d059d0 No.16091187
How do you guys feel about reloading in games?
Do you think it adds a nice bit of challenge and realism? Do you think it just slows things down? Do you just find the sounds and animation satisfying?
8e07a4 No.16091194
>>16091187
Depends on the game. In something like serious sam, reloading has no place in the game. But for a more realistic type of game like say ARMA, I think it works.
8a2e1d No.16091197
>>16091194
>serious sam
The meme game sold on a literal lie? Early 2000s gamers didn't know Doom, and were told SS was a return to 'mindless arcade fun, like Doom'.
d059d0 No.16091198
>>16091197
>Early 2000s gamers never knew doom
Buddy, I played Doom the way it was meant to be played.
8b980e No.16091205
>>16091187
In serious sam 3, reloading was to make weak
weapons great in short skirmishes but god awful against hordes of enemies. If I have to face a hundred enemies, reloading is not fun.
Now if you put reloading in a shoot em up, you can just fuck off and die
34b929 No.16091210
>Add reloading because of muh realism
>doesn't add the option to switch firing mode (Single, Burst, Auto, None)
>Can't use the buttstock to knock out niggers
>Uses shitty random number generator to fuck up the accuracy instead of making it more progressive as in accuracy is determined by the player stance and movement.
>In some cases it is not possible to use iron sight but has the reloading mechanic anyway like Half-Life 1
>Doesn't add additional options depending on the weapon capabilities
>confusing clip with magazine
>fucking up boolit animation where the inserted magazine has no bullet despite it is on the animation sequence where the players inserts the "new" mag back into the gun
>can't cook grenades to shorten the fusing time
>can't increase the throwing power
Those developers are nigger monkey. This shit makes me fucking angry. They can shove their half arsed half baked fake pseudo realism up to their damn ass, stupid idiots. God fucking dammit I am a fucking yuropean so I don't get to enjoy those weapon freedoms those burger developers do, yet I know more about basic firearms mechanics than those niggerlicious developers do. Even vodka drunk slav developers know more about firearms such as GSC despite living in a shithole called ukraine and yet Stalker is not even know for its realism on par with SWAT and ARMA series.
41c8ff No.16091213
YouTube embed. Click thumbnail to play.
>>16091210
Realism you say?
1ed43c No.16091224
>>16091197
>Not knowing Doom
Serious Sam just came to mind, everyone and their mother knows what Doom is.
da1627 No.16091227
>>16091187
The first question is to ask why reloading should even be a thing in your game. Not too surprisingly, you will find most people implement reloading without a second thought because 'muh realism', not because of a solid grasp on game design and balance. If most weapons in the game are hitscan, then indeed you want to add some kind of restriction on being able to fire your weapon indefinitely so you can't just lay down suppressive fire forever.
Alternatively, running out of ammo for your clip is a good way to make players consider other options on the fly. I think it was especially apparent in Halo with its higher TTK where if you were to run out of ammo you could either move in for a melee strike, throw a grenade, reload, or switch to another weapon. But options like that are usually only present because said game is trying to be more of a military thing. Games about crowd control like Doom or Serious Sam stand little to gain from having to reload every weapon (unless it's only done for specific weapons for the sake of weapon balance, like in SS3).
bc340e No.16091243
YouTube embed. Click thumbnail to play.
Yes, they can feel extremely satisfying even in arcady games, it adds rhythm and a change of pace, if done right makes your weapon feel powerful and you as a badass for wielding it
Purist retards usually dislike it because older games didn't have it due to trends and tech limitations but they forget that a big part of ehat made the Super Shotgun so satisfying was the reloading and the reloading sound.
It's why the ones in Quake feel like absolute shit.
Plenty of wads and even games prove that you can do reloading right in crowd control and arena shooters, it just has to be lightning fast and over the top just like the game you're playing.
And yes, highly detailed animations in slower less arcady games get me off as well since they make the weapon you're wielding more unique.
That shit to me is second only to high detail animations and models for items you use in item heavy games.
34b929 No.16091245
>>16091243
>Ray of Never Ever
>>16091213
Meh Postal 2 has at least the excuse it doesn't take itself seriously.
0575a0 No.16091303
>mfw I love the feeling of reload during battle
a99363 No.16091304
>>16091210
They also rarely do the full magazine +1 in the chamber properly.
0e2d69 No.16091305
>>16091224
plenty of people pushed Serious Sam as an old school style shooter when in reality the horde shooter concept was pretty new. Also very boring.
170001 No.16091314
i hate basic reloading where the entire thing is just a single animation, it be nice if it where in stages sorta like in insurgency sandstorm but also in a good game. its nice so if you get interrupted when putting a new mag in you dont have to repeate the entire animation
bc340e No.16091317
>>16091210
You forgot the worst one
>Reload before emptying a magazine and a round in the chamber
>He chambers the fucking thing
Nothing pisses me off more than that
>>16091305
We've been over this 50 times now
Serious Sam was advertised by absolute retards and horde shooting had never been done in that capacity or scope.
