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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?
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.
What way?
I don't see a concept or suggestion attached to this.
Make your own game nerd
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
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, 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