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Christ0pher Blair
Deep Space Republic
34
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Posted - 2012.10.27 02:47:00 -
[151] - Quote
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. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.27 02:56:00 -
[152] - Quote
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. |
Fleen Costell'o
Vacuum Cleaner. LLC
10
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Posted - 2012.10.27 02:59:00 -
[153] - Quote
I am for the calculation of the velocity projectile!!! |
Zekain Kade
BetaMax.
931
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Posted - 2012.10.27 03:02:00 -
[154] - Quote
I like hit scan. |
HECATONCHIRES GYGES
Villore Sec Ops Gallente Federation
151
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Posted - 2012.10.27 03:08:00 -
[155] - Quote
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. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.27 03:28:00 -
[156] - Quote
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. |
Aighun
Zumari Force Projection Caldari State
666
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Posted - 2012.10.27 04:12:00 -
[157] - Quote
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... |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.27 06:23:00 -
[158] - Quote
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. |
Torkada Alamstrada
Sanmatar Kelkoons Minmatar Republic
184
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Posted - 2012.11.18 19:08:00 -
[159] - Quote
Oh God, you don't lead your targets in Dust? Well, that explains why my shooting is crap, I'm used to playing S.T.A.L.K.E.R. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
132
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Posted - 2012.11.18 20:03:00 -
[160] - Quote
Are not there more useful things to ask the developers about? I appreciate that he tried to engage developers regarding what he believes is an important aspect of the game but still... To me this conversation is like asking what brand of shoe polish to use while not even having a pair of pants to wear.
Far bigger questions are: how and when will they fix frame rate/ freeze ups. Will they work on controler sensitivity. Will they address ppl getting stuck in terrain every other step you take. Will they adjust stuttery movement of red dots that makes it so hard to aim for single shot weapons. |
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
132
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Posted - 2012.11.18 20:09:00 -
[161] - Quote
In EVE you have light years of empty space sprinkled with a bunch of planets and Plexes that all look the same. Yet ppl who play EVE don't seem to mind because there is a vibrant economy and the combat is balanced. So, that's fine.
But then the same ppl who play EVE try to extrapolate this CCP success to an FPS and expect the developers to walk on water. I just dont get it. |
Reimus Klinsman
BetaMax.
319
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Posted - 2012.11.18 22:00:00 -
[162] - Quote
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. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.11.19 03:03:00 -
[163] - Quote
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. |
HECATONCHIRES GYGES
Villore Sec Ops Gallente Federation
151
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Posted - 2012.11.19 06:25:00 -
[164] - Quote
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?
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Mobius Wyvern
BetaMax.
1216
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Posted - 2012.11.19 08:11:00 -
[165] - Quote
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. |
Kazeno Rannaa
Seraphim Initiative. CRONOS.
145
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Posted - 2012.11.19 08:28:00 -
[166] - Quote
Noc Tempre wrote:It really should be enforced on snipers. At the very least travel time, even if no bullet drop. The rest don't matter as much, bigger fish to fry.
REALLY? The round from the sniper rifle that we currently have available is firing a round at 2500 meters per second. That would equate to a speed of 5397.727272 miles and hour. I think that would equate to being a relatively instant hit at 150 - 500 meters. Hell that would equate to instant hit at 1500 meters.
Before you start complaining and making suggestions that are ludicrous in comparison to the presented statistics you should do some math and take a moment to put the final answer into perspective. It is a rail gun and it is pushing a round to hyper velocities. |
HECATONCHIRES GYGES
Villore Sec Ops Gallente Federation
151
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Posted - 2012.11.19 21:16:00 -
[167] - Quote
Kazeno Rannaa wrote:Noc Tempre wrote:It really should be enforced on snipers. At the very least travel time, even if no bullet drop. The rest don't matter as much, bigger fish to fry. REALLY? The round from the sniper rifle that we currently have available is firing a round at 2500 meters per second. That would equate to a speed of 5397.727272 miles and hour. I think that would equate to being a relatively instant hit at 150 - 500 meters. Hell that would equate to instant hit at 1500 meters. Before you start complaining and making suggestions that are ludicrous in comparison to the presented statistics you should do some math and take a moment to put the final answer into perspective. It is a rail gun and it is pushing a round to hyper velocities. Thats what I keep trying to tell him.He is thinking of a FMJ cartridge round,and its flight speed. Not as a rail gun system.
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Revelations 514
Royal Uhlans Amarr Empire
38
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Posted - 2012.11.21 20:40:00 -
[168] - Quote
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).
Why is a shotgun not instant hit? It does feel rather odd that I have to lead targets at practically point-blank range. I have to lead them a lot too. I can literally be running alongside someone and have to lead them 3 or 4 body lengths from about a "foot" away. IMO AR's should not be "instant" and Shotguns should be..... |
Aeon Amadi
Maverick Conflict Solutions
1003
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Posted - 2012.11.22 09:56:00 -
[169] - Quote
All honesty - with the ambition they have for this game and the performance/memory bandwidth that needs to be allocated to make it at the very least playable...
It should have been a PC only game... Not saying that because I'm a PC gamer (hell, I bought the PS3 solely to play Dust) but the more I sit and think about how the actual GAMEPLAY takes a hit in order to shove in more and more content... I just get angry.. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
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Posted - 2012.11.22 10:04:00 -
[170] - Quote
What I've noticed in this thread is a lot of people are arguing about facts.. in a Video Game.. I don't really care if a Sniper Rifle can fire 2500 meters in a second so it HAS TO HIT ME INSTANTLY, that's a ridiculous arguement for a VIDEO GAME. Just because that's "realistic" doesn't make it fun. |
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