SCUM
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Paradoxicc70 Aug 3, 2020 @ 11:06am
Tarkov Patch? Oh I am done with it. FIX IT!
Fix it, misfires shouldn't be common on ANY weapon platforms with each component over 90%. 2nd Death within two hours of playing that an M16 aswell as a Block21 Jams. With how rare encounters are without camping military compounds this ♥♥♥♥ right here ruins the immersion, and flow of the game.
Honestly TILTING the hell out of me to where players that aren't checking corners or having ♥♥♥♥ aim are handed kills on a silver platter. Furthermore in this very scenario you can't even TAC'T, or Malfunction reload like you would IRL. Drop mag, cycle three times, fresh mag. Clears any issue other than a stovepipe. in lieu of the giant ass UI that pops up, Why not have a cut dry Malfunction check animation+Reload? You'd do the same function in the event of a Ejector claw malfunction, Double feed, failure to eject.

I'll drop this here watch from 16:00 - 16:05. This is the first few times this guy is firing a rifle, and all he had was a basic understanding of weapons from playing airsoft in his home country of Japan. Did he pause? Did he seem clueless? Did he have to look inside the bolt?

https://www.youtube.com/watch?v=qQDfwyUgtjg

Refund me if there will be more updates with percentages, ratios, and unbalanced game-play equal to this update presented in the final product. "Early Access" isn't an excuse for incompetence on basic coding, and the lack thereof foresight. This is coming from someone with a Game Design background, and owner of fifteen different weapon platforms IRL. So before you try to troll remember I'm just thanking the Devs for griefing me! Search my Linkedin if you need a competent coder.:steamfacepalm:
~end rant~
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Showing 1-15 of 35 comments
Rambotweety Aug 3, 2020 @ 11:48am 
If you think you can do better then make your own game
Last edited by Rambotweety; Aug 3, 2020 @ 11:48am
Paradoxicc70 Aug 3, 2020 @ 11:55am 
Originally posted by Rambotweety:
If you think you can do better then make your own game

Well using reading comprehension shows if I had enough capital I could easily do so. Want to be an investor of mine or are you just blowing smoke while sitting on the devs lap?
Rambotweety Aug 3, 2020 @ 12:17pm 
Originally posted by Paradoxicc70.TV:
Originally posted by Rambotweety:
If you think you can do better then make your own game

Well using reading comprehension shows if I had enough capital I could easily do so. Want to be an investor of mine or are you just blowing smoke while sitting on the devs lap?
wow so salty. using not having the capital to do so is just an excuse especially if you have a background in game design. with that type of background you have at least what it takes to get started. i don't even have a background in and have shown what you can do with out any capital, try again hot shot
Faustus Aug 3, 2020 @ 12:21pm 
Are you proposing that every char on SCUM island should have an Airsoft background?
Also why is it an unbalanced mechanic if it's the same thing for everyone? Are you re-designing the meaning of balancing? Who is "griefing" you and how?

If it annoys you, okey. There is a feedback thread pinned on top of the board. Not sure what you are on about.

EDIT
Everyone who can run Unreal on his computer can make video games. Steam Libary has proven that by the thousands. Not the best place nor the attitude to look for a job.
Last edited by Faustus; Aug 3, 2020 @ 12:24pm
Rambotweety Aug 3, 2020 @ 12:24pm 
Originally posted by Faustus:
Are you proposing that every char on SCUM island should have an Airsoft background?
Also why is it an unbalanced mechanic if it's the same thing for everyone? Are you re-designing the meaning of balancing? Who is "griefing" you and how?

If it annoys you, okey. There is a feedback thread pinned on top of the board. Not sure what you are on about.
He is saying with his background in game design, that the devs went the wrong way about weapon malfunctions and that his way is the only way to do it.
Faustus Aug 3, 2020 @ 12:34pm 
Originally posted by Rambotweety:
Originally posted by Faustus:
Are you proposing that every char on SCUM island should have an Airsoft background?
Also why is it an unbalanced mechanic if it's the same thing for everyone? Are you re-designing the meaning of balancing? Who is "griefing" you and how?

