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Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 13:41:00 -
[1] - Quote
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. |
Captain-Awesome
Internal Error. Negative-Feedback
349
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Posted - 2012.10.24 13:47:00 -
[2] - Quote
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. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 13:50:00 -
[3] - Quote
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. |
Kain Spero
Imperfects Negative-Feedback
898
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Posted - 2012.10.24 14:09:00 -
[4] - Quote
I would love to have projectile physics, but I wouldn't want it at the expense of game performance. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 14:12:00 -
[5] - Quote
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. |
Iron Wolf Saber
BetaMax.
2866
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Posted - 2012.10.24 14:30:00 -
[6] - Quote
Budget costs... got to hate them. |
Regis Mk V
Osmon Surveillance Caldari State
109
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Posted - 2012.10.24 14:35:00 -
[7] - Quote
Lol most games do not use instant hit and Planetside 2 does use bullet speed and is not warpy. |
Iron Wolf Saber
BetaMax.
2866
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Posted - 2012.10.24 14:36:00 -
[8] - Quote
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? |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 14:39:00 -
[9] - Quote
Iron Wolf Saber wrote:Budget costs... got to hate them. Well, I read that more as cost from a server calculation standpoint. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 14:40:00 -
[10] - Quote
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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Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
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Posted - 2012.10.24 14:46:00 -
[11] - Quote
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. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 14:48:00 -
[12] - Quote
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. |
xjumpman23
Royal Uhlans Amarr Empire
262
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Posted - 2012.10.24 14:50:00 -
[13] - Quote
Wow so they slowed the game down and have "instant hit mechanics" and people still complained about people strafing. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 14:53:00 -
[14] - Quote
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. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz RISE of LEGION
136
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Posted - 2012.10.24 15:43:00 -
[15] - Quote
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. |
Iron Wolf Saber
BetaMax.
2866
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Posted - 2012.10.24 16:03:00 -
[16] - Quote
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. |
Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.10.24 16:40:00 -
[17] - Quote
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. |
Lead Squall
Planetary Response Organisation Test Friends Please Ignore
54
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Posted - 2012.10.24 16:41:00 -
[18] - Quote
Mobius Wyvern wrote: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.
I agree on hit detection for some weapons, but not on others. For instance, the sniper rifle is supposed to throw rounds at 2,500 m/s + . It would only take .1 seconds to hit a target at 250 meters. (current technology puts sniper bullets traveling at 800-1000 m/s - so about 3 times faster) That said, a scout sprinting at 8 m/s would move .8 meters in that time. Assuming he's running perpendicular to your line of fire that bullet should completely miss him. (off topic, the description describes the round in inches, but everything else is in metric. I would hope that the imperial system doesn't survive the inter galactic travel and this is coming from an American.) For the sniper, I believe that if they changed the mythos behind it and put a smaller round at a far higher speed, they can use hit detection.
lasers, on the other hand, move at 300,000,000 m/s. For the distances we are talking about, it's instantaneous and can rely on hit detection.
The AR is a different matter. It is throwing magnetic balls of plasma. While solar flares can throw plasma at up to 3,200,000 m/s, I doubt the AR is capable of those speeds (If it is capable of that, it should be far more powerful than it currently is). If it's throwing plasma at velocities similar to that as current sniper rifles (1000 m/s), at 100 meters, the projectile would take .1 second. We've already established that a sprinting player would be missed with out lead, assuming perpendicular travel, with that lag time.
unless all of the damage is coming from heat (and if that's the case, why are they so effective against armor? I thought armor was rather strong against thermal damage. The description also seems to indicate that the damage is almost completely thermal based) There is no way for the plasma to be traveling fast enough to be hit detection based. Though, the description does give an excellent reason for fall off, as past a certain distance, the magnetic field on the bolt will fail and heat will escape quickly.
Considering that this takes place far in the future, the game can warp physics a bit with it's mythos. It doesn't have to tell us why things happen, only that they do. But a well thought out why does wonders for immersion. With that, the mid to long range weapons can have projectiles that move fast enough to need only hit detection and don't lag. It can make sense, so long as they have the mythos to support it.
