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Shijima Kuraimaru
WarRavens Orion Empire
195
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Posted - 2013.05.08 00:06:00 -
[1] - Quote
I've seen a couple of mentions about trajectory (aka bullet drop). Something people need to know/remember is that matches are not hosted on anyone's single console like other FPS games that can be mentioned. Everything is processed on CCP's server bay. To code in trajectory and travel time for small high ROF projectile weapons, and expect the system to track every bullet fired, would put a huge amount of stress on the servers even with only a couple of thousand players. That's why CCP only has travel time for large rail turrets and forge guns and not trajectory. Only grenade based weapons have both. Missiles and rockets are their own beasties. |
Shijima Kuraimaru
WarRavens Orion Empire
197
|
Posted - 2013.05.08 00:36:00 -
[2] - Quote
Dis Cord wrote:Shijima Kuraimaru wrote:I've seen a couple of mentions about trajectory (aka bullet drop). Something people need to know/remember is that matches are not hosted on anyone's single console like other FPS games that can be mentioned. Everything is processed on CCP's server bay. To code in trajectory and travel time for small high ROF projectile weapons, and expect the system to track every bullet fired, would put a huge amount of stress on the servers even with only a couple of thousand players. That's why CCP only has travel time for large rail turrets and forge guns and not trajectory. Only grenade based weapons have both. Missiles and rockets are their own beasties. It's funny that you brought this up, because I'm currently in a chat with some corp mates explaining further what I'm talking about....and this is not what I mean. I'm talking about an effective damage reduction over range for each weapon, but no hard falloff. We're all basically within sight of every other player, after all. We already have damage and range in the game. This is merely an increase in the factors. It's not about Eve, a spreadsheet vs. spreadsheet of potentials in each shot. The target in DUST is either there or he is not. What damage is delivered should depend on the weapon and the player. Whether the shot gets there or not should depend on the shooter and the gun. A sniper rifle should hit far and on the money every shot. An HMG should only get a few of the hundreds of rounds on target. But in both, the rounds should reach. They should not vanish, with zero damage.
My point was just aimed at the "Projectile Trajectory" aspects. I agree with you for the most part, but I have no problems with rounds piffling after they reach max effective range. I just think the max effective ranges should be more reasonable, if not more realistic, with the projectile (Projectile/Artillery) and missile weapons, and then adjust the energy (Laser) and hybrid (Blaster/Rail) weapons accordingly. Yes, there's be tears from the Anti-realistic CQC fans, but they'd still get in and make their kills if they play smart.
One of the things I have noticed people shuddering at when uncapped weapon ranges get brought up is "OMG! The HMG shouldn't even..." What these people forget is that though the HMG may reach the distance of a sniper in the hills, the bullet dispersion would be so high that it would be down to blind luck for the sniper to get hit by a single round. If this isn't an example of one of the points you're tying to make, my apologizes for misunderstanding. |
Shijima Kuraimaru
WarRavens Orion Empire
197
|
Posted - 2013.05.08 00:49:00 -
[3] - Quote
ZDub 303 wrote:Agreed... while disappearing bullets is probably required in order to keep the servers from dying... the range on all weapons needs to be increased substantially.
When I can see a person in front of me clear as day, and I aim and fire at him and don't do a single point of damage... wtf!? This is not good game mechanics... period.
Also.. its very clear the maps were built for SS5-SSPro3 ranges... there is minimal cover and most everything is relatively long range. Yet the bullets just somehow can't make it? Its terrible and it makes the gameplay feel clunky and unintuitive. I am growing increasingly frustrated about it as well, and I am sure i'm not the only one.
Few things that need to be done.
All maps need to be reworked to add more cover, the amount of cover that was added when Shiigeru, or whatever the hell that titan's name was, crashed helped a ton. Add more cover to the outside areas so we can move around and not get picked off immediately.
Remove the reduction to dispersion when you crouch and ADS. Its not realistic and its a large part of the issue here.
Increase max range of most weapons to about 150m for most medium range weps, 80-100m for the HMG, and 20-30m for the shotgun. Bullets should disappear outside or near the edge of the render view, so they appear to go on forever without actually doing so.