If it annoys you, okey. There is a feedback thread pinned on top of the board. Not sure what you are on about.
He is saying with his background in game design, that the devs went the wrong way about weapon malfunctions and that his way is the only way to do it.

What way?
I don't see a concept or suggestion attached to this.
Andy Aug 3, 2020 @ 12:45pm 
Originally posted by Paradoxicc70.TV:
Fix it, misfires shouldn't be common on ANY weapon platforms with each component over 90%. 2nd Death within two hours of playing that an M16 aswell as a Block21 Jams. With how rare encounters are without camping military compounds this ♥♥♥♥ right here ruins the immersion, and flow of the game.
Honestly TILTING the hell out of me to where players that aren't checking corners or having ♥♥♥♥ aim are handed kills on a silver platter. Furthermore in this very scenario you can't even TAC'T, or Malfunction reload like you would IRL. Drop mag, cycle three times, fresh mag. Clears any issue other than a stovepipe. in lieu of the giant ♥♥♥ UI that pops up, Why not have a cut dry Malfunction check animation+Reload? You'd do the same function in the event of a Ejector claw malfunction, Double feed, failure to eject.

I'll drop this here watch from 16:00 - 16:05. This is the first few times this guy is firing a rifle, and all he had was a basic understanding of weapons from playing airsoft in his home country of Japan. Did he pause? Did he seem clueless? Did he have to look inside the bolt?

https://www.youtube.com/watch?v=qQDfwyUgtjg

Refund me if there will be more updates with percentages, ratios, and unbalanced game-play equal to this update presented in the final product. "Early Access" isn't an excuse for incompetence on basic coding, and the lack thereof foresight. This is coming from someone with a Game Design background, and owner of fifteen different weapon platforms IRL. So before you try to troll remember I'm just thanking the Devs for griefing me! Search my Linkedin if you need a competent coder.:steamfacepalm:
~end rant~

Make your own game nerd
Paradoxicc70 Aug 3, 2020 @ 1:07pm 
Originally posted by Faustus:
Originally posted by Rambotweety:
He is saying with his background in game design, that the devs went the wrong way about weapon malfunctions and that his way is the only way to do it.

What way?
I don't see a concept or suggestion attached to this.

Reading is such a wonderful thing. First of all no weapon platform, ammo, or mag at 90%+ durability should have a malfunction period. Personal opinion I think 80%+ is even alright to not have any malfunction chance.
IRL you have Factory spec ammo, mags, and weapon platform the gun will fire, any failure to clear is either due to improper/Weak grip on the gun (Failure to Eject) or Debris in the firing Chamber/Slide/Bolt.
So if they truly want to assign failure to clear/Weapon malfunctions this should be tied to weapon Durability + Shooting skill for that specific gun. Yet again lack of foresight, creativity, and knowledge apparently is what we have.

You see I'll tell you exactly how they coded this they assigned variable to integers and computed into Arithmetic Variables.......
Boolean (( IF {WeaponID M16} < {Durability 90%} + {Mag Durability} + {Ammo Durability} = {Percentage of malfunction} )); That's basically what they did but in either Unreal C++ Chart map or C++ Notepad+ Outlined scripts using more flushed out "Proper" syntaxs. It's EXTREMELY SIMPLE, and I could spend a single night copy and pasting this over and over into each WeaponID once I get the foundation script running properly which is what I put above ^.

My character in scum has "Advanced Rifles" skill yet I've died twice to this issue within two hours, and even with this "skill" there is no compensation in weapon handling or ergonomic abilities present in the game. I.E My suggestion on Tac'T reloading/Weapon clearing. Furthermore their whole "Weapon Jam" UI is a nuisiance anyone with even basic levels of fire arm knowledge knows to immediately rack your slide back, or cycle the bolt in a rifle to clear any unwanted debris/Casings ideally three times.