It would be nice to have travel time on some weapons for the sake of adding skill, but it does add significant processing load which may negatively affect game play. I'd say, if anything, put travel time on sniper rifles only (or change the mythos a bit for a faster round) as adding it to the assault rifle would truly put a burden on the servers. Adding only to snipers would adjust the "easy mode" that snipers are currently in and would not significantly add to processing, as there are far fewer sniper shots than assault rifle shots, and that numbemay be further reduced as people need to work harder for longer shots |
semperfi1999
Internal Error. Negative-Feedback
317
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Posted - 2012.10.24 16:45:00 -
[19] - Quote
Yea I agree that this needs some adjustments. It took me a while to figure out that this games hit registration was hitscan. And even though I know this now I still find myself instinctively trying to lead my target. It would be nice to have to actually lead the targets a bit. I can understand the laser being hitscan but every other weapon who have projectile speed. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.24 16:47:00 -
[20] - Quote
You still need to lead your target because the game is so laggy. |
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Villanor Aquarius
Shattered Ascension
79
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Posted - 2012.10.24 17:11:00 -
[21] - Quote
down vote for projectiles. The game doesn't need it and I'd rather that processing power be left to handle something else. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 18:04:00 -
[22] - Quote
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. |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.10.24 18:19:00 -
[23] - Quote
I've always advocated bullet travel time for sniper rifles, but for other light weapons I would agree with the CCP guy that it's not such a big deal and, if he says that they believe it'd cause performance problems, then I'd say they know best and that it wouldn't be a worthy trade-off.
Mobius Wyvern wrote: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.
Could you elaborate on this? |
Villore Isu
Algintal Core Gallente Federation
115
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Posted - 2012.10.24 18:42:00 -
[24] - Quote
As far as I'm concerned, there are so many other things that the devs could do in the amount of time it would take to get a projectile system to work, things that would add much more to the game as well.
So ultimately, while it would be nice to have at some point for some weapons (namely sniper rifles) it would be better for the devs to spend there time on other things.
Also if it bothers you so much, just pretend that future scopes automatically adjust for target movement, bullet drop etc.
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Noel Bellamy
Tritan-Industries Legacy Rising
36
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Posted - 2012.10.24 18:50:00 -
[25] - Quote
Meh, there are bigger problems, and I don't understand why so many people are saying 'yes for sniper rifles, no for everything else'. I mean, it's bad enough that 1/2 the time the shots don't even register, so to make the projectile take longer to reach it's target (which doesn't make any sense, since traditionally, sniper rifles have the highest projectile velocity of any small arms) would be just plain unfair to snipers. So either add it to all of them or add it to none of them. And if you're getting hit by snipers, bob and weave! |
Zero Harpuia
Maverick Conflict Solutions
421
|
Posted - 2012.10.24 18:50:00 -
[26] - Quote
Hitscan weaponry has been around for as long as it has for a reason. If you just have to do an effect and register a binary hit/miss, its alot easier on the game than rendering a bullet, it's trajectory, and where it hits at what speed, etc. We should be glad they have distances and falloff.
If bullets become objects that have to be rendered, HMGs, ARs, and SMGs will become unusable lag machines. There is a reason why most games that use 'realistic' bullet physics have it only effect a single weapon (the player character's sniper rifle in Sniper Elite or Sniper: Ghost Warrior) or it is the focus of the game, and there isn't actual combat (Cabella hunting games), and they are always single shot, low refire weapons. It's WAY too much of a strain to do that for every bleeding shot. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.10.24 18:51:00 -
[27] - Quote
I think it depends on weapon, and is less important then game performance. So if there are not enough resources to do it save it for expansion in few years.
- Laser should be hitscan.
- cqc weapons it would probably make no difference, so hit scan for shotgun, pistol(laser also), and smg.