Linear damage drop off to ~60% at max range. Allow bullet dispersion to reduce damage at long ranges, not hard coding. The HMG and AR will probably be really balanced just due to bullet dispersion. Laz0rs are the one exception to this, since they have no dispersion, at which point you will need to hardcode weapon damage at all ranges.
I will say, when I can't hit someone from across the street with my AR, something is grossly wrong. I can throw grenades farther than I can shoot, and its ridiculous.
This should be of CRITICAL priority CCP. This mechanic is gamebreaking, and it will drive away players in droves if not addressed quickly.
One small comment. If we went with reasonably realistic ranges, the HMG (1000m to 1200m) would outrange the AR (500m to 800m) and do more damage per round. But I do understand that it's a game and realism is only an afterthought. |
Shijima Kuraimaru
WarRavens Orion Empire
198
|
Posted - 2013.05.08 23:21:00 -
[4] - Quote
alten hilt wrote:Shijima Kuraimaru wrote:I've seen a couple of mentions about trajectory (aka bullet drop). Something people need to know/remember is that matches are not hosted on anyone's single console like other FPS games that can be mentioned. Everything is processed on CCP's server bay. To code in trajectory and travel time for small high ROF projectile weapons, and expect the system to track every bullet fired, would put a huge amount of stress on the servers even with only a couple of thousand players. That's why CCP only has travel time for large rail turrets and forge guns and not trajectory. Only grenade based weapons have both. Missiles and rockets are their own beasties. How do other console shooters handle this problem? I assume they experience the same limitations. I think other FPS games get around these limitations by creating a optimal range, a falloff range and a no damage range. Within optimal the bullet does full damage, in falloff range the bullet does reduced damage, and no damage range is the point where the projectile deviation from the intended path would be so great that the game automatically discounts the bullet and it "disappears"
Other games can have realistic physics tracking by hosting their matches on one of the participants consoles so, for each match, there's a console dedicated to all the game mechanics for only those involved in that match which is why lag switches (One reason I don't play CoD anymore.) work for the console that's hosting to give the owner an advantage over other players in that match.
Dust is hosted by CCP's server bays so physics tracking every projectile of even a thousand or so players would put a considerable load on the system. A 1000+ ship battle in Eve can affect all the systems on a shard, imagine what it would do if the system also had to real time physics track a few million "bullets" on top of missiles, mass drivers, rockets, drones, LAVs, HAVs, Drop Ships, market transactions, corp communications, trading, giving, contracts, ships, jump-gates, player owned stations, planetary interaction, skill point gains and expenditures, bounties, kill rights, aggression timers, targeting, module activations and deactivations, warps, every ship in Eve, drones, NPCs, missions, the list goes on. But it's all on CCP's servers. None of it is hosted on our consoles. |
Shijima Kuraimaru
WarRavens Orion Empire
198
|
Posted - 2013.05.08 23:52:00 -
[5] - Quote
Dis Cord wrote:Shijima Kuraimaru wrote:alten hilt wrote:Shijima Kuraimaru wrote:I've seen a couple of mentions about trajectory (aka bullet drop). Something people need to know/remember is that matches are not hosted on anyone's single console like other FPS games that can be mentioned. Everything is processed on CCP's server bay. To code in trajectory and travel time for small high ROF projectile weapons, and expect the system to track every bullet fired, would put a huge amount of stress on the servers even with only a couple of thousand players. That's why CCP only has travel time for large rail turrets and forge guns and not trajectory. Only grenade based weapons have both. Missiles and rockets are their own beasties. How do other console shooters handle this problem? I assume they experience the same limitations. I think other FPS games get around these limitations by creating a optimal range, a falloff range and a no damage range. Within optimal the bullet does full damage, in falloff range the bullet does reduced damage, and no damage range is the point where the projectile deviation from the intended path would be so great that the game automatically discounts the bullet and it "disappears" Other games can have realistic physics tracking by hosting their matches on one of the participants consoles so, for each match, there's a console dedicated to all the game mechanics for only those involved in that match which is why lag switches (One reason I don't play CoD anymore.) work for the console that's hosting to give the owner an advantage over other players in that match. Dust is hosted by CCP's server bays so physics tracking every projectile of even a thousand or so players would put a considerable load on the system. A 1000+ ship battle in Eve can affect all the systems on a shard, imagine what it would do if the system also had to real time physics track a few million "bullets" on top of missiles, mass drivers, rockets, drones, LAVs, HAVs, Drop Ships, market transactions, corp communications, trading, giving, contracts, ships, jump-gates, player owned stations, planetary interaction, skill point gains and expenditures, bounties, kill rights, aggression timers, targeting, module activations and deactivations, warps, every ship in Eve, drones, NPCs, missions, the list goes on. But it's all on CCP's servers. None of it is hosted on our consoles. Did you play MAG? Ranges were no problem in MAG, and that was on a central server. This is a matter of class differentiation, not a hard wiring problem.
