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ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
20
|
Posted - 2013.05.08 00:37:00 -
[31] - Quote
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 with 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. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
24
|
Posted - 2013.05.08 00:39:00 -
[32] - Quote
Shijima Kuraimaru wrote: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.
No, thank you. I think we're on the same page... |
Shijima Kuraimaru
WarRavens Orion Empire
197
|
Posted - 2013.05.08 00:49:00 -
[33] - 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. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
25
|
Posted - 2013.05.08 00:50:00 -
[34] - Quote
ZDub 303 wrote: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.
I had forgotten about this. That was excellent. Blow open range and make more cover, as I said in my OP. That is how you incite CQC.
ZDub 303 wrote: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 think for lasers the same simple reduction over range will work. They still need to cycle up, and that damage would be reduced by a decreasing damage/range effect. Lasers never bothered me...because I like realistic range. Though, the fix to the Viziam's damage (which was an error, if I'm not mistaken?) made sense.
ZDub 303 wrote: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.
You can pitch a baseball farther than you can shoot an HMG. DERP.
o7 |
H arpoon
WarRavens Orion Empire
47
|
Posted - 2013.05.08 00:53:00 -
[35] - Quote
Well put +1 |
martinofski
Rebelles A Quebec Orion Empire
52
|
Posted - 2013.05.08 14:17:00 -
[36] - Quote
+1 to this.
It does feel wierd when you can hit someone in the game by throwing a grenade but not with your gun. No wonder there is so much grenade flying around right now.
I also like to compare to real life a little even though this is futuristic. You wont see any weapon shoot at archaic distance in the futur beleive me. Even if they are charged electric bullets.
Range need to be increased alot Random spread reduced on all weapon. Kick increased like proposed.
Then balanced properly.
The reason it was good with SS, was that range felt "right" at higher level. Remove SS, but bring range to the high end of SS for all level, this would be a solution with increasing kick on some high DPS guns.
Thanks for your post, it is really a good proposal which should definately be considered. |
Monsku Kifini
Rautaleijona
8
|
Posted - 2013.05.08 14:24:00 -
[37] - Quote
Great stuff! |
alten hilt
DUST University Ivy League
6
|
Posted - 2013.05.08 16:14:00 -
[38] - Quote
Dis Cord wrote:
I like what you're trying to do here, in tying the Eve-scape in to DUST.
One thing though, and you didn't say this wasn't the case, but I feel it's important to mention in order to finally jettison hard range as a class definition: All weapons need to be able to contact all enemies...even if they do minuscule damage at long range.
In Eve, our scale is enormous. You're in a cruiser that's 200 meters long, orbiting another 200m cruiser at 35km. It makes sense at these ranges to have some weapons that just don't even reach.
But, on a field where I can see someone running around from a few meters away....dif story.
Thank you very much for the excellent response.
I completely agree. Projectiles/particles/charged particles/energy beams should be limited only by the physical and environmental factors impacting them. And Dust Mercs are fighting on environmentally different planets! Imagine how cool it would be to have to adjust your aim to accommodate different planetary conditions!! Talk about introducing an element of skill!
Most modern hunting rifles are capable of launching a projectile 8km if aimed at 45'. In theory MCC to MCC projectile travel is well within the realm of believability. However, accurate fire at those ranges with handheld weapons is not practical. Even considering the increases in technology (including the fact that the Dropsuits would allow mercs to handle much more powerful weapons than typical for humans) there are a host of factors that will make it impractical to hit a target at extreme range.
