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Isn’t that an extremely difficult approach that can lead into messy gameplay?
The overall effect of firearms can be vastly different from situation to situation and person to person since there are almost endless factors which determine how a person will respond to a wound.
There been people that have been shot +10 times with assault rifles and still killing during combat.
People sometimes can tank high-caliber headshots depending on the angle.
But do I want to see that in video games? EFT promised the same. In depth wound mechanics. Yet their system is extremely broken and even if it works it is an arcade-style bullet spongy mess since they almost eliminated the ability to one hit with big calibers such as 7.62 NATO.
I am curious to see what the game will try to display. But also worried since (on a technical level) simple hardcore shooters work better in terms of hitreg/netcode and still are more realistic than approaches like ArmA: Reforger or EFT which fail to work on a technical level.
Not gonna lie. I will be extremely impressed if there is a real in-depth system that actually works. By the way: Will AI have the same health system?
It's such a horrible feeling running out of meds in Tarkov and hobbling to extract where you're essentially a dead man walking.
Not everyone that doesn't like Tarkov's gimmicky mechanics wants CoD instead, that passive agressive assumption is outplayed, but you probably don't realise that as you're new to the genre and have only played Tarkov.
I hope you will find a balance between fun and realistic, but i hope you do draw the line with realism somewhere as too much "realism" can feel really bad in a desktop tactical shooter.
Ground Branch for example actually had a very in-depth damage model where certain organs could shut down and there was simulated internal bleeding, but they scrapped it because it was just really weird and hard to visualise for the player.
Surely Tarkov's calibers ballistics, armor damage models and whatnot are "realistic" in a sense but they're also completely BS in other fronts.
Someone might be able to absorb an entire magazine of lower caliber ammo IRL too, but they would go down to the ground and be concussed if anything, which is harder to simulate in a videogame.
The essential is the customization through configs.
Many developers endlessly explain their idea to people on the forums, whole flamewars (holy wars) are being fought - all wasted energy because people don't tend to change their preference, they just will get frustrated and in the end it's a real mess between the original idea of the developers and millions of opinions of players.
What really works and makes everybody happy is configs.
Hope you guys consider this from the start, it's one of the key success points in games like ArmA and Insurgency.
If done wrong or slightly wrong it can divide the community, which isn't an issue for titles like Arma or Insurgency, but might prove troublesome with lower playercounts.
I think things like configs are best added down the line when the game has been established and polished tbh.
Just mentioning it, because it's kinda important to think games in this way, if everything is behind codewalls and hardcoded stuff, it's more difficult to implement (and thus less likely).
That part about the EFT community is very true. There is some weird elitism in that community where they think of themselves as hardcore simulation players while this game is an arcade style RPG shooter that is unrealistic as hell. EFT would be a good game if it would not have been ruled by cheaters and would have a proper netcode. But even if it would work it is not realistic, not a simulation and certainly not hardcore with a TTK as high as EFTs.
They are not realistically portrayed at all. Tarkov basically took the entire NATO armor rating and added at least one or two levels to each armor solution. There are early Cold-War era helmets in this game which can stop or deflect rifle rounds which would pierce through like butter IRL.
EFTs damage system is a non-working mess. But even if it would work (numbers of data miners proof that) it would not be a true hardcore shooter or even remotely realistic. There is a high chance of a player still being combat-ready after being hit by 7,62x51 NATO or 7,62x54R in the heart/lung region. That wouldn’t just render your non-combat-ready anymore. EFT makes gunfights look like you need very high-caliber weapons (those needed for elephant or rhino hunting) to drop a human reliably.
And this is one of my biggest concerns with Gray Zone Warfare. Streamers and content creators often times hate low TTKs (because the screentime of gunfights is much slower when it is very easy to drop someone). EFTs TTK was low initially as well but had to be raised to extend the survivability of a streamer. Their feedback was basically the only thing that BSG ever took seriously. The louder part of the mainstream wants high TTKs and will try to turn everything that looks like they would like it into a game they like with high-bulletspongy TTKs.
If the devs think they could pull of a realistic system they should try it. But big streamer feedback may pervert their vision of the game as it did with EFT if they do not stick to their vision. Or they end up in a spot where it simply not working reliably on a technical level since all this adds to the netcode and computing in the background.
The only game where I seen a more in-depth damage system work properly was Red Orchestra 2 / Rising Storm 2 & Vietnam. Those game still been hardcore shooters while giving you a lot more survivability on limb shots than other hardcore shooters.
GZW is aiming for an even more in-depth system. That will certainly be hard to pull off.
All that is rubbish if TTK is high and it will turn fast into almost the opposite of what he said he likes in the interview.
You can't pair realistic immersion with arcade features, it just doesn't work. Players will start to behave accordingly and all the realism goes out the window.
That's why I strongly believe in configs and a very clear server description: Fun for all players, if they know what they're getting into, no mixing.
I got no doubt that when they game will be a success and technically stable there will be plenty of support from modders for it. This is after all some sort of sandbox which is highly modifiable due to its setting and large map. There been servers for Day Z for example which turned the whole experience into a legit STALKER experience with all the mutants from the stalker universe and the complete maps of the franchise melted together.
Games like Baldurs Gate 3 have proven that many genres that have thought to be dead can be successful again. Even more than the Battle-Royal children hype train games.
I am very looking forward to this one!