- Caldari sniper rifle fires 3.5km a second, bullet drop would be irrelevant at that speed, but travel time at 500m shot is 1/5 second
- Minmatar Sniper should act like the experimental sniper with travel and an arc. Balance with caldari sniper could be the caldari has more sway to it.
- I haven't used the hmg enough to know if the range is long enough to notice arc/travel time. edit: rof should be enough to warrant hit scan, that many arc would be silly use on server resources.
- assault rifles could have travel time added, arc isn't needed. Plasma is more affected by the planets magnetic field then gravity, so if made realistic it would act strange, travel time should be enough.
- A minmatar projectile assault rifle should have travel time, maybe fake bullet drop by firing 1-2 degrees down from sight. Could even be straight for say 50m then turns few degrees down and continues straight. If resources are available it should be an arc. They could also be low rate of fire to save resources, highest like the breach ar and Minmatar breach could be 180 rounds/minute.
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Ghost-33
ShootBreakStab
108
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Posted - 2012.10.24 18:58:00 -
[28] - Quote
Imagine the calculations for 4000 projectiles in one second. If the whole team fielded burst hmg's and fired at once I think the servers would melt lol.
I think its fine how it is. |
Noel Bellamy
Tritan-Industries Legacy Rising
36
|
Posted - 2012.10.24 19:00:00 -
[29] - Quote
Ghost-33 wrote:Imagine the calculations for 4000 projectiles in one second. If the whole team fielded burst hmg's and fired at once I think the servers would melt lol.
I think its fine how it is.
Now I want them to do it just so I can melt their servers... |
Lonewolf514
79
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Posted - 2012.10.24 19:02:00 -
[30] - Quote
"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"
Says it all really, this is the state that game development has got into. Years ago people made games because they wanted to with a passion, they risked everything on it, their houses, Everything. Now all we have are people who went into it as a carreer path, clock in clock out. It'll do attitude instead of lets make it better. I dont mean that personally just generally at the whole lot, the whole business. This is why i hate unreal engine with a passion and can count on 1 hand how many good mutliplayer games that have been made on it. It doesnt make developers just modders that cba.
btw it didn't take long for hi rez to change things like the laser rifle (sniper rifle) when they wanted to so saying it adds development cost (at least on a massive scale) i don't buy it. |
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Noel Bellamy
Tritan-Industries Legacy Rising
36
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Posted - 2012.10.24 19:07:00 -
[31] - Quote
Well, it's hard to say whether Dust would be better with or without it, either way, I stand by my opinion that they have other more important things to deal with before they even consider things like bullet physics. (Like lag and hit detection, for example. It's gotten better since July, but it still needs work.) |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.10.24 19:11:00 -
[32] - Quote
Resistance had bullet speed, I remember firing earth weapons at enemy with alien weapon and ducking into cover before the enemies tracers hit me.
Unreal had many slow plasma ball and other odd weapons.
Borderlands uses bullets with travel time and has skills to speed them up on unreal engine.
I don't think any of them arc or are affected by wind, that would use much more then just travel time.
Player counts were smaller in all of those games, so it is a matter of if there is enough resources.
The rail gun sniper shouldn't have bullet drop, at 500m it would only drop 19.6cm a modern 7.62x51mm nato would drop 1.96m. Strange how it is within rounding of 1/10 the bullet drop of modern sniper. Most sniper shoot would just hit lower on the head while using more resources, travel time is significant though at that range. |
Ops Fox
ZionTCD Legacy Rising
197
|
Posted - 2012.10.24 19:14:00 -
[33] - Quote
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.
Isn't that the point with out bullet travel time there's no need to lead.
I for one think it would add to the skill required to shoot, but good hit detection is important.
I say iys worth it if ccp willing to try |
Lonewolf514
79
|
Posted - 2012.10.24 19:17:00 -
[34] - Quote
hit scan is just meh, snipe from 1 km away and insta hit. skillless. there are some thing you cant leave as hiscan. or balance it so it becomes useless or annoying and boring. |
Noel Bellamy
Tritan-Industries Legacy Rising
36
|
Posted - 2012.10.24 19:22:00 -
[35] - Quote
Lonewolf514 wrote:hit scan is just meh, snipe from 1 km away and insta hit. skillless.
