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PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting. |
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2007-07-21, 18:24 | #151 |
Banned
Join Date: Jun 2007
Posts: 401
Location: USA
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Well if you don't like the damn suggestion forum you don't need to post here.
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2007-07-21, 18:55 | #152 |
Join Date: Dec 2004
Posts: 4,165
United States of America
Location: Tacoma, Washington
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indigo|blade, you would sure as hell instantly drop to your knee and return fire....but your sure as hell not going to be as PERFECTLY accurate as the gun is, You miss the point too. Why is everyone missing the point? Its not about that fact that the person up the hill sucks or w/e, and I'm not saying that the guns themselves should be less accurate. This can happen to anyone/ It happens to both the best and the worst players. Many times while in-game I'll get shot once by some poor guy a few hundred meters away once. I see him...crouch...and get a headshot before he can even begin to pull his second shot off.
blade, going by your sig, I'm assuming your in the Marines? Then you must know that the slightest fraction of a centimeter off on the sights can throw your round off feet away from the target. It's not just point and shoot like in videogames. The only thing that I am truly suggestion here (and as far as I know is that its not possible) Is stronger deviation based on recent movement, stamina, and stance. Someone who was running simply wont be as accurate as one who was laying for 5 minutes. |
2007-07-21, 19:47 | #153 | |
Retired PR Developer
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Haven't read the whole thread, but will just chime in with some factual references relating to how things are in game (cuz a lot of people are maing references to things that are not factual wrt how our code and the BF2 engine works).
As a point of general context, y'all have to keep in mind that we're trying to inject realism into the BF2 engine which is inherently more of an arcade and fun oriented game than a simulation engine. So this has some obvious challenges and as we inject realism into one area, typically we discover problems that creates in another area. Again at a more sort of "directional" level is our intent to use all of the assets of the BF franchise. By this I mean tanks, APCs, helicopters, jets, etc. We've spent a lot of time trying to make these assets and their weapon systems perform similarly to their real world counterparts. This means that they are incredibly lethal, but still very vulnerable because .. well .. military budgets have taken care of a lot of aspects of game balancing for us. But in order to utilize these assets effectively at the level of fidelity we're trying to inject, we need larger maps and more room for engagements. Kashan Desert is the first all terrain combined arms map of it's size ever released in a BF product or mod. We didn't even know if it was going to work from a map size perspective, never mind taking into account that we're trying to model 1km view distances. As we figure out more things we can do there and more ways to optomise performance and as computers get upgraded in horsepower, we'll hopefully be able to add in more terrain and static objects features into these large maps than what we have in Kashan today. I am quoting this part because it's a deviation from the thread but explains a lot of what turns my crank about PR: Quote:
wrt iron sight zoom. there is a SLIGHT amount of zoom when you raise the weapon to iron sights view. We're talking 1.1x zoom, effectively immaterial, just a minor "focusing" of your FoV to reflect staring down the iron sights. wrt the zoom levels of the Rifleman weapons, we've tried to match that to the realistic zoom levels found on those weapons in real life. Most rifleman sights are 4x zoom. wrt accuracy .. well... that's a little more complex. the BF2 engine has a number of parameters we can work with to model accuracy, but that model is not one based on real world physics, rather it's one based on being "good enough" to sell millions of copies of a game. For example the "bullet drop" modelled in BF2 is linear. In real life it's exponential. ASCII art: BF2 bullet drop: - .- ..- ...- Real Life bullet drop: --- ....- wrt the incongruence this creates and what we need to look at doing about it... I don't believe the right approach is to "nerf" the realism out of one area. In contrast I believe the right approach is to raise the levels of realism in the areas that are deficient. The main issues in my view are: - view distances ... if you can watch troop movement from 800m, you can manoeuvre to engage / avoid / ambush. This has a lot more survivability than a guy popping out of the fog at 250m. - cover and concealment ... if I can see grass in front of me, the guy 800m away should also see grass in front of me. This is a major issue we need to resolve. ... real life terrain has a lot more places for hiding the human figure. We need to resolve this. ... camouflage. irl you are generally looking for signs of movement to locate an enemy. in BF2 / PR you are looking for the tell tale colour swatches of infantry uniforms and player models. Most modern camoflauge appears very well blended into the surrounding terrain at anything beyond a couple hundred meters. ... lighting. similar to above... real life has a lot of subtlety to the lighting that makes hiding a lot easier than it does in the game engine. Generally I think soldier bodies are too reflective of light and many maps have areas that are too brightly lit (for example forests are quite dark even in broad daylight). I am sure there is other stuff. So erm.. long babble short... accuracy may be an issue we need to evaluate, but I think there are other issues to evaluate that can raise the level of realism and achieve the same end goals around game play dynamics. | |
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2007-07-21, 19:57 | #154 |
Registered User
Join Date: Mar 2007
Posts: 1,056
United States of America
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Too bad EA doesn't put this kind of thought and detail into its games. Thanks for the reply. Looking forward to these issues being resolved.