http://en.wikipedia.org/wiki/External_ballistics wrote:The maximum practical range of all small arms and especially high-powered sniper rifles depends mainly on the aerodynamic or ballistic efficiency of the spin stabilised projectiles used. Long-range shooters must also collect relevant information to calculate elevation and windage corrections to be able to achieve first shot strikes at point targets. The data to calculate these fire control corrections has a long list of variables including:
ballistic coefficient of the bullets used height of the sighting components above the rifle bore axis the zero range at which the sighting components and rifle combination were sighted in bullet weight actual muzzle velocity (powder temperature affects muzzle velocity, primer ignition is also temperature dependent) range to target supersonic range of the employed gun, cartridge and bullet combination inclination angle in case of uphill/downhill firing target speed and direction wind speed and direction (main cause for horizontal projectile deflection and generally the hardest ballistic variable to measure and judge correctly. Wind effects can also cause vertical deflection.) air temperature, pressure, altitude and humidity variations (these make up the ambient air density) Earth's gravity (changes slightly with latitude and altitude) gyroscopic drift (horizontal and vertical plane gyroscopic effect GÇö often known as spin drift - induced by the barrels twist direction and twist rate) Coriolis effect drift (latitude, direction of fire and northern or southern hemisphere data dictate this effect) E+¦tv+¦s effect (interrelated with the Coriolis effect, latitude and direction of fire dictate this effect) lateral throw-off (dispersion that is caused by mass imbalance in the applied projectile) aerodynamic jump (dispersion that is caused by lateral (wind) impulses activated during free flight at or very near the muzzle) the inherent potential accuracy and adjustment range of the sighting components the inherent potential accuracy of the rifle the inherent potential accuracy of the ammunition the inherent potential accuracy of the computer program and other firing control components used to calculate the trajectory
The ambient air density is at its maximum at Arctic sea level conditions. Cold gunpowder also produces lower pressures and hence lower muzzle velocities than warm powder. This means that the maximum practical range of rifles will be at it shortest at Arctic sea level conditions.
The ability to hit a point target at great range has a lot to do with the ability to tackle environmental and meteorological factors and a good understanding of exterior ballistics and the limitations of equipment. Without (computer) support and highly accurate laser rangefinders and meteorological measuring equipment as aids to determine ballistic solutions, long-range shooting beyond 1000 m (1100 yd) at unknown ranges becomes guesswork for even the most expert long-range marksmen. |
alten hilt
DUST University Ivy League
7
|
Posted - 2013.05.08 16:25:00 -
[39] - Quote
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" |
PADDEhatpigen
BurgezzE.T.F Orion Empire
5
|
Posted - 2013.05.08 16:36:00 -
[40] - Quote
I agree to I want the range back. I don't care how it is done i just want it back. |
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Atticus Wolf
ROGUE SPADES EoN.
16
|
Posted - 2013.05.08 16:58:00 -
[41] - Quote
+1
This is the best topic I have read in a long time.
I would like a dev to at least comment so we know they are at least listening to this. |
Ronan Elsword
Dead Six Initiative Lokun Listamenn
18
|
Posted - 2013.05.08 18:07:00 -
[42] - Quote
Forge guns were great for anti infantry last build, just took practice. I haven't been able to finish patch 3.04 so haven't tested any of the new changes. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
35
|
Posted - 2013.05.08 19:06:00 -
[43] - Quote
Ronan Elsword wrote:Forge guns were great for anti infantry last build, just took practice. I haven't been able to finish patch 3.04 so haven't tested any of the new changes.
I had zero problems with the FG last build. I would even have been fine with it having 0 AOE splash, keeping it more relegated to AV. |
hooc order
Deep Space Republic Gentlemen's Agreement
30
|
Posted - 2013.05.08 22:10:00 -
[44] - Quote
Sniper rifle bullets hit and kill accross the map. Why would New Eden weapon designers use bullets in their ARs that disappear?
Why would a merc put up with this?
Why wouldn't he or she just take the scope off a sniper rifle and use it as a semi-auto weapon for closer ranges? In essence use a sniper rifle as an AR?
Not only is the nerf inexplicable in the real world where rifle ranges are 500 meters, not only is the nerf inexplicable in the FPS world where every single FPS game ever made has rifles that have long ranges, not only is the range nerf hurting game play and eliminating whole play styles but it doesn't even make sense in the new eden universe. It defies any sense of suspension of disbelief.
Isn't the point of Dust to get the lore and concept of EvE into a game that is enjoyable for people who do not like the game play of EvE?
So the solution is to not only destroy that game play but destroy that lore as well? |
Himiko Kuronaga
SyNergy Gaming EoN.