I think that's more of a range issue then a hitscan issue TBH. Either way, don't stand still, stay near cover, and you're a lot less likely to get hit. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.24 19:29:00 -
[36] - Quote
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. |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
|
Posted - 2012.10.24 19:31:00 -
[37] - Quote
My take is mobile dominated the convo.....I read more of what he wanted than what the devs plan to do |
Lonewolf514
79
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Posted - 2012.10.24 19:35:00 -
[38] - Quote
i know that last build i had zero problems hitting anyone exept fps shuffle scouts. like mobius i was leading my shots. at first i thought it was me not aiming right but i tried it a few times with different tactics and none or them worked. aiming way off left then way off right in case the hitboxes were more "bouncy" than the player model etc i tried it all. |
Lonewolf514
79
|
Posted - 2012.10.24 19:37:00 -
[39] - Quote
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.
mobius keep asking them questions someone needs to. mei m just blunt, cheeky and rude. |
Lonewolf514
79
|
Posted - 2012.10.24 19:48:00 -
[40] - Quote
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.
i had no problems with railguns (while bouncing off walls btw) but we are talking a min of 16v16 right? and last build while pissing about in assault i scouted some of the maps for sniping spots. as a defence sniper. boxes everywhere to peek out at advancing players.
have fun with pc snipers. |
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Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 20:03:00 -
[41] - Quote
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. |
Noel Bellamy
Tritan-Industries Legacy Rising
36
|
Posted - 2012.10.24 20:05:00 -
[42] - Quote
Hmm, I just think that would make the game too excessively complex and turn off a lot of potential first time players. |
Lonewolf514
79
|
Posted - 2012.10.24 20:07:00 -
[43] - Quote
Mobius Wyvern wrote: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.
wow
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Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.24 20:08:00 -
[44] - Quote
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? |
Noel Bellamy
Tritan-Industries Legacy Rising
36
|
Posted - 2012.10.24 20:10:00 -
[45] - Quote
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? |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 20:12:00 -
[46] - Quote
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. |
Lonewolf514
79
|
Posted - 2012.10.24 20:12:00 -
[47] - Quote
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. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 20:13:00 -
[48] - Quote
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? |
Lonewolf514
79
|
Posted - 2012.10.24 20:15:00 -
[49] - Quote
Mobius Wyvern wrote: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?
you are kidding right?
|
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 20:20:00 -
[50] - Quote
Lonewolf514 wrote: you are kidding right?
No I'm not. |
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Super Cargo
Osmon Surveillance Caldari State
428
|
Posted - 2012.10.24 20:20:00 -
[51] - Quote
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. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 20:23:00 -
[52] - Quote
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? |
Noel Bellamy
Tritan-Industries Legacy Rising
36
|
Posted - 2012.10.24 20:24:00 -
[53] - Quote
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. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 20:26:00 -
[54] - Quote
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. |
Lonewolf514
79
|
Posted - 2012.10.24 20:26:00 -
[55] - Quote
why add drop battle field did it. |
Super Cargo
Osmon Surveillance Caldari State
428
|
Posted - 2012.10.24 20:28:00 -
[56] - Quote
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.
|
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 20:29:00 -
[57] - Quote
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. |
Super Cargo
Osmon Surveillance Caldari State
428
|
Posted - 2012.10.24 20:38:00 -
[58] - Quote
No you're good. I should have read before posting. Having read the OP I think hit scan severely takes away from the skill required for gunplay.
I agree that bullet drop and a reasonable lag time is more of the standard now and it what I am used to. Previous to this post I didn't realize DUST was hit scan. My K/D should improve immensely Hit scan should be used on games with small maps, not large ones. Hit scan is a cop-out.