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2007-07-22, 21:39 | #155 | |
Join Date: Jun 2007
Posts: 111
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Quote:
I am pleased "nerf" is not your preferred approach. | |
2007-07-23, 09:53 | #156 |
Join Date: Apr 2007
Posts: 802
Location: Istanbul
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What is this 300 instaprone headshot bullshit,it happens like %1 of all the time,
yes rifles are laseraccurate but i have never seen players like that. Btw you all complain about 1 vs.1 engagements,try playing in a VOIP squad and tell your teammates the direction of that enemy and count to three,if he is not a marksman or sniper he is either or pinned down or bleeding to death,if you see a full squad coming that direction that means a realistic firefight is about to start and 6 vs. 6 firefights are not that short,assuming there is not any snipers around. |
2007-07-23, 12:57 | #157 |
Join Date: Jan 2007
Posts: 366
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Stuff that is annoying:
Aiming carefully at someone and missing by random chance. Getting insta-headshotted by some prone-diving fecker after carefully waiting in ambush. Possible solution: At the moment, a near bullet miss creates a very loud crack, ideally attempting to induce a WTF response. It works for about the first 30 mins of a PR career before just becoming a handy warning. Howsabout this loud crack also includes 1-second (tweak here) of the unpleasant wobbly effect that is currently used to show extreme blood-loss? Hence, if you take fire your choices are to take cover, run like hell, take more fire and suffer more wobblies. This would make suppressive fire really effective, you could essentially prevent a whole squad from returning fire, forcing them to retreat or manouvre, it would also make it very tough to get the 1-shot return kill. What say ye? Too much? Too annoying? A spiffing idea? |
2007-07-23, 13:28 | #158 |
Join Date: Jul 2004
Posts: 312
Location: Fremantle, WA, Australia
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Everyone jumps on the assault in this thread saying my tactics suck, me aim sucks blah blah blah
Im not saying i dont clean up with the current system i do fine. But im saying i would enjoy it more being less accurate and have long firefights rather than just bang bang dead type shit |
2007-07-23, 13:43 | #159 | ||
Join Date: Mar 2007
Posts: 118
United States of America
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Quote:
Oh and before you tell me I'm missing the point again, even if the Devs changed things to exactly to how you would like them to be, you'd still have to adapt to another new style of gunfight. Then we'd have come full circle back to my original point: Practice makes perfect. In addition, I highly doubt you would all of the sudden be completely submissive the next time a player caps your helmet after your shots went wide because of your own brand new bullet devation table. Quote:
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2007-07-23, 13:47 | #160 |
Join Date: Mar 2007
Posts: 118
United States of America
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Oh and Beanie, I like to hit the targets I put my crosshairs onto, if you want your shots to be randomized, I suggest you go play a MMORPG and let the game roll dice for you.
The games already last 2+ hours! You must have a lot more time than me to sit at the computer and play a game. |
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accuracy, lower |
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