We've also been over how you're a fuckimg idiot by comparing it to arena shooters when the fucking game is 3D Contra.
4e641c No.16091323
>>16091187
I kinda like the way Synthetik handles it
To reload you have to drop your current mag before you put in a new one.
Doesn't seem like much but the game has fast enough action that it's actually challenging to reload at all without getting your ass blown up at first.
c6aaa6 No.16091324
>>16091187
Multiplayer games are a big can of worms to open in terms of the effects of gameplay mechanics on the experience. I've got some thunks in terms of doom and unreal mods, quake vs half life, etc. Non-tactical linear first person shooters with static levels you progress through in sequence.
Reloading does a funky break to shooting, where you are incentivised to stop shooting while an animation plays. You have to duck out of combat, either back into the part of the level you've already cleared (which just gives a cooloff period for the gameplay, so that the rhythm follows a more pronounced pattern of highs and lows – it feels more consistently exciting for longer periods of play) or you're fucked for cover. In the latter case you might be clenching your anus crouching behind a breakable box as the enemies close in, (which also gives the gameplay some real highs and lows on minute to minute basis), or you're running past enemies dodging shit while the animation runs its course (same deal). One cool thing, and to be honest this only ever happened in doom mods that add reloading, is when you reload in the fucking fray, walking around a five foot circle dodging projectiles effortlessly. That shit felt like taunting at a group of enemies in dmc3, it's a testament of skill that makes you feel like an indifferent and terrible god, who in the face of armies out to kill him takes a fuckin sippy before annihilating them.
At the same time it slows down gameplay overall, as reloading is straight up downtime. And frankly, reloading and ability cooldowns always felt like crutches. Those same gameplay beats can be accomplished through enemy and level design, and if a gameplay effect can be accomplished without adding in new mechanics – that's the fuckin golden ticket of good design. The ideal, the golden goose, is a system of few but very interconnected mechanics where possibility space is super wide because of the intersection of the mechanics. Maybe something like weapon performance depending on current health, pickup items that increase or decrease current/max hp. I dunno I'm not a scientism
0e2d69 No.16091326
>>16091317
>We've been over this 50 times now
what?
>Serious Sam was advertised by absolute retards
made and loved by em too
>horde shooting had never been done in that capacity or scope.
not for a whole game but it's basically just Doom 2 suburbs stretched out for an entire game.
>comparing it to arena shooters when the fucking game is 3D Contra.
No shattered soldier and neo contra are 3D contras. Neo especially is fantastic. It's not a twin stick shooter, it's a first person shooter where you fight off hordes while moving really slowly. Not even sure why you're trying to bring arena shooters into it.
What's the appeal of it? Is it moving really slowly? Is it listening to corny self aware voice lines that don't really stick the landing of the joke at all? Is it the flat weapons that apart from a handful of projectile ones are all hitscan so they come down to point & click? Is it the buttrock music? The zany traps for a +2 health pick up that didn't get boring by the second level?
bc340e No.16091331
>>16091326
>Feigning ignorance
It's getting pathetic at this point
c6aaa6 No.16091339
>>16091326
The appeal is the big army of dudes you fight. It's like the big nigga boss from Demon's Souls the one you have to stab in the shins so he drops and then wail on him. It's not hard, but it's a wow moment. You walk in and there's ten thousand dudes and they run at you, it's a cacophany of noise, you've got no room to run away, and you feel like you're taking on an army all on your lonesome.
bc340e No.16091343
>>16091339
Don't reply
He's literally autistic
c24a40 No.16091347
>>16091187
>>16091210
I noticed that a lot of "realistic" games reload veerrrrrrry slow too. They reload as if they're fudds in a shooting range as opposed to an SWAT firefight.
e7665b No.16091348
>>16091339
SS was first advertised as a throwback to classic FPS games like painkiller. actually.
c6aaa6 No.16091356
>>16091348
Marketing never represents the product as is. Not for cars, houses, tours, food, tools, and especially not for media.
bc340e No.16091357
>>16091348
Painkiller was released in 2004 and it's not a classic FPS
Serious Sam was released in 2000 and it's also not a classic FPS
That poster never mentioned advertising
Stop posting anytime
1e6c09 No.16091359
>>16091187
I have a serious autism when it comes to sound design of a reload animation. I also love FPS idle animations like if a character examines his gun or something. Extra points if there's sounds involved.
e7665b No.16091361
>>16091357
over 20 years old is a classic, retard-kun.