I'm sure I will get used to hit scan, but it does dumb the game down. Wolfman suggests that it isn't worth the resources, but it is elements like bullet drop and lag that truly reward players for staying dedicated. That seems worth the extra money to me.
Honestly, this seems to be additional evidence that CCP woefully ignorant of the current FPS scene and hasn't utilized enough outside resources (i.e. Zipper employees). DUST's progression system and integration with EVE won't keep players interests if the gunplay isn't satisfying and rewarding. |
Olav Grey-Mane
The Exemplars
58
|
Posted - 2012.10.24 20:39:00 -
[59] - Quote
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.
|
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 20:44:00 -
[60] - Quote
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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Lonewolf514
79
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Posted - 2012.10.24 20:53:00 -
[61] - Quote
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 |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 20:54:00 -
[62] - Quote
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? |
Lonewolf514
79
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Posted - 2012.10.24 20:59:00 -
[63] - Quote
lol
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Olav Grey-Mane
The Exemplars
58
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Posted - 2012.10.24 20:59:00 -
[64] - Quote
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. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 21:02:00 -
[65] - Quote
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. |
Lonewolf514
79
|
Posted - 2012.10.24 21:03:00 -
[66] - Quote
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
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Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 21:04:00 -
[67] - Quote
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? |
Lonewolf514
79
|
Posted - 2012.10.24 21:07:00 -
[68] - Quote
americans that screwed over developers some time in the past............ |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 21:10:00 -
[69] - Quote
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? |
Xavier Hastings
ZionTCD Legacy Rising
243
|
Posted - 2012.10.24 21:10:00 -
[70] - Quote
Mobius Wyvern wrote:Lonewolf514 wrote:still goons:P
Goons? Goonswarm. They (were) famous for excessive trolling.
They also are one of the most powerful alliances.
That was my basic assumption to what he was saying, anyway. |
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Sarra Jardox
Seituoda Taskforce Command Caldari State
6
|
Posted - 2012.10.24 21:14:00 -
[71] - Quote
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 |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 21:16:00 -
[72] - Quote
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. |
Super Cargo
Osmon Surveillance Caldari State
428
|
Posted - 2012.10.24 21:22:00 -
[73] - Quote
Lonewolf514 wrote:americans that screwed over developers some time in the past............
Its always the Americans. |
Lonewolf514
79
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Posted - 2012.10.24 21:23:00 -
[74] - Quote
Super Cargo wrote:Lonewolf514 wrote:americans that screwed over developers some time in the past............ Its always the Americans.
i have looked and read. it's always the money men.
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Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 21:24:00 -
[75] - Quote
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. |
Sarra Jardox
Seituoda Taskforce Command Caldari State
6
|
Posted - 2012.10.24 21:57:00 -
[76] - Quote
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. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 22:24:00 -
[77] - Quote
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. |
Sarra Jardox
Seituoda Taskforce Command Caldari State
6
|
Posted - 2012.10.24 22:32:00 -
[78] - Quote
Mobius Please elaborate cus ur last post confused me. |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2012.10.24 23:49:00 -
[79] - Quote
It might be an interesting idea to add some variable munition speeds in for Minmatar weapons for a future expansion. Maybe. I say Minmatar because they will have weapons that are low tech and mechanical. I can see it making sense to have a slow projectile Minmatar weapon that was not affected by EM pulses or any other form of electronic warfare. In the novels there are a few scenes where an EM pulse or some such is triggered and all the fancy rifles stop working.
And if the hit detection wigs out you can just shrug and say "Ehh, Minmatar. What can you do?"
But at the ranges where munitions speed would matter, 1 to 150 meters, you would want and would expect to be using the fastest munitions available. At those distances "hits" should be nearly instantaneous no matter what.
So I agree with Wolfman that adding a more complex system would needlessly complicate combat mechanics.
Dust already seems like something of a temperamental princess when it comes firing weapons and hitting your opponents and adding more frilly bits is not the way to go. I want the basic shooting to feel as rock solid, robust, and reliable as possible.
