already going to be speccing into Scrambler Rifles as soon as those go in. I love testing new weapons. |
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Posted - 2012.10.25 01:09:00 -
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Dracknarr wrote:Mobius Wyvern wrote: [23:10] [CCP]Wolfman> ar, smg, hmg and pistol are instant hit
Wow, I never new that. I've been instinctively trying to lead my targets the whole time I've been playing Dust. Thanks for the post man.. (This explains a lot of my .. ah... gunplay coutcomes). See, that's why I was surprised when he said that having to lead targets would cause confusion for players, when I keep running into people who are leading their targets and are confused as to why they aren't getting any hits. |
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Posted - 2012.10.25 01:14:00 -
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Lonewolf514 wrote:Mobius Wyvern wrote:Dracknarr wrote:Mobius Wyvern wrote: [23:10] [CCP]Wolfman> ar, smg, hmg and pistol are instant hit
Wow, I never new that. I've been instinctively trying to lead my targets the whole time I've been playing Dust. Thanks for the post man.. (This explains a lot of my .. ah... gunplay coutcomes). See, that's why I was surprised when he said that having to lead targets would cause confusion for players, when I keep running into people who are leading their targets and are confused as to why they aren't getting any hits. i cant see it any other way from the top teir of ccp. think about it for a second. they are old and they work in the games industry. they played the best fps out there. they aint no pussies. I'm confused again: what was that statement directed toward? |
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Posted - 2012.10.25 01:21:00 -
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You're a complicated fellow, aren't you? |
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Posted - 2012.10.25 01:33:00 -
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So, anyone else have any input to offer on this? Do you prefer the idea of just sniper weapons having projectile speed mechanics, or do you want a sandbox that has that as a characteristic of nearly all weapons? |
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Posted - 2012.10.25 02:25:00 -
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Cpl Quartz wrote:Vincam Velmoriar wrote:Mobius Wyvern wrote:So, anyone else have any input to offer on this? Do you prefer the idea of just sniper weapons having projectile speed mechanics, or do you want a sandbox that has that as a characteristic of nearly all weapons? From a physics standpoint, doing it to only one weapon makes little sense. And doing it to the weapon with the highest velocity makes even less sense. Couple that with the technical issues, I think it should be left the way it is. The number of snipers will drop when we actually start taking on real contracts. Can't win with half of your team sniping. why there are advantages to hit scan as therte are to projectiles, as there are disadvantages. there is no reason to not judge each on its own merits and decide. is ps3 that weak? so no 128v 128 then? I wouldn't be surprised if they were able to pull that off. After all, MAG managed to pull it off with a crazy server model years ago, and Planetside supported 3-way battles of 133 players per faction back before the PS3 was even released, so I think the only real barrier to that kind of player count is how well they can program, and EVE is a testament to how badass they are at that. |
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Posted - 2012.10.25 02:37:00 -
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KEROSIINI-TERO wrote:No need for travel time, I worry enough for performance.
And I'm one of those people who say 'maybe for snipers'
Again, I'm talking purely from a style standpoint, if it could be done without negatively impacting performance. |
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Posted - 2012.10.25 03:22:00 -
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Noel Bellamy wrote:KEROSIINI-TERO wrote:No need for travel time, I worry enough for performance.
And I'm one of those people who say 'maybe for snipers'
And this is why I think this is turning into a 'nerf snipers' thread Despite that not being my intention in starting this discussion, I think we can all agree that we've been on the wrong end of the current sniper mechanics more than once. I'm glad there's going to be a change not because I just want them to be nerfed so they can't hit me or something, but because I might try them out myself if I can use them with the mechanics I've grown used to over time. |
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Posted - 2012.10.25 03:30:00 -
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Sarra Jardox wrote:Ok so nobody cares about the gun mythos? Everyone wants bullet speed on all weapons? Even lasers? No, we're saying everything but lasers. That way lasers can keep their unique attributes of only doing worthwhile damage based on time on target while compensating for that with instant shot contact.