>>16091356
k
1637f4 No.16091366
>>16091359
Little things like are what really activate me too. Especially idle animations, and multiple idle animations, and contextual idle animations.
Shell casings making diffect sounds depending on the ground you're standing on make me diamonds.
170001 No.16091370
>>16091348
the only games that advertise themselves as "classic" fps are dead as fuck and no one played them or bought them and they've only come out recently
>SS or painkiller
>throwback to classic FPS
>at the time of their release doom quake UT,etc would not have been considered classic as huge amounts of people still played the shit out of them and where only released a few years before
170001 No.16091371
>>16091361
and neither of those games are 20 years old, and they couldnt have been advertised as a throwback to classic FPS because doom wasnt even 10 years old when SS came out
a18807 No.16091374
>>16091210
>Work in railroads
>See a train do a dumb unrealistic thing in a video game
>Heh, that's not how it works but whatever
<Gun enthusiast
<See a gun do a dumb unrealistic thing in a video game
<FUCKING REEEEEEEEEEEEEEEEEE
I don't think FPS developers know nothing about guns. I just think they're bullying you.
e7665b No.16091377
>>16091371
>cant do math
>doesnt know what classic means
where are your handlers, anon?
bc340e No.16091380
>>16091361
Neither are 20 years old
You have to be 18 years old to post here you underage teentard.
bc340e No.16091385
>>16091377
2019-2004 = 15
2019-2000 = 19
This is what Common Core does to you
170001 No.16091388
>>16091377
>SS released in 2000
>year is currently 2019
>19 year difference
>doom released 1993
>7 year difference to SS
>painkiller 2004
>15 year difference to 2019
you call STALKER a classic to?
e7665b No.16091393
>>16091385
>uses hyphens instead of minus signs
>cant round numbers
step away from the computer, goober.
>>16091388
stalker 1 is a classic stalker game. the first FPS to be considered classic was smash tv because even though it was top down, it controlled from the shooters perspective.
02d101 No.16091394
>>16091227
Meh.
I think reloading is always good. It puts more thought into weapon selection and battle flow.
170001 No.16091399
>>16091374
some do know about guns others dont, but the main reason people do shit like flipping the gun so boolets eject to the left, is simpy to show off their technology and make the scene more interesting
>>16091393
>smash TV is a classic FPS game
>despite not even using a first person perspective
>stalker is the classic stalker game depsite all 3 games being relased trelativley close to eachother and basically being expansion packs instead of sequels
Nice outfit too
e7665b No.16091409
>>16091399
who said perspective has anything to do with it?
9875ab No.16091411
I've been thinking of playing some game with an added challenge of unbinding the reload button.
c24a40 No.16091429
>>16091399
I think it's to avoid lawsuits since firearms are located in the US. Slavs don't give shit about those.
170001 No.16091432
>>16091409
>FPS
>First
>Person
>Shooter
smash TV literally cannot be considered the first FPS to be classic because its not an FPS
e7665b No.16091442
>>16091432
it controls from first person.
170001 No.16091451
>>16091442
no it doesntyou take control from a top down perspective, there are older and actual classic FPS games out there like maze war and battlezone. whats next is max payne a 2nd person shooter?
0e2d69 No.16091460
>>16091339
>It's not hard
that's my contention, it's just not very satisfying.
>and you feel like you're taking on an army all on your lonesome.
I can understand that, I just wish the weapons and enemies were more fun. and the game relied less on gimmicks.
>>16091331
>>16091343
Safe to say you've got no argument.
>>16091439
I'd like this system more if it required more input but as it is, gears of war does a decent job with it. Doesn't have to be a central mechanic but I'm thinking of something like DMC's quick sheath.
e7665b No.16091470
>>16091451
>push right
>shoot right
this isnt rocket science, anon.
77fd23 No.16091471
>>16091317
>>16091210
The one that gets me is how you half-empty a magazine and toss it on the ground, but you get to keep the ammo you don't use, as if the bullets just magically go back into your pocket. I get why it makes sense on a programming level, but that's not how magazines fucking work.
I also get that programming that would be a bitch and a half, and would ratchet the "realism" level to some level most people would be uncomfortable with, but god dammit, it really grates on my autism when that becomes the standard.
170001 No.16091472
>>16091470
this is not how FPS games operate though so it isnt an FPS
e7665b No.16091481
>>16091472
max payne operates exactly like an FPS. use a better example of a TPS, like metal slug.
a8ff44 No.16091484
>>16091470
anon, i think the term you are looking for is shoot em' up or SHUMP
e7665b No.16091486
>>16091484
no, shmUPs are vertical scrolling shooters like ikari warriors or blazing lazers.
170001 No.16091487
>>16091481
>metal slug
>TPS
wew
>>16091486
>Shmups are exclusivley side scrollers
Wew
a8ff44 No.16091490
>>16091486
and smash tv is not?