Also, keeping it simple allows CCP to more easily scale battle sizes, numbers of players fighting in a given battle, map sizes, possibly add any number of different environmental behaviors based on planet gravity, planet type, etc. and I would assume this could all be built in a much more straightforward manner with a solid "hit detection" mechanic already in place.
Where it does make sense to add a "bullet speed" thingy to the game is with very long range weapons. Like sniper rifles. I think that would make sniping more interesting, force snipers to chose shots more carefully, etc. But it is something you really wouldn't want to over do. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.25 00:08:00 -
[80] - Quote
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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Noel Bellamy
Tritan-Industries Legacy Rising
36
|
Posted - 2012.10.25 00:12:00 -
[81] - Quote
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. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.25 00:31:00 -
[82] - Quote
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. |
Lonewolf514
79
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Posted - 2012.10.25 00:37:00 -
[83] - Quote
what do you do as work for money? q+a i bet |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.25 00:39:00 -
[84] - Quote
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. |
Lonewolf514
79
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Posted - 2012.10.25 00:42:00 -
[85] - Quote
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.
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Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.25 00:55:00 -
[86] - Quote
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. |
Lonewolf514
79
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Posted - 2012.10.25 00:57:00 -
[87] - Quote
Mobius Wyvern wrote: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.
ill give you a tip , tell them they suck. well in caldari provisions on a fri night anyway.
ccp over valve?
valve the give you wheels on your desk i heard. |
Dracknarr
Tronhadar Free Guard Minmatar Republic
4
|
Posted - 2012.10.25 01:07:00 -
[88] - Quote
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). |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 01:09:00 -
[89] - 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). 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. |
Lonewolf514
79
|
Posted - 2012.10.25 01:10:00 -
[90] - Quote
last build? |
|
Lonewolf514
79
|
Posted - 2012.10.25 01:12:00 -
[91] - Quote
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. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 01:14:00 -
[92] - Quote
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? |
Lonewolf514
79
|
Posted - 2012.10.25 01:19:00 -
[93] - Quote
pie:P |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 01:21:00 -
[94] - Quote
You're a complicated fellow, aren't you? |
Lonewolf514
79
|
Posted - 2012.10.25 01:24:00 -
[95] - Quote
these assholes that think they can make games havent done it yet. and when i play witht he controller and shudder at what they spent on that,
all i cant think is yes men. why the **** sidnt someone stop them and say hey loook assholes your doing it wrong:P |
Lonewolf514
79
|
Posted - 2012.10.25 01:29:00 -
[96] - Quote
Lonewolf514 wrote:these assholes that think they can make games havent done it yet. and when i play witht he controller and shudder at what they spent on that,
all i cant think is yes men. why the **** didnt someone stop them and say hey loook assholes your doing it wrong:P
i wanted to see it in a box |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 01:33:00 -
[97] - Quote
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? |
Noel Bellamy
Tritan-Industries Legacy Rising
36
|
Posted - 2012.10.25 01:36:00 -
[98] - Quote
I'd prefer that all of them get projectile attributes, or none of them |
Lonewolf514
79
|
Posted - 2012.10.25 01:36:00 -
[99] - Quote
Noel Bellamy wrote:I'd prefer that all of them get projectile attributes, or none of them
why? ill pwn with both. i dont give a ****. |
Cpl Quartz
127
|
Posted - 2012.10.25 01:42:00 -
[100] - Quote
did you read what he said about different planets? can only happen with projectiles. lonewollf btw unicorn sounds like a n a frame. targeted and obliterated.
