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forester155

Remaster Weapon Controls, Interaction, and Loading

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Weapon Interactions with Environment

 

Longer guns should benefit from accuracy, but more difficulty control in tight-turns and corners, and shorter guns should benefit from tight and responsive controls but less accuracy at range.

 

I want long guns to be reflected in this by turning slower than the players cursor. You can turn your torso, and your gun will eventually reach your mouse, but it will take time to reach it depending on the size of the weapon. I also want the barrels of long guns to interact with walls. Your rifle should fold back if you stand flush against a wall and couldn't hold it out straight. I feel these are required features to make the gunplay in DayZ more acceptable.

 

Player Interactions with Weapons

 

I do not like that players can pick up guns and instantly know how to use them. I believe when we pick up a new gun, we should be faced with figuring out how to operate it. Perhaps clicking different parts of the weapon in the inventory does different things. Clicking the magazine could attach or detach it. Clicking the chamber could cause you to attempt to cycle the action/drop the action lock. I believe players should be forced to do this manually at least once before they can properly operate the weapon, and the more often they reload the weapon the faster they can do it.

 

We also need different animations for empty reloads and full reloads. 

 

Yay or nay?

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1. Is already in the game
2. No. As stated before, it doesn't mean you don't know how to use a weapon, that doesn't mean someone else hasn't. People have debated over this already for a long time.

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Maybe with the introduction of soft skills,new survivors can start off with shaky aim and low accuracy and gradually get better with practice.

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1. Is already in the game

2. No. As stated before, it doesn't mean you don't know how to use a weapon, that doesn't mean someone else hasn't. People have debated over this already for a long time.

 

It's not though.

 

I can stick my mosin through walls. In fact, I've made many kills sticking my mosin through trees and corners. They NEED to collide the guns with walls before beta.

 

No? What are you, the lead developer? How can you possibly say "No" with such authority? I thought this wasn't the subreddit, where every user is the C.E.O of BI Simulations and has 10 centuries programing experience to make calls on what can and cannot be in the game. I think the ability to operate each part of your gun would benefit the game greatly. Unloading and loading weapons isn't a fluid action in real life unless you're a trained fighter. And at that, it's never a universal action to reload. You have to decide if you want to keep your magazine, or ditch it in favor of speed. You have to decide if you need to recycle the action, or drop the action, depending on if you expended the last round in the magazine, or if the chamber is full. You have to know how to swap magazines rapidly. It took me alot of practice to be able to one-hand the reload for an AK-47. It's not realistic, or fair to have survivors pick up a gun and suddenly go "OH I KNOW HOW TO USE THIS BECAUSE MAGIC!" They should have to learn.

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It's not though.

 

I can stick my mosin through walls. In fact, I've made many kills sticking my mosin through trees and corners. They NEED to collide the guns with walls before beta.

Alright, not entirely no. But the slowed weapon sway is there. The interaction with a wall isn't.

Something like in Red Orchestra 2 would be nice.

Secondly, I'm just saying that I've seen a few discussions about "People don't be like /MAGIC/ I know how to handle a gun or create a bow".

The end result of the thread is firstly that most people don't want the current weapon system to get nerfed.

Secondly, the argument was always that some people do know how to handle a certain weapon from their in real life situation.

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hmmm barrel length has zero correlation with accuracy.

 

Longer barrel length just means potentially higher muzzle velocity depending on the caliber.

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hmmm barrel length has zero correlation with accuracy.

 

Longer barrel length just means potentially higher muzzle velocity depending on the caliber.

Well, higher muzzle velocity often allows for higher accuracy as the round has less time to be affected by the environment. But you're right in that having a longer barrel doesn't make the gun more accurate - muzzle velocity and recoil control are the largest factors it controls. An M4A1 is far shorter than a Mosin and uses a smaller round but is still far more accurate (not to mention has better quality irons and optics)

 

 

 

To OP

 

Weapon-object collision should definitely be fixed at some point in the future. Gibonez pointed out a pretty good representation for the system - Call of Juarez: Gunslinger has a system where length-dependent guns will automatically be raised/lowered if you get too close to a solid object. Obviously it'd need some fleshing out because it would be annoying to have your Mosin automatically be lowered if the object's mesh is larger than the actual visible parts of the model are, but I can agree with this.

 

As for learning the guns - I have to disagree. Most of the firearms stuff we do in DayZ is rather simple and the game shouldn't decide for us that we don't know how to use guns - when many players have real life firearms experience. Otherwise they may as well make you have to "learn" how to do every medical procedure, craft every object, and take a driver's test before you can get in the V3S. It's better that we just have everyone able to perform every action from the start assuming the right conditions are met.

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Well, higher muzzle velocity often allows for higher accuracy as the round has less time to be affected by the environment. But you're right in that having a longer barrel doesn't make the gun more accurate - muzzle velocity and recoil control are the largest factors it controls. An M4A1 is far shorter than a Mosin and uses a smaller round but is still far more accurate (not to mention has better quality irons and optics)

 

 

 

To OP

 

Weapon-object collision should definitely be fixed at some point in the future. Gibonez pointed out a pretty good representation for the system - Call of Juarez: Gunslinger has a system where length-dependent guns will automatically be raised/lowered if you get too close to a solid object. Obviously it'd need some fleshing out because it would be annoying to have your Mosin automatically be lowered if the object's mesh is larger than the actual visible parts of the model are, but I can agree with this.

 

As for learning the guns - I have to disagree. Most of the firearms stuff we do in DayZ is rather simple and the game shouldn't decide for us that we don't know how to use guns - when many players have real life firearms experience. Otherwise they may as well make you have to "learn" how to do every medical procedure, craft every object, and take a driver's test before you can get in the V3S. It's better that we just have everyone able to perform every action from the start assuming the right conditions are met.

 

 

Fun fact say you have 3 barrels of equal quality , manufactured in the same way with the same tooling.

 

The shortest of those barrels will have the best mechanical accuracy.

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Fun fact say you have 3 barrels of equal quality , manufactured in the same way with the same tooling.

 

The shortest of those barrels will have the best mechanical accuracy.

True - mechanically.

 

You'd still generally prefer the longest barrel were you firing at something furthest away, though, because other factors become important at that point.

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If the devs won't make your gun model collide with world geometry then I think that the only penalty to having a big gun should be a slower run speed.

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hmmm barrel length has zero correlation with accuracy.

 

Longer barrel length just means potentially higher muzzle velocity depending on the caliber.

 

Higher muzzle velocity usually means a farther sail

 

but the main point is that SBRs and Shotguns should excel in CQB because they allow you to tightly run corners. Right now, my mosin is best for CQB because I can simply stick it through the corner, and shoot someone on the other side without exposing anything more than the tip of my head.

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