This is my point it's fundamentally basic coding, and they took an extremely easy route with zero creativity involved. No extra animations or systems in place to balance it out, and no real "Balance" to the durability. It was thrown together, and yes it COULD be a great feature in the game. But in my personal experience HELL NO it isn't. The nail that sticks out gets hammered, and they personally showed me half-assed coding as is so no I'm not going to wrap this up with a ribbon or put a cherry on top. Critism is warranted.

Did you know the hotter the weapon I.E Mag dumping the greater chance to malfunction?
where's that line in their code?
Andy Aug 3, 2020 @ 1:10pm 
Originally posted by Paradoxicc70.TV:
Originally posted by Faustus:

What way?
I don't see a concept or suggestion attached to this.

Reading is such a wonderful thing. First of all no weapon platform, ammo, or mag at 90%+ durability should have a malfunction period. Personal opinion I think 80%+ is even alright to not have any malfunction chance.
IRL you have Factory spec ammo, mags, and weapon platform the gun will fire, any failure to clear is either due to improper/Weak grip on the gun (Failure to Eject) or Debris in the firing Chamber/Slide/Bolt.
So if they truly want to assign failure to clear/Weapon malfunctions this should be tied to weapon Durability + Shooting skill for that specific gun. Yet again lack of foresight, creativity, and knowledge apparently is what we have.

You see I'll tell you exactly how they coded this they assigned variable to integers and computed into Arithmetic Variables.......
Boolean (( IF {WeaponID M16} < {Durability 90%} + {Mag Durability} + {Ammo Durability} = {Percentage of malfunction} )); That's basically what they did but in either Unreal C++ Chart map or C++ Notepad+ Outlined scripts using more flushed out "Proper" syntaxs. It's EXTREMELY SIMPLE, and I could spend a single night copy and pasting this over and over into each WeaponID once I get the foundation script running properly which is what I put above ^.

My character in scum has "Advanced Rifles" skill yet I've died twice to this issue within two hours, and even with this "skill" there is no compensation in weapon handling or ergonomic abilities present in the game. I.E My suggestion on Tac'T reloading/Weapon clearing. Furthermore their whole "Weapon Jam" UI is a nuisiance anyone with even basic levels of fire arm knowledge knows to immediately rack your slide back, or cycle the bolt in a rifle to clear any unwanted debris/Casings ideally three times.

This is my point it's fundamentally basic coding, and they took an extremely easy route with zero creativity involved. No extra animations or systems in place to balance it out, and no real "Balance" to the durability. It was thrown together, and yes it COULD be a great feature in the game. But in my personal experience HELL NO it isn't. The nail that sticks out gets hammered, and they personally showed me half-assed coding as is so no I'm not going to wrap this up with a ribbon or put a cherry on top. Critism is warranted.

Did you know the hotter the weapon I.E Mag dumping the greater chance to malfunction?
where's that line in their code?

Make us a game instead of a wall of text no one is going to read nerd
Paradoxicc70 Aug 3, 2020 @ 1:11pm 
Originally posted by Rambotweety:
Originally posted by Faustus:
Are you proposing that every char on SCUM island should have an Airsoft background?
Also why is it an unbalanced mechanic if it's the same thing for everyone? Are you re-designing the meaning of balancing? Who is "griefing" you and how?

If it annoys you, okey. There is a feedback thread pinned on top of the board. Not sure what you are on about.
He is saying with his background in game design, that the devs went the wrong way about weapon malfunctions and that his way is the only way to do it.

Not the only way to do it is my way, but there way is black and white crude, and linear. Zero balancing, or polishing involved. This is no excuse neither is "alpha" or "Early Access" because if you look in my comment above I explain why.
Rambotweety Aug 3, 2020 @ 1:24pm 
Originally posted by Paradoxicc70.TV:
Originally posted by Rambotweety:
He is saying with his background in game design, that the devs went the wrong way about weapon malfunctions and that his way is the only way to do it.

