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Nahlásit problém s překladem
the damage already does change depending on range
https://docs.google.com/spreadsheets/d/15sW5ujghwxsph0xo89vTZbnS_aD7DbKU3CmAFtRBuUI/edit#gid=1199635499
"
this gives the opposite impression, but i see your point.
you would need to buff the damage close range for balancing.
but i dont see any reason it wouldnbt work.
however it probobly wont make much difference since most engagements are over a fairly small range of ranges.
but if you buffed the damage close range and nerfed it over range that would be fine for me.
since most the enemys i kill are at point blank range.
my playstyle is pretty much "get so close you cant miss then jump to the next enemy"
What I mean is basicly, they should get on the concept and adopt it. While not perfect such a system allows for mobility. Wich was possible in lets say left for dead 2 but suicidal in payday... payday in high dificulties strips you of all your mobility in favor of twitch reflex... yourself in another thread said to hang around a corner and shoot them one at a time... Dont you find it boring? Wouldnt you prrefer to have the opportunity to be more mobile? A player could take advantage in a break in the spawns to make a run to a key location to drag their attention as long as he can possibly sacriificing himself so you can pack up the money.... Because really what makes the game ultimatly boring on high difficulties is the peekaboo game necessary to survive that borderline feels like a shooting gallery.
While damage by distance is a thing... high damage enemies makes it marginal and only really worth mentionning on the lowest of the lowest in cops hierarchy.
there are also weapons that will do 0 damage after about 50m.
"Dont you find it boring? Wouldnt you prrefer to have the opportunity to be more mobile?"
yes
thats the main reason i dont play OD that much.
if there was a harder gamemode that prioritised mobility i would play it.
but OD gets boring when everyone just spends half the game hiding behind the same bit of cover.
it would also be nice if there was a dodge system that scaled of mobility and your parkour skill opposed to RNG (the least skill dependent system possible).
Why serious sam was fun? Mobility, why Doom was fun? mobility. Why is OD unfun? Lack of mobility. And this is actually dangerous as if they don't find alternatives, outside of zombie games, horde shooters might die.
Some games managed to get around that with a class system, but unlike payday, killing floor (example) allowed players to barricade door and fight to reinforce them to hold off the angry cannibals behind it.
Simply waiting after a drill or hack dosent work, it MUST have an impact on the whole map may it be from cops or the player themselves. There is just so much you can do with a peekaboo gameplay.
Give the different weaponclasses they use diff dropoff, except from snipers that should stay untouched. The current spawnrates justify a distance based dmg calculation.
Just have a feeling that most would hate it cus of desynced positioning etc
Excellent video on the subject of mobility.
using this you would be able to evade ammounts of enemy fire as long as you were fast enough and far enough away.
however sadly PD2 wont be able to handle projectlies comming from every cop.
so only games like battlefield use projectiles.
on another note.
one thing i like about L4D2 is
host_timescale 0.325
probobly the most fun command in any of the sorce games.
nothing is more fun that playing a fast paced game in slo mo.
it would be fun to play PD2 like that (solo of course) but sadly it will never happen.
in Gmod you can equip enemies with crossbows and dodge their shots in slo-mo.
its a lot of fun watchig a projectile slowly miss you, something you cant get with hitscan.
Hell replace FAKS with ceramic plates that regen the armor and throw the whole zerg rushing through the window.
PDTH managed to get away with it because of its atmosphere and style wich both are gone in the sequel.
Sure, knock yourself out, i might even try it a few times.
As a replacement for the current system : i'll strangle the person responsible for implementing it with a string of christmas lights...
There's a reason these kinds of damage feathering balance schemes were dropped in the 90's : there are better ways to do this.
Not to mention this game, with all it's sync issues and performance problems would become a MASSIVE ♥♥♥♥♥♥♥♥♥♥♥ with this kind of scheme whenever latency went over 120ms.
'Oh, you died out of the blue, while in cover ?
Oh look, sync just caught up, there was a tan FBI guy next to you !
Too bad, so sad !'
etc. etc.
Let's stop trying to fix what can't be fixed in what little dev time is left, and try to keep the game playable, and improve stability, sync and performance.
But then I say for horde shooters... I can see where in a competitive game regenerating HP and accuracy based dmg.aint a big issue. With skill and a headshot problem is solved and since they dont need to sync lot of data continuously it works. A horde shooter cannot be a copy paste of a standard fps and expect to work in a balanced way unless the AI becomes as wise as an actual player. But then here goes the desync....