0e2d69 No.16091494
>>16091490
it's a twin stick shooter. think hotline miami but with good game play.
e7665b No.16091498
>>16091490
its an arena shooter FPS like SS
>>16091487
contra is an FPS and a TPS, but people just call it a shooter for simplicity.
a8ff44 No.16091504
>>16091498
>>16091494 is right but your post get more retarded everytime.
EFF PEE ASS
FIRST PERSON SHOOTER
e7665b No.16091507
>>16091504
right, the controls are first person. the perspective/camera angle has nothing to do with it. its not an FPPS afterall.
a8ff44 No.16091511
>>16091507
perspective has everything to do with it, if i map the controls on a DDR panel is smash tv suddenly a rythm game?
170001 No.16091515
>>16091511
everyone knows dark souls is a rythm game
e7665b No.16091517
>>16091511
no, because the in-game controls are still the same.
why is this so difficult for you to understand?
0575a0 No.16091518
In multiplayer games I do like the fact that you have reload, because without it you’d have adhd riddled faggots holding down lmb the whole match
I honestly would not be surprised though if 5 years from now fps games will even be more casaulized and remove reloading all together. You might think I’m being pessimistic; however, Overwatch already has characters which require no ammo management
Mark my words, one day someone will say to you “Why are you complaining about no reload, it takes away from muh fast paced action” or something else just as cancerous as that
83b878 No.16091520
>>16091518
Games are meant to be fun. Reloading is not fun. Shooting is. So I. Dont. Care.
9875ab No.16091522
>>16091520
>Games are meant to be fun
a8ff44 No.16091524
>>16091517
everybody in the world calls the game an arcade shooter, you are the only autist that tries to pass it as a fps, this is your last (you) i'm not playing this game because i know what you are trying to do
e7665b No.16091525
>>16091518
what does reloading have to do with ammo managment? doom didnt have reloading for the most part, and ammo management was an important factor.
e7665b No.16091527
>>16091524
what game are you even talking about, anon? did you mean to reply to someone else?
170001 No.16091530
>>16091518
most multiplayer games have no ammo management, they always give you 300 boolets per gun every life so you can just shoot and not care, maybe if they gave you 2-3 clipazines + the one in the gun people would be more cautious in MP games, there are few games where you can actually run out of ammo and have to survive on your wits
>>16091524
the guy is clearly baiting but i just want to bump the thread
>>16091525
yeah you only reloaded shotguns and had cooldown for the plasma rifle
47e0a1 No.16091532
>>16091522
>pic
I miss those threads.
e7665b No.16091536
>>16091530
and the shotgun reloading animation could just be replaced with a delay and it wouldnt change anything, gameplay wise.
170001 No.16091542
>>16091536
thats because the reloading itself is the delay, theres a reason they went with a pump action and adouble barrel shotgun and not some semi auto and full auto shotguns
5df7d6 No.16091566
>>16091197
>meme game
What does this mean?
e7665b No.16091571
>>16091542
pump action shotguns require reloading and pumping to chamber a round. doomguy only pumps and never reloads.
unless he happens to be throwing in a shell mid-pump each time but its just absent from the animation.
b23752 No.16091591
>>16091187
Reloading is fine as long as they drink the entire gun realism kool-aid. Sadly, that doesn't happen, and you end up with shit like Battlefield where you reload and it says you have 30 rounds plus 1 in the chamber in an Open Bolt SMG or LMG.
e2e55e No.16091612
>>16091439
The GoW system is pretty good because it throws realism out the window and makes reloading more involved while also rewarding skill (the ability to time it correctly in a fight).
A special mention to Warframe for its shitty reloads. Many weapons have reloads of up to two or three seconds, in a game where you're usually being rushed by enemies at all times. Many core actions interrupt your reload and force you to start over again, such as rolling. In addition to this, the absolute retards keep adding more and more ways for enemies to interrupt or otherwise cause problems for you. Their latest released area, Fortuna, is riddled with enemies that one way or another will stagger you or knock you to the ground. As the retards are retards, there are no safeguards in place to stop enemies from hitting you with some form of CC the moment one ends, leaving you vulnerable to getting chainstaggered or similar for seconds or until you die. This also serves to further widen the balance issues since already good frames like Rhino will just fucking ignore all CC and frames that have nothing worthwhile to being to the table get fucked over. Trying to reload a gun with s three second reload time while twenty enemies are trying to stagger you is not fun or good game design. More so when using certain frames allows you to completely ignore such mechanics, one way or another. It's a game where they put no thought into anything, least of all how long reload times and large enemy hordes affect each other.
