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Enough Of "x Is Fine, Nerf Y".


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#1 p4g3m4s7r

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Posted 26 April 2013 - 06:36 PM

So, basically make it so that when you shoot somewhere with a direct fire weapon your actual shot decides to go somewhere else randomly just because you happen to be using jumpjets? I'm sorry, but that will just be frustrating and difficult to implement (these weapons don't have a random spread attribute as is, so one would need to be added).

Why not suggest making the screen shake a bunch when using jumpjets? I suggest making it so that the crosshair is super-sluggish and tries to move downwards when using jumpjets, since when you first use them your arms actually point down even though your crosshairs don't move. The arms moving down and then coming back up is poor physics (rockets exert constant force) and the reticle doesn't reflect it anyway, so if you fixed those two things you'd have to wait until you weren't firing jumpjets to fire your weapons and, voila, poptarting has a caveat and is perhaps less frustrating to those who dislike it?

#2 TOGSolid

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Posted 26 April 2013 - 06:39 PM

Dice rolls on shots is awful. It takes any measure of skill away because no matter how many right things you do, you can still miss just because you rolled a 1. **** that noise. Simulating the dice roll by making things more difficult like for instance the jump set screen shake however, is the proper way to do things in a video game.

#3 p4g3m4s7r

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Posted 26 April 2013 - 07:20 PM

View PostNeverfar, on 26 April 2013 - 06:48 PM, said:

Reductio ad absurdum fallacy. You can do that with just about any argument until there is no discussion or debate to be found anywhere.I am not proposing taking away your hit. I'm proposing that 6 PPCs shouldn't pinpoint the same location, even if at least one of them is on the mark.


I think you're mis-classifying my argument. I did not exaggerate what you described at all. You describe a "cone of fire" effect where, when you fire a weapon while using your jumpjets, the shot can fall anywhere within that cone. Thus, if I try to pull off a shot on a mech with a small profile, I can completely miss because his profile is perhaps smaller than said cone or because the cone falls outside of his profile at some point.

So then how many PPCs is too many PPCs to have them all hit the exact same point? Also, why should they hit different points? I could code an aiming algorithm for a laser bore-sighted shot in my sleep, and that's not even my job right now. Copy paste six times and the code now applies to six separate weapons with equal accuracy.

I think TOGSolid is saying that players should feel like they have control over the exact outcome of their shot because they're playing a shooter, not an RPG. It is generally less frustrating to have a system that makes it incredibly difficult to fire exactly where you want to but allows you to do so with timing, accuracy, and luck than to have it randomly allow you to based purely on luck.

#4 Teralitha

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Posted 26 April 2013 - 07:32 PM

Remove double heat sinks problem solved.

#5 blinkin

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Posted 26 April 2013 - 08:11 PM

clearly Y is fine and people who use X need to L2P!

#6 TOGSolid

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Posted 26 April 2013 - 08:44 PM

Quote

There's that "skill" word again. As loathed as they were, LRMs had their own "skill" to use right, from predicting the flight arc to finding angles that couldn't be easily blocked by terrain to simply being out in the open long enough to deliver them and surviving.To some people, the only "skill" is lining up a pinpoint shot and getting accolades and praise for it. Plenty of shooters do that already.
You're completely ignoring the rest of what I said just so you can stay up on your soapbox and repeat yourself. I said that in terms of a video game shooter that is not a FPSRPG, having completely random dice rolls affect things that you have zero control over only serves to make people mad. The better solution is to introduce the variability in a way that the player controls. I.E. screen shake while jumpjetting, accuracy degredation based on how hot you're running, or based on how fast you're moving. Things like that are factors the player has direct control over and will not feel screwed over by.

Quote

I think TOGSolid is saying that players should feel like they have control over the exact outcome of their shot because they're playing a shooter, not an RPG. It is generally less frustrating to have a system that makes it incredibly difficult to fire exactly where you want to but allows you to do so with timing, accuracy, and luck than to have it randomly allow you to based purely on luck.

Yup. As accuracy and timing increase, luck is removed from the equation. See: Counterstrike

#7 Sephlock

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Posted 26 April 2013 - 09:00 PM

Y is fine, nerf Z.





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