I'm not talking about range, I'm talking about physics tracking, AKA tracking bullet drop/travel time. Range isn't really the issue to handling this as any game could have unlimited range. In Dust, if CCP wanted, they could make an infinite ammo continuous fire pistol with pin point accuracy over unlimited distance.
I'm all for falloff damage over staged ranges with the round disappearing after it becomes ineffective. I'm not for playing a game where combat can affect whole player corporations, alliances, and possibly sovereignty and it's all Tyranid/Zerg tactics happening at less than airsoft ranges. |
Shijima Kuraimaru
WarRavens Orion Empire
198
|
Posted - 2013.05.09 00:17:00 -
[6] - Quote
Dis Cord wrote:I'm not talking about range, I'm talking about physics tracking, AKA tracking bullet drop/travel time. Range isn't really the issue to handling this as any game could have unlimited range. In Dust, if CCP wanted, they could make an infinite ammo continuous fire pistol with pin point accuracy over unlimited distance.
I'm all for falloff damage over staged ranges with the round disappearing after it becomes ineffective. I'm not for playing a game where combat can affect whole player corporations, alliances, and possibly sovereignty and it's all low end tactics happening at less than airsoft ranges.
We misunderstand each other.
I want rounds to carry on realistically. In practice this would mean that an HMG round would be deadly until it hit the ground via gravitational and friction effects (I don't care if you "see" it do this, as long as no one is there to see it. Tree falling in the woods....).
What I want to modify effective range is the handling of the weapon, and rate of fire. This requires no special fall off tracking like Eve has, because that is rendered over far larger scales anyway.[/quote]
But unless there's physics tracking, no bullet in Dust will ever hit the ground unless the firing angle will put it there.
We would still need extended range damage fall off to account for loss of inertia on projectile and rail weapons and energy dispersion for laser and blaster weapons. Weapon handling does/did affect some weapons more than others. I can site lots of experience dealing with the bullet dispersion at range and increasing barrel climb of the HMG during extended firing. |
Shijima Kuraimaru
WarRavens Orion Empire
201
|
Posted - 2013.05.09 18:35:00 -
[7] - Quote
Dis Cord wrote:Shijima Kuraimaru wrote:Dis Cord wrote:Shijima Kuraimaru wrote:I'm not talking about range, I'm talking about physics tracking, AKA tracking bullet drop/travel time. Range isn't really the issue to handling this as any game could have unlimited range. In Dust, if CCP wanted, they could make an infinite ammo continuous fire pistol with pin point accuracy over unlimited distance.
I'm all for falloff damage over staged ranges with the round disappearing after it becomes ineffective. I'm not for playing a game where combat can affect whole player corporations, alliances, and possibly sovereignty and it's all low end tactics happening at less than airsoft ranges. We misunderstand each other. I want rounds to carry on realistically. In practice this would mean that an HMG round would be deadly until it hit the ground via gravitational and friction effects (I don't care if you "see" it do this, as long as no one is there to see it. Tree falling in the woods....). What I want to modify effective range is the handling of the weapon, and rate of fire. This requires no special fall off tracking like Eve has, because that is rendered over far larger scales anyway. But unless there's physics tracking, no bullet in Dust will ever hit the ground unless the firing angle will put it there. We would still need extended range damage fall off to account for loss of inertia on projectile and rail weapons and energy dispersion for laser and blaster weapons. Weapon handling does/did affect some weapons more than others. I can site lots of experience dealing with the bullet dispersion at range and increasing barrel climb of the HMG during extended firing. Again, I cite MAG. This was never a problem, and it was on a central server. What's the difference?