0575a0 No.16091622
>>16091520
A counter point: You experience more of the joy of fun when it is interrupted by moments of boredom. Or you run in to the problem that your “fun” becomes a tedious bore. It’s like Hitler said, “Without kampf, there is no joy or pleasure”
You gotta give those dopamine releasers a break, anon.
843783 No.16091623
Most shooters I've played have meh reloading gimmicks and seem to only be there because in real life guns don't fire forever. There's little to no thinking involved with reloading especially when it comes to spray and pray automatics or peestols with super quick and flashy reload times (CoD)
In games where killing time is quick (bitches die in 1-5 hits or so) reloading just makes you vunerable for a few seconds and the worst that can happen is you being killed out of nowhere because you were in the middle of reloading.
In games with a much longer killing time or God forbid fucking RPGs with muh guns (Bullet sponge enemies in Borderlands come to mind) reloading only serves to be a slight dent to your overal DPS and has no purpose other than to give the illusion you are firing a gun.
In real life reloading a gun in the middle of a firefight is a dangerous as fuck thing and you *will* need covering fire. Just look up a couple of go pro cameras at people in conflicts, namely the ones where they're firing from more short distance fights, if one guy needs to reload he'll only do so when it's safe and though they're trained it certainly takes more than 2 seconds to reload a rifle.
e7665b No.16091636
reloading needs to be longer for it to have a real impact, but making it longer also adds to the time youre not shooting.
also, a trained soldier can reload pretty fast and do it while moving.
21adf9 No.16091639
>>16091197
>>16091317
>>16091566
> meme game
> meme anime
> [fact about something] is a meme
All of the above are shill phrases and terms. Are people still not aware that companies pay not just for positive exposure (regular shilling) but also to smear other companies and products?
The new serious sam coming out represents a threat to other companies even if it turns out to be okay/10 like BFE. If it takes off beyond that, it could change the gaming landscape of what form of gameplay is popular.
Since Croteam has cult appeal, they're an easier target for shills. All you have to do is astroturf and rewrite history to say their appeal is illegitimate.
02d101 No.16091649
>>16091520
You can still do thing while reloading (like dodging or scanning for threats), so your argument falls flat.
Holding down a bottun isn't fun.
02d101 No.16091655
>>16091471
>I also get that programming that would be a bitch and a half
Not really.
e7665b No.16091690
>>16091655
socom did it. i just wish their was an inventory option to consolidate ammo. sometimes towards the end of a mission you'd have 5-6 magazines each with 1-5 bullets in the chamber, and there was no way to crouch down and hide for a minute while you turn that into 1 full magazine.
ab3998 No.16091695
Depends on the game but I like abstracted realism; classic R6+RS are the best.
5a5140 No.16091700
>>16091639
>The new serious sam coming out represents a threat to other companies even if it turns out to be okay/10 like BFE. If it takes off beyond that, it could change the gaming landscape of what form of gameplay is popular.
Man you are retarded.
77fd23 No.16091708
>>16091655
>>16091690
I guess you're right, but since it's become the standard, most developers wouldn't know how to implement it without fucking everything up. I don't know how SOCOM did it, but my concern is more or less that Halo's way of doing things turned it into the standard.
>>16091520
>>16091649
You can also do unique and interesting things centered around reloading, as well. I know Borderlands 2 isn't the best game to defend, but they have a lot of unique reload-specific mechanics, including an entire manufacturer whose guns explode like grenades when you reload them and an entire class skill tree with a playstyle dependent on reloading your gun at specific times.
21adf9 No.16091722
>>16091700
Nice argument there. It would be a shame if you attempted to prove that wrong and embarassed yourself. Then again it is difficult to argue against how companies fear competition based on their products not being included in a trend, and as a result begin losing to a new competitor.
4dd593 No.16091723
>>16091639
>meme is a shill term
Don't you dare try and co-opt my language you fag.
e7665b No.16091729
>>16091708
> I don't know how SOCOM did it,
basically you'd enter a mission with 3-5 magazines, and hitting the reload button would cycle through the magazines, when a magazine was completely emptied he would keep it, but it would no longer be cycled. so basically if you left 2 bullets in a magazine, and you hit reload, itd go to the next magazine, and if you kept cycling, you'd be back at the magazine with 2 bullets.
7304a7 No.16091731
>>16091210
>Add reloading because of muh realism
>doesn't add the option to switch firing mode (Single, Burst, Auto, None)
>Can't use the buttstock to knock out niggers
weirdly enough the original call of duty had all those things but no one seemed to notice.
19174c No.16092371
>>16091471
The early Tom Clancy games have this. You have x mags and each has an ammo count. All you're doing when you're reloading is switching between them. If you're an idiot you can end up with like five mags with three boolit apiece.