Not the only way to do it is my way, but there way is black and white crude, and linear. Zero balancing, or polishing involved. This is no excuse neither is "alpha" or "Early Access" because if you look in my comment above I explain why.
ok if you are such an expert, make a game and show everyone how it should be done because unless seen in action, what looks good on paper or text may not always work like you think it should
Paradoxicc70 Aug 3, 2020 @ 1:25pm 
Furthermore I'm not ACTUALLY seeking a job. It was more or less a jab at whoever did code this to actually start applying himself because it was a very simple job, and I guarantee you it took them a lot longer than required. Where as there in they could have spent extra time on calculating other variables when it comes to fire arm malfunctions. Don't we also have a fun weapon bugs still present as well such as not being able to unload shotguns? This same guy is probably working on that hotfix aswell, and if you even marginally enjoy this game, and want to see the entire scope of the game, mechanics, and smooth fluid gameplay you won't sit here and chastise me after I laid it out how crude it really is.
Rambotweety Aug 3, 2020 @ 1:34pm 
Originally posted by Paradoxicc70.TV:
Furthermore I'm not ACTUALLY seeking a job. It was more or less a jab at whoever did code this to actually start applying himself because it was a very simple job, and I guarantee you it took them a lot longer than required. Where as there in they could have spent extra time on calculating other variables when it comes to fire arm malfunctions. Don't we also have a fun weapon bugs still present as well such as not being able to unload shotguns? This same guy is probably working on that hotfix aswell, and if you even marginally enjoy this game, and want to see the entire scope of the game, mechanics, and smooth fluid gameplay you won't sit here and chastise me after I laid it out how crude it really is.
seems to me you're just salty because it wasn't done the way you are demanding it to be. There are solutions to all this, Either don't play, make suggestions in the proper channels, or make your own game if you feel you can do better.
Paradoxicc70 Aug 3, 2020 @ 1:35pm 
Originally posted by Rambotweety:
Originally posted by Paradoxicc70.TV:

Not the only way to do it is my way, but there way is black and white crude, and linear. Zero balancing, or polishing involved. This is no excuse neither is "alpha" or "Early Access" because if you look in my comment above I explain why.
ok if you are such an expert, make a game and show everyone how it should be done because unless seen in action, what looks good on paper or text may not always work like you think it should

OK, I just gave you the code i'll show you what it'd look like because coding is what gives the game a function input based on Keybind output. Animators, and the rest of the studio are supposed to compliment the code.
Code itself is literally "On Paper" which gives the PC information, and converts it to do what you want it to do......
This is what it'd look like 3:25-3:30 (Fast Reload middle of firefight needing a new mag) OR because there is a malfunction rack the slide twice in a new animation. DONE. It is now "balanced"
https://www.youtube.com/watch?v=H2CjwfwAYmY
Rambotweety Aug 3, 2020 @ 1:38pm 
Originally posted by Paradoxicc70.TV:
Originally posted by Rambotweety:
ok if you are such an expert, make a game and show everyone how it should be done because unless seen in action, what looks good on paper or text may not always work like you think it should

OK, I just gave you the code i'll show you what it'd look like because coding is what gives the game a function input based on Keybind output. Animators, and the rest of the studio are supposed to compliment the code.
Code itself is literally "On Paper" which gives the PC information, and converts it to do what you want it to do......
This is what it'd look like 3:25-3:30 (Fast Reload middle of firefight needing a new mag) OR because there is a malfunction rack the slide twice in a new animation. DONE. It is now "balanced"
https://www.youtube.com/watch?v=H2CjwfwAYmY
i just love how you just have to be right and show reference of things from experts which in game no one is an expert like these guys. like i said it seems like you're just salty that it wasnt done your way like this was burger king or something
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Date Posted: Aug 3, 2020 @ 11:06am
Posts: 35