wtf did i get banned for? ahh, that just gone out. i post all of blizzards too if it makes you feel better? |
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Cpl Quartz
127
|
Posted - 2012.10.25 01:48:00 -
[101] - Quote
all of them, why would it be anything less in a skilled game
|
Tinodi
Doomheim
39
|
Posted - 2012.10.25 01:54:00 -
[102] - Quote
Doesn't matter to me. Just a matter of learning which it is and adapting accordingly. Not really a big deal. If it saves performance to use elsewhere, more power to 'em. I'm sure for lore purposes the fact this is sci-fi you can come up with reasoning that advances in technology allow projectile travel to be nearly instantaneous to our perception... |
Cpl Quartz
127
|
Posted - 2012.10.25 01:58:00 -
[103] - Quote
gawd 2012 and we are still saving a few cpu here and there. be good if people skills kept up with technology eh. |
4447
ZionTCD Legacy Rising
649
|
Posted - 2012.10.25 01:58:00 -
[104] - Quote
the STFU gun it kills everyone but can only be obtain through salvage, one shot also,very rare to. |
Vincam Velmoriar
Villore Sec Ops Gallente Federation
103
|
Posted - 2012.10.25 01:59:00 -
[105] - Quote
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. |
Cpl Quartz
127
|
Posted - 2012.10.25 02:00:00 -
[106] - Quote
4447 wrote:the STFU gun it kills everyone but can only be obtain through salvage, one shot also,very rare to. you;ll never find it. want me to give you a tatse?
|
Cpl Quartz
127
|
Posted - 2012.10.25 02:02:00 -
[107] - Quote
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? |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 02:25:00 -
[108] - Quote
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. |
Cpl Quartz
127
|
Posted - 2012.10.25 02:27:00 -
[109] - Quote
tribes 2 had 256 12 years ago , dunno what your point is, unreal wont do it.
they are efficient at eve and they have a new team looking at fps games. good on them and they need to not be afraid to ask for help. maybe thet dont need it. i saw some very valuable info posted a long time agi about tanks and setting up target areas. somone offered that as a solution to a probelm and ccp doesnt seem to have taken it. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.10.25 02:35:00 -
[110] - Quote
No need for travel time, I worry enough for performance.
And I'm one of those people who say 'maybe for snipers'
|
|
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 02:37:00 -
[111] - Quote
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. |
Noel Bellamy
Tritan-Industries Legacy Rising
36
|
Posted - 2012.10.25 02:57:00 -
[112] - Quote
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 |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 03:22:00 -
[113] - Quote
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. |
Sarra Jardox
Seituoda Taskforce Command Caldari State
6
|
Posted - 2012.10.25 03:26:00 -
[114] - Quote
Ok so nobody cares about the gun mythos? Everyone wants bullet speed on all weapons? Even lasers? |
Noel Bellamy
Tritan-Industries Legacy Rising
36
|
Posted - 2012.10.25 03:28:00 -
[115] - Quote
Sarra Jardox wrote:Ok so nobody cares about the gun mythos? Everyone wants bullet speed on all weapons? Even lasers? All I'm saying, is if one gun gets attributes added to its projectiles, all of them should have it, in which case with lasers, would connect instantly (or rather, at the speed of light.) |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 03:30:00 -
[116] - Quote
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. |
Noel Bellamy
Tritan-Industries Legacy Rising
36
|
Posted - 2012.10.25 03:30:00 -
[117] - Quote
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. |
Sarra Jardox
Seituoda Taskforce Command Caldari State
6
|
Posted - 2012.10.25 03:48:00 -
[118] - Quote
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. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 03:52:00 -
[119] - Quote
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. |
Sarra Jardox
Seituoda Taskforce Command Caldari State
6
|
Posted - 2012.10.25 04:11:00 -
[120] - Quote
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. |
|
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 04:14:00 -
[121] - Quote
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. |
Christ0pher Blair
Deep Space Republic
34
|
Posted - 2012.10.25 04:23:00 -
[122] - Quote
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. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.25 04:26:00 -
[123] - Quote
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.