Actually that's another point:
I've tested that trick of firing up to about 50% heat on a laser and then sweeping across a target to kill them instantly, and it actually works, much to my dissapointment. Is there any way to recode the damage to be dependent on the time the beam is on the target rather than how long the weapon has been firing? Right now you can just prefire and then slice people apart with ease before they can even fight back. |
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Posted - 2012.10.25 03:52:00 -
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Sarra Jardox wrote:Ok so u must misunderstand the mythos then. Let me give an example. The assault rifle is based off blaster tech from eve which means they fire ionized plasma energy not bullets energy travels at the speed of light. Well, no, the particles in the ball of gas are indeed vibrating at close the the speed of light due to their excited state, but the ball of plasma only travels at the speed the magnetic array accelerates it to. |
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Posted - 2012.10.25 04:14:00 -
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Sarra Jardox wrote:Mobius plasma isn't gas and not even contained in a ball of gas. If u need an example of plasma look out ur window during a lighting storm and tell me tht doesn't travel at the speed of light. http://en.wikipedia.org/wiki/Plasma_physics http://en.wikipedia.org/wiki/Lightning I think you should read these, man.
Fixed it. |
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Posted - 2012.10.25 04:26:00 -
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Christ0pher Blair wrote:Tony Calif wrote:You still need to lead your target because the game is so laggy. This. Everyone is claiming sniping is easy pie. I've been seeing shield flickers and no dmg notifications for weeks now. Sometimes you have to lead, sometimes you don't, sometimes rocks magically and invisibly grow in size. True, but that's largely due to the already identified memory leaks in the airborne dust textures of this build, and the way they interact with the wind. CCP CmdrWang was just in IRC a few minutes ago, and confirmed that the sole focus of the next build is performance enhancements and fixes to long-standing issues. |
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Posted - 2012.10.25 04:43:00 -
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Christ0pher Blair wrote:Noel Bellamy wrote:Mobius Wyvern wrote:Noel Bellamy wrote:KEROSIINI-TERO wrote:No need for travel time, I worry enough for performance.
And I'm one of those people who say 'maybe for snipers'
And this is why I think this is turning into a 'nerf snipers' thread Despite that not being my intention in starting this discussion, I think we can all agree that we've been on the wrong end of the current sniper mechanics more than once. I'm glad there's going to be a change not because I just want them to be nerfed so they can't hit me or something, but because I might try them out myself if I can use them with the mechanics I've grown used to over time. Yeah, I've been nailed by em enough times, but I learned to take cover and serpentine when there is no cover. Best example I can think of is World Of Tanks and the artillery vs tanks. If you're smart, you can avoid them. If you're not too bright, they keep on earning a living. Exactly, and the same should be possible with sniper weapons in Dust unless they're using lasers. |
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Posted - 2012.10.25 04:44:00 -
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Noel Bellamy wrote:Well, he's not wrong, it ISN'T gas (technically), it is it's own state of matter (Solid, Liquid, Gas, and Plasma.) However, it doesn't travel at the speed of light, in fact, it doesn't travel at all, Lighting is electricity (not light) turning the air around it into plasma for a very short duration before it cools again into gas. So you'd have to propel the plasma with some external force, for example, electromagnets (how do they work?.... sorry.) So the speed of the plasma, is entirely dependent on the method used to propel it. Plasma is very unstable however, so keeping it cohered together to do any real damage aside from a few burns is what makes plasma use as a weapon suck, in this case, the limiting factor is range. (EVE seems to have gotten this right.) And then there's the whole problem of keeping it in a plasma state, the obvious solution being to find a material that has a VERY low plasma point (the temperature at which it turns into plasma.)... Well, enough of that... Yeah, that's what I was trying to get at. Good explanation. |
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Posted - 2012.10.25 05:02:00 -
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Noel Bellamy wrote:I get bored. When I get bored, I go on the internet. When I go on the internet, I look stuff up. When I look stuff up, I look up stuff about plasma. (Somehow... Yes, this is an actual chain of events of a day in my life...) Sometimes, I ride shotgun with my father when we run errands, and we talk about nuclear physics. Trust me, you don't seem weird at all (my father was US Navy Nuclear Power for 24 years). |
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Posted - 2012.10.25 05:07:00 -
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Noel Bellamy wrote:Well, the best I've got is my basic understanding of nuclear physics that I decided to learn because I live less than five miles from Three Mile Island. Yikes. |
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Posted - 2012.10.25 05:12:00 -
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Noel Bellamy wrote:The stupid thing shut itself off twice within one month, and I get to deal with this loveliness: Thursday, Nov. 1 - six separate tests beginning at 8 a.m. (three minutes each) - In the event of inclement weather these tests will occur on Friday, Nov. 2. ACK. |
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Posted - 2012.10.25 05:20:00 -
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Sarra Jardox wrote:Thank you Noel. So now that Noel has explained plasma for us let me explain better the theory behind Eve's blasters and railguns (I call it a theory since eve isn't real but tries to stay relative to real things). First off railguns- a magnetic system propels a slug tht encases a substance with a high energy state (uranium, thorium, antimatter, etc.) At high speeds at the target, the slug is timed to ionize the inside material right before it hits the target (however the slugs shell starts to deteriorate from the inside once it leaves the gun due to lack of a sustained containment field, this causes damage falloff and Max range). Now blasters take the same shells as railguns but rather than just shooting the slug the blaster ionizes the inside material at the same time it magnetically launches the slug thus acheiving much faster speeds but limited range because the energy dissipates quickly. Right, and they operate that way thanks to the vaccum of space, though that also helps to limit their range. Now, in our context, that plasma has to move through a medium of gas of similar mass to itself with only the initial magnetic push to propel it. In keeping with that, the ball of plasma would move at extremely high speeds up close, but would lose speed very rapidly over distance. |
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Posted - 2012.10.25 05:26:00 -
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Noel Bellamy wrote:That makes enough sense... Programming it into Dust though... I dunno, I'm tired, I need sleep, you'll have to continue this w/o me. XP Not a problem. Sleep well, man.