And then there's Reciever, but that entire game's point is "EVERY SINGLE FUCKING STEP OF GUN OPERATION HAS A BUTTON"
213a5c No.16092373
>>16091723
God bowie is so wonderful
fa4efd No.16092407
>>16091639
Thanks for letting us know there's a new Serious Sam (TM) game coming out, Advertiser Shill-kun.
Reported.
Filtered.
Sage.
f8f5ee No.16092468
>>16092407
Trying too hard.
6f45aa No.16092482
>>16092407
>DO I FIT IN YET
eb4b65 No.16092501
>>16091314
>2nd pic
Is he pulling out the forward assist to charge the rifle?
bfd1d3 No.16092537
>>16092482
Not with that memespacing :^)
d89a5d No.16092565
>>16091197
>meme game
hi cuckchan
170001 No.16092581
>>16092501
yep, also everytime you pull out the gun he pulls back the charging handle
170001 No.16092582
>>16092501
>>16092581
>charging handle
fuck i meant the forward assist
8eef71 No.16092597
>>16091210
Here's something to give you an anal prolapse
>game has separate animations for reloading with a chambered round, and reloading while empty
>the tactical reload animation is artificially extended to negate your advantage of counting shots fired
ae8548 No.16092602
>>16092597
This was Bad Company 2, was it not?
8eef71 No.16092604
>>16092602
I wrote that post with Killing Floor 2 in mind, but maybe.
170001 No.16092605
anyone get why there is a second or two gap during some reloads?
like you would take a mag out wait a second then put one back in really slowly
3a7d03 No.16092616
i think its a prominent feature to try and engage the player into it feeling more 'real' instead of just feeling like you're playing a videogame
like if you walked into a kitchen in a game and you saw a fruitbowl, youd probably look at it a bit longer if it had some sort of fruit in it rather than it being empty, and it could tell a little more story (i.e, rotting fruit, or fresh fruit tell two different stories)
its a low poly asset a game designer probably spent less than 30 minutes making, but they made it because it felt important to the setting
8eef71 No.16092624
>>16092616
>fruit bowl
>none of the fruits are affected by physics
>none of the fruits can be destroyed or picked up
thanks modern game design.
3a7d03 No.16092636
>>16092624
you put physics on apples youre gonna have to cut out development time on that one interracial romance scene thats super important goy, the apples can get fucked
276987 No.16092659
>>16091210
You forgot the king of idiocy: HL2 lets you "fire both barrels" from a SPAS-12. Which only has one barrel.
ae8548 No.16092668
>>16092659
What are you talking about anon, the second barrel is clearly there.
276987 No.16092671
>>16092668
That's the magazine tube, you mong.
ae8548 No.16092678
>>16092671
Wow so childish, never knew soldiers needed a magazine storage compartment in their shotguns. I bet they stored porn in that tube.
276987 No.16092694
>>16092678
Where do you think the shells in a shotgun are stored?
ae8548 No.16092700
>>16092694
It even looks like a pistol clip
fa4efd No.16092701
42b5ec No.16092702
>>16092371
games still do this the tripwire war games like RO and the vietnam game have individualized magazines. Modern Rainbow 6 does this because it copies the counterstrike model and wants to be an esport.
297757 No.16092712
>>16091393
> the first FPS… was smash tv
>>16091409
>who said perspective has anything to do with it?
bdf9b0 No.16094192
>>16091303
>>mfw I love the feeling of reload during battle
I got a habit by now to hide behind something for the reload and sometimes i move my shoulders when I do it like I am sticking to a wall,kind of like when people move their body in racing games on the turn
>>16091623
And only a few games have jamming,I think it's a bug because there is no special animation but in Squad the reload animation sometimes doesn't give you a new mag and you have to do it again
65919b No.16094251
Really just wish that games would do some more unique things with reloading mechanics other then them being solely there for flashy animations and weapon balancing. Of all things the game I've seen that does something interesting with it is COD Advanced Warfare. You can double tap the reload key to reload a lot faster but it wastes the remaining ammunition in your previous magazine. Off topic but Advanced Warfare also had bunnyhopping interestingly enough.
8b980e No.16094262
>>16094251
didn't call of duty 4 had bunny hopping? to the point it was abused for the fact that you can survive what would been fall to your death only to jump up even higher?
297757 No.16094301
>>16094262
It's idtech 3 under all their tinkering so probably.
89ae58 No.16094410
>>16091187
I wish more vidyas do reloading like SWAT4 did. You have magazines and you swap between them so no more 29/30 and swap entire mag just to put one bullet in.
Bonus points if it is RPG like New Vegas. You need to think how many mags you need to carry, have pouches for all of them and for easy access, manually filling the mags in downtime, etc.
170001 No.16096256
>>16094258
that the xbox version?
