Avallo Kantor
DUST University Ivy League
100
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Posted - 2013.06.24 21:39:00 -
[1] - Quote
As a Dev you'd probably also have to be reminded that we programmers are not a magic race of fairies that can instantly materialize any desire you think of, and that sometimes even seemingly "simple suggestions" can have a Kittenlish amount of backend to them to make them work. Yes, it would be nice if we could fix a certain bug, but it's called a bug because we -don't- know what the problem is, and finding that is often a great deal harder than calling up our code and just rewriting a few lines. Furthermore the aiming systems are based on different underlying base mechanics than other games.
As an example in COD there is a mechanic known as "Hit Scans", basically projectiles don't shoot bullets. Instead they shoot infinitely fast, infinitely long straight lines. (with a few exceptions such as the shotgun and the RPG-7) These lines collide with the first hitbox they encounter, and apply their appropriate weapon effect. (AKA if you are aiming down sights you have unerring accuracy except from weapon sway, recoil, and lag)
Games such as PS 2 and Firefall also have a similar mechanic, featuring what is basically instant bullets. AKA, bullets don't have effective travel times, except on certain variants such as missiles.
Mechanically this is a fairly easy system to implement since in the bare bones game world (just hitboxes etc) all you are doing is shooting a ray from your gun's barrel and stopping at the first hit box it encounters (Things that can be shot through don't really have hit boxes, and are just textures that for all intents and purposes don't exist on this simple model)
-This part is more speculation heavy-
From my experience in DUST, this is not necessarily the way this is done (except maybe the sniper rifle), because ALL games have an effective distances, this indicates that they are NOT using the standard hitscan model of gunfire and are instead using something else, something that seems to be having the bullets all act much like an RPG would in COD, i.e a bullet "object" is created that travels down the map, and makes contact with something. This system allows for more "realistic" shooting mechanics, as well as a frustrating ability on the hand of speed tanks to "dodge" bullets.
While this mechanic (if it's ever fixed) would allow bullets to be handled in a more interesting way than in other games, it currently is causing issues with overall lag, and other problems with just not generating a ray-esque bullet.
-And before you comment, no, it would not be a "simple" matter to just change it to that infinite ray method, especially if they plan long term on sticking with the other method. (Which if it is fixed would be a very good mechanic to have) |