350
|
Posted - 2013.05.08 23:09:00 -
[45] - Quote
Dis Cord you are my favorite person ever.
You can be my overly gimped wingfatman any day. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
44
|
Posted - 2013.05.08 23:14:00 -
[46] - Quote
Himiko Kuronaga wrote:Dis Cord you are my favorite person ever.
You can be my overly gimped wingfatman any day.
We can run around petting people, "Soft like da wabbit. DON'T SCREAM. DON'T SCREAM."
Stand in one place, Heavy + Nova Knives = Bear Trap. New Build. |
Himiko Kuronaga
SyNergy Gaming EoN.
351
|
Posted - 2013.05.08 23:19:00 -
[47] - Quote
Ten-Sidhe wrote:Plasma weapons would not extend across the map. AR, plasma cannon, shotgun, blaster should have hard range cap, but do more damage then projectile.
Explosive weapons and missiles often in real life have a timed self destruct that sets the max range, swarms do this now.
Projectile weapons would realistically work as you say, but smg and hmg would then be resource hog on system, particularly if bullet drop was calculated.
Very fast projectiles like railgun slugs (forge and sniper) can run out of momentum before they run out of energy and airbust. This would take longer then our maps would allow, this is what makes some meteors explode mid-air.
High energy laser turn the air opaque from blooming the air to plasma, there are also focus issues since way to extend range is two use multiple lower energy laser converged on target. This would make laser weapons work closer to ingame laser rifle then a laser pointer. CCP did well here just counter intuitive.
That said, last build had better range then now. Just put ranges back to last build without sharpshooter.
Simple lore change regarding plasma in AR's.
Weapon itself fires round which contains plasma. Upon impact it explodes.
Problem solved. This is already how minmatar handle their plasma application in space. I don't see why Gallente couldn't use something similar for ground warfare. |
Shijima Kuraimaru
WarRavens Orion Empire
198
|
Posted - 2013.05.08 23:21:00 -
[48] - 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. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
46
|
Posted - 2013.05.08 23:29:00 -
[49] - Quote
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.
|
Himiko Kuronaga
SyNergy Gaming EoN.
351
|
Posted - 2013.05.08 23:30:00 -
[50] - Quote
Hit scan is totally fine for most weapons, honestly. It's the future, projectiles travel really damn fast. I'm cool with that.
Accuracy and kick, again, should be the limiting factor on the actual application of that hitscan. Bullet drop really isn't necessary to fix this problem, so we don't need to worry about raping the server. |
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Raz Sidona
Department of Defence Planetary Response Force Eternal Syndicate
8
|
Posted - 2013.05.08 23:45:00 -
[51] - Quote
agree with origional topic |
Shijima Kuraimaru
WarRavens Orion Empire
198
|
Posted - 2013.05.08 23:52:00 -
[52] - 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. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
65
|
Posted - 2013.05.08 23:55:00 -
[53] - Quote
I think this nerf on all weapon ranges, is a long term plan on what weapons will be. They have confirmed long time ago that they were working on a system that will allow us to modify weapons. Now we have to swallow the bitter pill, but then we will taste some sweet honey. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
46
|
Posted - 2013.05.08 23:56:00 -
[54] - Quote
Shijima Kuraimaru wrote: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 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. |
Shijima Kuraimaru
WarRavens Orion Empire
198
|
Posted - 2013.05.09 00:17:00 -
[55] - 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. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
46
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Posted - 2013.05.09 00:35:00 -
[56] - Quote
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? |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
70
|
Posted - 2013.05.09 13:56:00 -
[57] - Quote
Bump. +1 most critical issue in game right now. |
martinofski
Rebelles A Quebec Orion Empire
55
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Posted - 2013.05.09 14:51:00 -
[58] - Quote
This is going down too fast |
Fingal Senga
Codpiece Conundrum
22
|
Posted - 2013.05.09 15:17:00 -
[59] - Quote
+1 to OP |
Ace Starburst
Ill Omens EoN.
0
|
Posted - 2013.05.09 16:30:00 -
[60] - Quote
Ace Starburst likes this suggestion and would enjoy testing it out. |
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