082695 No.16097733
>>16091227
You are complicating something very simple. People want reloading because they want to pretend they're a badass in a real gunfight. Even kids pointing finger-guns at each other pretend to reload. It's the most common "realism" mechanic because that's about as far as normalfag knowledge of firearms goes, and if you give them magic non-reloading guns, you'll ruin their little vicarious fantasy.
>>16091374
Retarded argument. If a game was about trains, then people would care about train mechanics. In a game about shooting guns, people naturally care about gun specifics. Not that hard to understand.
>>16091520
Sorry to shit in your cereal, but your opinion is not objective fact. I think reloading is fun. But that's beside the point. Games are not defined by "fun", because it is a subjective concept. By your half-baked logic, fucking or taking drugs would be considered games, because most people would agree those things are fun. Games are defined some form of competitive activity constrained by a particular set of rules, and hopefully the participants are having fun.
30f1e3 No.16097775
>>16091194
It feels like a cop-out response, but it's the truth. Arcade-y games like Doom generally shouldn't have it, but it can work well in its favor if it's snappy, responsive, and predictable to add to tension - but it has to be coupled with a more aggressive enemy behavior. Otherwise, it leads to corner hugging bullshit ala cowwa doody, especially if there's regenerating health/etc.
In contrast, obviously realistic/sim or survival games should have it. With that being said, I hate how many games "lock" you into reloading - you should be able to initiate a reload, but then "fake out" and whip out a pistol to throw your opponent off guard. It should be a viable tactic, but too many game developers just throw in the mechanic "just because". As with everything else in vidya, your mechanics should have thought put into why they're there.
21f86d No.16097782
>>16094410
Only modern game that does that is Escape from Tarkov. You can pack mags with different ammo types before you enter into an instance. You can bring ammo with you too into the instance so that as you run out of ammo you can reload the magazines you aren't using back to full. If you don't have space in your rig for the magazine you're switching out, you just dump in the ground.
That said,
>early access
>unity
43c249 No.16099264
>>16091481
>>16091498
>>16091507
>>16091517
and all your other posts
sage is not a downvote, and your posts are shit
442667 No.16099520
Why serious sam triggers doombabbies so much?
8ca431 No.16099638
>Do you think it adds a nice bit of challenge and realism?
Only really in games like Insurgency and ARMA where your mags actually retain the ammo. I find it odd how the trend became to have unlimited mags that magically fill up with your extra ammo.
>Do you think it just slows things down?
Not necessarily, unless you want ultra fast paced arcade type games.
>Do you just find the sounds and animation satisfying?
Depends on the game. Usually yes though.
b97758 No.16099741
what annoyed me was energy weapons in FO3, NV, and 4. The model shows a single energy cell in the weapon, and reloading is just replacing the cell (different ammo types, but it's the same for the laser rifle and pistol, plasma rifles and pistol, etc).
Now, the game treats each individual "cell" like a single bullet, even though you don't reload until you use up however big the magazine is (24, 30 shots, whatever). It should work like this: 1 cell gives you 30 shots, so if you had 10 cells in your inventory you would have 300 shots. This makes sense from the animation, and from how expensive and heavy the cells are. Instead, in game, if you had 10 energy cells, you would get 10 shots total out of your energy weapon. Which is retarded. I don't think I've ever seen a mod that fixes this. I suppose they wanted to avoid the situation where you would have to manage partially used cells. But they could've given cells a percentage marker next to them.
c52a2c No.16099760
>>16099741
>I've ever seen a mod that fixes this
Its not exactly as easy as changing some numbers around since no such feature exist in any ammo type in the game.
>But they could've given cells a percentage marker next to them.
Or they could've just done what all games do and have them magically merge like when you reload a half spent mag twice you somehow have a full mag left.
363293 No.16099767
>>16092694
>falling for bait
did you not see the flag?
6f1723 No.16099776
>>16099741
What's even worse is that the gatling laser uses Fusion Cores in 4 and each fusion core has a percentage usage with a full core being five hundred charges each. So this CAN be done but Bethesda are too retarded to manage even copy pasting simple variables over to fusion cells, which are somehow a convenient merge of microfusion, electron charge and energy cells.
3593b5 No.16099795
>>16099741
I think you'd actually need the source code to change that, workarounds for Modders might not ever be able to do it right.
efec10 No.16099865
I'm a huge fan of Halo 1's backpack reloading. Double tap reload, switch weapon, and you can fire one gun whilst the other one changes magazines. It allows more aggressive play than intended, and encouraging constant weapon switching whilst still making an empty magazine have consequences. It helps the game hold up a lot more, especially on PC. I'd love to see an FPS, maybe even a mod for Halo, that implements backpack reloading and expands on it as a core gameplay feature:
Call of Juarez Gunslingers has a fairly basic system where the faster you tap reload the faster your character loads shells in. Sadly, the feedback could be a lot better, but the idea is still good.
