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I'm glad for the info, I've never played CoD and Rust. Do you really see your character single loading different number of shells in a pump shotgun based on what's left in it with the duration of the animation varying based on the number of shells loaded ? If so, I'm impressed.
Edit: Some of your more hardcore shooters like Hunt: Showdown take it step further too. They have all that and punish reload spam by making the ejection on an incomplete reload actually take the bullet away instead of magically reappearing.
Same with the pump, if you hadn't fired your last round yet, and reloaded, you wouldn't have to pump it again before firing. Was pretty cool for the time.
Yes, I would like for the devs to switch focus to actually polishing the game for once.
And I for one, own many guns and shoot them frequently. While I might not care all that much about inconsistencies in the mechanics, I would certainty like for them to MAKE SENSE. Like.. What the ♥♥♥♥ are the irons on the M9? (Pistol)
No one should be confusing this with "a design choice" of how long they want the reload to take. This is a game bug no matter how you want to slice it.
The only consolation that The Fun Pimps gets in regards to this, and any other similar bug, is that they get the Golden Free Developer Pass in that the game is still "A Work In Progress".
If this is indeed "By Design" and "Working as intended" then that is just an excellent example of horrible and lazy game design. There's nothing restrictive about Unity that would prevent this from being done correctly.
That said, yeah it's annoying, and I'm sure one day they'll obviously enhance this, and combat in general. The fact that aiming is synced up the crosshair and not the sight when you ADS should be another big annoyance for you if this reload animation was a problem. And don't even get me started on the scope HUDs, and the red dot reticle being massive and non-adjustable either in size or brightness.
But I don't play this game for its hyper realistic combat mechanics. It's not like the melee weapons are any better.
A better example would be if you were fighting three enemies in a cramped location / boxed in and your melee weapon just broke - you switch to your rifle and kill two of them and you severely wound the 3rd with your 5th and final round. Now you want to reload only one round to finish him off but you're stuck in the animation and it will not let you fire the weapon until the animation is complete. So in that sense you would be locked in the full animation of 'visually' loading three rounds (even though it would load all five) when you only needed one.
Sure it's a specific scenario but I could think of a few others where it would similarly have the potential to get the player killed just because the animation is the way that it is, by design or it's a bug.
That too me is reason enough as to why they should correct this, and any of their other weapons that falsely reload in this way. If it was purely an aesthetic issue it wouldn't bother me too much, but this has the potential to get players killed.
I've actually thought to myself in years past of how amazing 7 days to die would be if it had KF2's gun-play. That will hopefully happen eventually (probably with another game) but may be many years off from now.
To make it weirder they seem to have thought of this for the shotgun and pistol which makes it somehow bother me more lol.
But, it's still in alpha so idk, maybe they will do a believability pass on these someday.
Surv1v3, Dead Effect 2, Hot Dogs Horseshoes & Hand Grenades... Even Arizona Sunshine and After the Fall, all have gunplay you can't get outside VR or RL.
There's a brilliant VR mod for 7 Days, actually, but obviously it doesn't have detailed gun handling. We can hope it might some day though :D