重装前哨

重装前哨

查看统计:
certificus 2024 年 5 月 1 日 上午 8:46
The bullets ain't real ._.
The moment I realised that the guns don't actually shoot bullets, they just tick damage away from the target they lock onto and that the bullets you see are just visual effects made the spectacle of watching a firing like on turrets shooting far less satisfying for me as a result.

Take the most basic turret for example. the interval between the actual bullets you see doesn't match the firing interval of the audio, and the contact sparks happen immediately upon pressing left click.

you are watching the "bullet" fly to its target but the damage and aftereffect has already happened. Its all just visual effects meant to make the interaction between turret and the target seem as far away from fake as possible.

Travel time and actual bullets are only happening for your personal gun...
< >
正在显示第 1 - 11 条,共 11 条留言
HeathenSW 2024 年 5 月 1 日 上午 8:49 
Yeah, that's a shame. At least artillery shells behave normally and are not hitscan.
Cadvan 2024 年 5 月 1 日 上午 9:17 
try to think about this: if every bullet would be live, you need to calculate it exact this way.
a big ouitpost with - lets say 20mg, 10 cwis,.... has how much bullets in the air at every moment under full attack?
How much power would our computers need to calculate all these live?
If they would do it this way, most of us would play a diashow with around 5-10 fps max during recoveryday.....
ranmas 2024 年 5 月 1 日 上午 9:52 
Most turrets in tower defense games are like that. Few are the towers that actually fire a calculated shot that then has to determine if it hits anything. In a tower defense setting the gameplay is just not that concerned about projectile physics for the most part.

What a weird thing to complain about. Like playing any video game is not just a bunch of visual effects.
certificus 2024 年 5 月 1 日 下午 12:34 
引用自 ranmas
Most turrets in tower defense games are like that. Few are the towers that actually fire a calculated shot that then has to determine if it hits anything. In a tower defense setting the gameplay is just not that concerned about projectile physics for the most part.

What a weird thing to complain about. Like playing any video game is not just a bunch of visual effects.
I get that its just a bunch of visual effects at the end of the day, but the entire point of gaming is to enable escapism via immersion. As it turns out, watch the damage numbers pop up even though the bullet itself hasn't even reached its target breaks immersion which reminds me that what I am playing is just a fake experience.

Lets not pretend like this is not the case.
HalyconShade 2024 年 5 月 1 日 下午 12:37 
引用自 certificus
I get that its just a bunch of visual effects at the end of the day, but the entire point of gaming is to enable escapism via immersion. As it turns out, watch the damage numbers pop up even though the bullet itself hasn't even reached its target breaks immersion which reminds me that what I am playing is just a fake experience.

Lets not pretend like this is not the case.

You do realise this video game isn't real, right?

That aside, we already have threads complaining about FPS - if you had single bullet tracking in this game at endgame, your rig would not even be at 1 FPS, unless you happened to have invested in a cold room and a very big quantum computer.
certificus 2024 年 5 月 1 日 下午 12:37 
I do not expect every single bullet shot from turrets to be calculated, physics based simulations that happen fluently, but I do expect the firing interval of the audio to, in the very least, accurately match that of the actual animation so as to not break the quality of immersion.
HalyconShade 2024 年 5 月 1 日 下午 12:38 
引用自 certificus
I do not expect every single bullet shot from turrets to be calculated, physics based simulations that happen fluently, but I do expect the firing interval of the audio to, in the very least, accurately match that of the actual animation so as to not break the quality of immersion.

Hmm, that is a fair ask, I agree.

EDIT: I had actually not noticed the dysfunction between sound and animation - likely due to my base spraying everything, everywhere, all at once! Now sadly, I will notice it :(
最后由 HalyconShade 编辑于; 2024 年 5 月 1 日 下午 12:41
kknd 2024 年 5 月 1 日 下午 12:43 
引用自 certificus
I do not expect every single bullet shot from turrets to be calculated, physics based simulations that happen fluently, but I do expect the firing interval of the audio to, in the very least, accurately match that of the actual animation so as to not break the quality of immersion.
Well, aside from my automatic assumption that the only shots we see are tracers and thus only a fraction of the shots fired... I think you've got a point there. Often in media it's not about accuracy or realism, but meeting expectations of the audience for what 'should' happen. Like cars exploding when shot. (When that's ridiculous.):raven:
The_Penance 2024 年 5 月 2 日 上午 2:11 
I mean to be fair i think that would be a neat feature but then I would be upset when my base DPS drastically decreases because it actually misses targets that get calculated and thrown into oblivion and that adds a somewhat RNG factor to my DPS which i do not want then fighting wave10+ enemies and apostles in infinity.

I mean i'll take what i can get for a balanced game. I feel you on the immersion but to me its not THAT breaking. To each their own.
Wmd 2024 年 5 月 2 日 上午 5:48 
引用自 certificus
you are watching the "bullet" fly to its target but the damage and aftereffect has already happened. Its all just visual effects meant to make the interaction between turret and the target seem as far away from fake as possible.

Uh Sometime my Turrets do fire into walls and terrain trying to shoot enemy targets without effect. Theres probably hit detection for the Med/Large enemies it seems
Kaezeribato 2024 年 5 月 2 日 上午 10:53 
Like someone else said, it's not faisable for this kind of game to calculate and show all the bullet.
It would require PC so powerfull that only a handfull of people could play the game. And even then, it would make it impossible to have massive wall of turret firing everywhere.

Sure it would be great to have this kind of thing, but there is a reason why game like Arma 3 run at less than 30 FPS for most player when people play massive war.
< >
正在显示第 1 - 11 条,共 11 条留言
每页显示数: 1530 50

发帖日期: 2024 年 5 月 1 日 上午 8:46
回复数: 11