For people who don't like reloads, there's also games where your gun just overheats instead. The first Mass Effect is completely built around this system, but Halo also uses it for its alien weapons. But what if instead of just waiting for the weapon to cool, you rev on the fan to vent the waste heat? Like the Red Queen in Devil May Cry, you have to press and release until it cools, not just pin the trigger.
Imagine for a second we combine these three systems. Backpack reloading for magazine fed weapons, button mash reloading for tube fed weapons (like a powerful shotgun) and engine rev reloading for energy weapons. Then add fast weapon switch times, competent movement, and a 2-4 weapon limit, and you have a great basis for a fun, frantic and skill based shooter.
9aff0a No.16099885
>>16099865
>and a 2-4 weapon limit
Hang yourself
efec10 No.16099951
>>16099885
Yeah you're right it'd probably work with larger arsenals too. I guess I finished the post still thinking too much in terms of Halo 1, or a Halo 1 mod.
cb36dd No.16100091
>be me
>play Insurgency Sandstorm
>in the middle of reloading
>guy comes from around the corner
>bash him with my gun
>he's still alive
>no magazine
>shoot anyway
>a bullet was still in the chamber
>hits and kills the guy
>mfw
Why can't more games do this?
170001 No.16100223
>>16099741
so you dont think its just that different weapons use different amounts of power within the cell? it actually makes sense than giving each cell 30 shots
d3d965 No.16100261
170001 No.16100274
>>16100091
>all that "realism"
>stil uses a HUD
wew
b97758 No.16100314
>>16100223
I think the intention of the design is that you would load up a power cell into the weapon and get X amount of shots. However, the way this is implemented is all wrong, and instead the game treats it like you are using a single cell per shot, which makes no sense to me. It's like 2 dev teams were working on different ideas and put them together and no one bothered to think about this. I get that if energy weapons worked like I think they should, they would be way overpowered since a dozen or so cells would last forever. But isn't that the point? They're super advanced guns, they should be OP and expensive.
There are two kinds of cells, one is about the size of a D cell battery, but a little larger. The other looks like 4 AA batteries lined up side-to-side. I imagine both are kinda heavy, and so you have to think about the utility of the gun and its usefulness. If these energy weapons were supposed to replace conventional firearms, how is it better to make soldiers carry around huge bags full of cells to get the same number of shots as a handful of magazines for their rifle?
>>16100091
>do a reload
>oh shit, see a guy and blast him with my pistol
>continue to objective and forget about reloading
>pull out main gun
>try to hit a guy as I round a corner
>1 bullet comes out and I get shot
65db55 No.16100406
>>16100314
I think you're confusing the in-game mechanical depiction and the visual depiction of those cells.
The number in your inventory does not depict the number of cells you have, but rather how much charge all your cells have in total.
"Cells" aren't even real in that case, you hold and drop charge units, "cells" are just a handy representation of the ammo you have.
If you find cells in the game world, one of them will usually have a stack of "charge units" in them, and when dropped in a stack, this stack will be represented by a single cell.
It's like in Half Life, when you pick up a magazine, you just pick up the rounds in that magazine into your ammo pool.
The logic of reloading a single fully charged cell into your laser rifle is the same as reloading a magazine into the MP5, in both cases it's just a number being subtracted from a bank in your inventory to the gun.
b97758 No.16101171
>>16100406
>The logic of reloading a single fully charged cell into your laser rifle is the same as reloading a magazine into the MP5, in both cases it's just a number being subtracted from a bank in your inventory to the gun.
I feel like you agree with me, but it's not what is shown in the game. The game shows this but the mechanics of the game are that you use a whole cell every time you pull the trigger. They should have done what they did in FO4 with Fusion Cores and given these cells an individual charge value. I guess what complicates that is different weapons use a different charge percentage so you might get stuck with unusable cells for your playstyle. But that's a small price to pay for better realism.
>>16100576
that guy's bandolier is probably full of boxes of pic related, although i don't care enough to look into it more.
65db55 No.16101281
>>16101171
Like I said, the number represents total charges, not individual cells, you use one charge unit every time you fire, your confusion stems from the fact that some energy weapons have smaller "mag" sizes even though they use the same brand of cell, which is stupid I agree.
I find your view of energy cells to be an interesting concept, maybe adding a device which can let players transfer charge from one cell to the other (like magazine loading in realistic FPS) and you'd have a solid and immersive game mechanic.
Also in reference to >>16100576, that image is an ironic joke about mags being referred to as clips and /k/ommandos raging about it, in this case the things in the pouches are actual clips used to reload magazines.
Explaining a joke kills it but whatever.