The difference again is that there's a lot more happening on CCP servers than MAG servers.
Once again... Missiles, mass drivers, rockets, drones, LAVs, HAVs, Drop Ships, market transactions, corp communications, trading, giving, contracts, ships, jump-gates, player owned stations, planetary interaction, skill point gains and expenditures, bounties, kill rights, aggression timers, targeting, module activations and deactivations, warps, every ship in Eve, drones, NPCs, missions, the list goes on. |
Shijima Kuraimaru
WarRavens Orion Empire
201
|
Posted - 2013.05.09 21:28:00 -
[8] - Quote
Dis Cord wrote:Shijima Kuraimaru wrote:Dis Cord wrote:Again, I cite MAG. This was never a problem, and it was on a central server.
What's the difference? The difference again is that there's a lot more happening on CCP servers than MAG servers. Once again... Missiles, mass drivers, rockets, drones, LAVs, HAVs, Drop Ships, market transactions, corp communications, trading, giving, contracts, ships, jump-gates, player owned stations, planetary interaction, skill point gains and expenditures, bounties, kill rights, aggression timers, targeting, module activations and deactivations, warps, every ship in Eve, drones, NPCs, missions, the list goes on. This supports my point, lol. CCP is in a far better position to do this for DUST.
Actually it doesn't. |
Shijima Kuraimaru
WarRavens Orion Empire
202
|
Posted - 2013.05.12 06:10:00 -
[9] - Quote
Dis Cord wrote:Shijima Kuraimaru wrote:Dis Cord wrote:Shijima Kuraimaru wrote:Dis Cord wrote:Again, I cite MAG. This was never a problem, and it was on a central server.
What's the difference? The difference again is that there's a lot more happening on CCP servers than MAG servers. Once again... Missiles, mass drivers, rockets, drones, LAVs, HAVs, Drop Ships, market transactions, corp communications, trading, giving, contracts, ships, jump-gates, player owned stations, planetary interaction, skill point gains and expenditures, bounties, kill rights, aggression timers, targeting, module activations and deactivations, warps, every ship in Eve, drones, NPCs, missions, the list goes on. This supports my point, lol. CCP is in a far better position to do this for DUST. Actually it doesn't. You said that a centralized server was incapable of supporting things like bullet falloff. Then you went on to say how CCP's servers deal with all those other calcs already anyway. CCP deals with falloff constantly....in Eve.
I didn't say it was incapable, I said it would put an unreasonable amount of stress on the server bay potentially causing issues for the whole shard. |
Shijima Kuraimaru
WarRavens Orion Empire
203
|
Posted - 2013.05.13 00:39:00 -
[10] - Quote
Dis Cord wrote:Shijima Kuraimaru wrote:I didn't say it was incapable, I said it would put an unreasonable amount of stress on the server bay potentially causing issues for the whole shard. Maybe it will, maybe it won't. It would be illogical for 2 reasons: 1) Other games using central servers make these calcs. 2) CCP already makes these calcs on the very server we're using. Anything either of us say to this point is moot really. We can only cite other examples as evidence until CCP responds. I don't expect them to respond because their concept of range (from their other responses to game problems) is so fundamentally wrong it's going to take a Gnostic experience for them to wake up.
1. And those console games, like MAG, only do very limited scope battles on their servers.
2. As far as I know it's just missiles, mass drivers, grenades, and railguns as far as Dust is concerned.
It's not impossible, just improbable that CCP will have any type of Gnostic experience relating to Dust. |
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Shijima Kuraimaru
WarRavens
203
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Posted - 2013.05.14 21:51:00 -
[11] - Quote
Sorry Dis Cord. Had to chop out quotes so it would let me reply.
Though MAG was 128 vs 128, MAG servers still only had to track a very small number of things in comparison to CCP servers.
In Eve they handle large loads on the servers, such as 500+ ship fleet battles, by putting them on a reinforced server. Even then, the players still can cause the time dilation mechanic to kick in. Imagine if TD was applied to Dust and, under massive shard load, everything slowed down to half speed. There would be rivers of tears.
Most of the weapons are hit scan, but a few aren't. |
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