Anyone else have any other thoughts on the matter? |
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Posted - 2012.10.25 16:05:00 -
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Its also important to keep in mind that rather than dealing with "grids" of battling spaceships that can be expanded over thousands of kilometers which, even though its just empty space, means there's a lot or rendering and calculation going on when all the shots start flying and the wrecks start popping up, we're going to be on smaller, instanced battlefields. |
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Posted - 2012.10.25 16:57:00 -
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Christ0pher Blair wrote:Shijima Kuraimaru wrote:I may have missed it in an earlier post. But has anyone considered that with several hundred planets, with dozens of potential combat districts each, and all the resources we players will be able to throw on all those fields simultaneously, that adding millions of rapid fire small arms rendered physics projectiles (up to 3000 rnds per minute for one HMG) in a very very short amount of time, would have a very good chance of putting a game breaking lag on the whole server system?
Do you know what coding is required for rendering, tracking, and physics checking a single bullet every 1/1000 of a second?
It might be fine if you limit the game to 4v4 or 6v6 on tiny maps, but on the scale Dust is going to run at, realistic physics on all weapons would most likely kill playability within the first minute or two of a battle. We're there now. =) Ha ha ha. For quite possibly the hundredth time, the issues we have right now are related to a long-standing memory leak that they only managed to identify the source of in this build, same as CCP nothin finally found the sections of the ISK payout code that were going negative and causing the payouts to be so low. Both are already being worked on. |
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Posted - 2012.10.25 17:14:00 -
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Christ0pher Blair wrote:Mobius Wyvern wrote:Christ0pher Blair wrote: We're there now. =)
Ha ha ha. For quite possibly the hundredth time, the issues we have right now are related to a long-standing memory leak that they only managed to identify the source of in this build, same as CCP nothin finally found the sections of the ISK payout code that were going negative and causing the payouts to be so low. Both are already being worked on. Heh, I know. I just like busting their balls about it. They also need to get rid of dust particles, make them static. Back to the topic. Right. As I said earlier, and something that seems not to have been clarified enough, I'm not trying to suggest that we have guns like Tribes that fire bullets slower than I can throw a softball. At close to medium range, the lag between firing and hitting your target would be negligible, as it should be. However, the "pocket sniper" comment about the Tactical rifle comes from its ability to rapidly gun down anyone even at the maximum extent of its range with no lag between shot and hit. With even the highest of projectile speeds, you would still need to lead your target ever-so-slightly, and that small amount would make fire-fights far more fun at range as opposed to being "whoever shoots first wins" like some of our community have been complaining that the current strafe mechanics have turned such combat into. |
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Posted - 2012.10.25 22:10:00 -
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I was outside doing some yardwork, and another idea occured to me. Would it be possible to have a range variable at which point there was a hit delay? To clarify: what if all weapons hit instantaneously within a specified range, but had a hard-timed hit delay beyond that point up until their range is exceeded. That way you can simulate a necessity to lead your targets at longer ranges without having to generate and calculate a physical projectile and it's vector. |
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Posted - 2012.10.26 01:30:00 -
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Mosley Harmless wrote:I think that conversation is a good example of why DUST514 is going to turn out average at best. *Not worth it* He said that because they believe no one really wants it, so they have other things they can focus on. They aren't going to take a different direction on anything unless we show that we want and support it. |
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Posted - 2012.10.27 02:56:00 -
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Christ0pher Blair wrote:Mobius Wyvern wrote:Mosley Harmless wrote:I think that conversation is a good example of why DUST514 is going to turn out average at best. *Not worth it* He said that because they believe no one really wants it, so they have other things they can focus on. They aren't going to take a different direction on anything unless we show that we want and support it. I actually have a problem using the current 'instant hit' mechanics. RL technology and logic is pretty drilled into me that you have to lead your targets. It's almost impossible for me to snipe without leading the target, It's just too weird. Same here, honestly. Part of why I gave up on it in the E3 build, and why I never tried it in this one except for a few times with the Militia loadout to kill other stationary snipers. Good news is that Wolfman is working on re-tooling sniper weapons to use more realistic mechanics, so it'll be easier for all of us used to projectile mechanics to work with such weapons. |