That's not travel time or bullet drop, just hit detection and terrain bugs which should get fixed. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 04:26:00 -
[124] - Quote
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. |
Christ0pher Blair
Deep Space Republic
34
|
Posted - 2012.10.25 04:27:00 -
[125] - Quote
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. |
Noel Bellamy
Tritan-Industries Legacy Rising
36
|
Posted - 2012.10.25 04:35:00 -
[126] - Quote
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... |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 04:43:00 -
[127] - Quote
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. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 04:44:00 -
[128] - Quote
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. |
Noel Bellamy
Tritan-Industries Legacy Rising
36
|
Posted - 2012.10.25 04:46:00 -
[129] - Quote
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...) |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 05:02:00 -
[130] - Quote
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). |
|
Noel Bellamy
Tritan-Industries Legacy Rising
36
|
Posted - 2012.10.25 05:05:00 -
[131] - Quote
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. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 05:07:00 -
[132] - Quote
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. |
Noel Bellamy
Tritan-Industries Legacy Rising
36
|
Posted - 2012.10.25 05:09:00 -
[133] - Quote
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. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 05:12:00 -
[134] - Quote
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. |
Sarra Jardox
Seituoda Taskforce Command Caldari State
6
|
Posted - 2012.10.25 05:17:00 -
[135] - Quote
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. |
Noel Bellamy
Tritan-Industries Legacy Rising
36
|
Posted - 2012.10.25 05:20:00 -
[136] - Quote
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. I thought it just ionized the particles and just fired the particles themselves w/o the casing for blasters? At least that's how I interpreted it, but the two concepts are pretty close, only the difference in whether they fire it in the casing or not. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 05:20:00 -
[137] - Quote
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. |
Noel Bellamy
Tritan-Industries Legacy Rising
36
|
Posted - 2012.10.25 05:24:00 -
[138] - Quote
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 |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 05:26:00 -
[139] - Quote
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? |
Sarra Jardox
Seituoda Taskforce Command Caldari State
6
|
Posted - 2012.10.25 06:15:00 -
[140] - Quote
I think Noel is right this would be way to complicated to code. But hypothetically if u wanted to literally take into account real world physics then the rate of speed decrease would have to be relative to the rate of damage decrease both would obviously have to equal out to the total therorized energy decrease. So all in all I think its a bad system, it seems like fuel for the dancing around bullets debate. Ull have those arguing damage rate is to high and that they can hardly kill anyone at medium ranges then on the flip side ull have those arguing speed rate is too high tht ppl are dancing around shots at medium ranges. Its a recipe for disaster. |
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Shijima Kuraimaru
WarRavens
164
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Posted - 2012.10.25 11:20:00 -
[141] - Quote
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. |
Noel Bellamy
Tritan-Industries Legacy Rising
36
|
Posted - 2012.10.25 13:43:00 -
[142] - Quote
Yes, the whole performance issue has been brought up, so the discussion is based on a hypothetical basis of it being possible. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 16:05:00 -
[143] - Quote
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. |
Christ0pher Blair
Deep Space Republic
34
|
Posted - 2012.10.25 16:55:00 -
[144] - Quote
Shijima Kuraimaru wrote: would have a very good chance of putting a game breaking lag on the whole server system?
We're there now. =)
*shortened the quote to make the part easier to see. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 16:57:00 -
[145] - Quote
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. |
Christ0pher Blair
Deep Space Republic
34
|
Posted - 2012.10.25 17:01:00 -
[146] - Quote
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. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 17:14:00 -
[147] - Quote
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. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 22:10:00 -
[148] - Quote
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. |
Mosley Harmless
Circle of Huskarl Minmatar Republic
17
|
Posted - 2012.10.26 01:19:00 -
[149] - Quote
I think that conversation is a good example of why DUST514 is going to turn out average at best. *Not worth it* |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.26 01:30:00 -
[150] - Quote
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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Christ0pher Blair
Deep Space Republic
34
|
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
|
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
|
Posted - 2012.10.27 02:59:00 -
[153] - Quote
I am for the calculation of the velocity projectile!!! |
Zekain Kade
BetaMax.
931
|
Posted - 2012.10.27 03:02:00 -
[154] - Quote
I like hit scan. |
HECATONCHIRES GYGES
Villore Sec Ops Gallente Federation
151
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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