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Posted - 2012.10.27 03:28:00 -
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HECATONCHIRES GYGES wrote:Iron Wolf Saber wrote:Mobius Wyvern wrote:Iron Wolf Saber wrote:Budget costs... got to hate them. Well, I read that more as cost from a server calculation standpoint. Just saying when you have one player shoot a bullet you have to send that update to all other 24 players (server counts as 1) Server gets the update makes the clock turn in which it takes inventory of all the objects in play then do the math then send out the update to the other 24 players. Now throw thousands of objects into play, each with their own hp bars, heading, xyz position, velocity, id numbers, item id numbers. You get the point. No he doesnt he never does hes a moron. WOW. I'm part of the Alpha Tester team for the Crysis total conversion mod MechWarrior Living Legends, and the intricacies of tracking large numbers of projectiles over a variety of ranges is not unfamiliar to me. However, we're working on testing a game by a company that has proved over the years that they can pull off damn near anything in terms of enhancing server performance, and I have absolute confidence that they could find some manner to implement this, probably with an easier means of performing the calculations, if interest is shown. That's part of why I started this thread in the first place. |
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Posted - 2012.10.27 06:23:00 -
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Aighun wrote:Mobius Wyvern wrote:I was outside doing some yardwork, and another idea occured to me. Would it be possible to have a range variable at which point there was a hit delay? To clarify: what if all weapons hit instantaneously within a specified range, but had a hard-timed hit delay beyond that point up until their range is exceeded. That way you can simulate a necessity to lead your targets at longer ranges without having to generate and calculate a physical projectile and it's vector. Like this idea. Your idea is a decent compromise, and would possibly bridge the gap between programming physics for every molecule of a weapons ammo once firedGǪ kind of thing and instant hits over all distances. Would it also be possible to program hit detection based on weapon type? That way you could launch with a simple and robust system and add more bells and whistles as the game evolves... Also, if we assume that the programming is no obstacle and that this sort of thing can be done without a hit to performance, I am all for it. Though I don't think this is the case. A more intricate system would be more prone to failure. But as long as we are running with the possibilities... I would also be in favor of damage gradients for different hit zones on the target. It can get to be sort of ridiculous in an FPS to watch players shooting other players in the foot a few times to score kills. There could be whiffs, graze shots, different suit types would have different vulnerable zones. Armor could take damage differently than shields. Some suits could have shields that concentrated defensive force in front of the merc (but were weaker to the sides and back) for a a charging into battle style of play. Some armor could negate headshots, but leave limbs vulnerable. Shots that hit armor plating might be deflected, but those that hit the soft material of the drop suit might cause more damage depending on the type of weapon used. No end to what you could do. All depends on what you're aiming for... I would LOVE to see location based damage. Then again, that may be largely due to my history of MechWarrior. |
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Posted - 2012.11.19 03:03:00 -
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Reimus Klinsman wrote:An m16 round travels at over 900meters per second. In dust with an AR, that bullet would reach its maximum distance (about 100m) in a single frame. Bullet travel isn't too much of a nessessity. I'm not talking just about ARs, and the plasma fired from the current ARs doesn't suffer any form of bullet drop. |
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Posted - 2012.11.19 08:11:00 -
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HECATONCHIRES GYGES wrote:Mobius Wyvern wrote:Reimus Klinsman wrote:An m16 round travels at over 900meters per second. In dust with an AR, that bullet would reach its maximum distance (about 100m) in a single frame. Bullet travel isn't too much of a nessessity. I'm not talking just about ARs, and the plasma fired from the current ARs doesn't suffer any form of bullet drop. and why should it?Its not a piece of steel is it? You misunderstand me. I'm saying that since it doesn't have drop, it shouldn't follow the same rules as a solid projectile, which is what the post I quoted was referencing. The round may travel fast, but with no real weight to it it will slow down quickly, and the plasma will cool and dissipate over range. Thus, at medium-long range, you would still need to lead your target. |
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