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Re: Dev's Settle Time/Deviation Support w/Evidence

Posted: 2009-10-23 21:44
by hiberNative

Re: Dev's Settle Time/Deviation Support w/Evidence

Posted: 2009-10-23 22:08
by CanuckCommander
As far as I'm concerned, I think everyone is missing the MAIN PROBLEM with deviation. The biggest problem, for me personally and for a lot of people who have mistaken it from another issue, is the fact that the deviation system we have currently breaks immersion. Obviously, we can't have weapon sway due to engine limitations, but I don't see why we have to settle for a system that gives us visual feedback that goes against the natural physical laws, having bullets flying out of the side of the crossairs when the crossairs are aiming straight ahead.

Looking at the world through a monitor is already breaking immersion, but having bullets fly out of the side of the barrel is another story. It's really not about the settle times or the deviation itself. It's about the visual presentation that breaks the immersion. I mean if we had animations or a HUD indicator that showed the level of deviation or the progress of settle time, then I would bet money that people will stop complaining about it. TBH, it's not even about the different values in the code, it is really about not having to guess when my sniper is ready to fire, and not having to picture an imaginary crossair for my assault rifle and pray that the first shot even lands on the imaginary crossair at all. I just can't help but get frustrated when my bullets lands 3 feet infront of me to the side when my m16 is 'SHOWN" graphically that it is pointed towards my target.

Is the current system the best system? Hell no! Does anyone else know a better system that has been tested? Probably not. Is there a BETTER SYSTEM out there? Yes, I believe so, we just need to find it. But I think we, as a community including the DEVs, should work together to improve the system instead of just complaining about it.

I mean for me, I play PR for the immersion and I most of the community do too. Right now, some people are just frustrated that they are NOT getting the visual feedback from the weapons in PR to retain that immersion, that feeling of being in combat to the best degree possible when sitting in front of a computer monitor in their living rooms. I remember playing Rainbow 6 back in the day online. That game had some very bad network coding that just didn't allow for bullet impacts to show up where you shoot. I mean, as fun as that game was, the lack of visual feedback of where my bullets went was just a dealbreaker for me immersion wise. Seriously, at one point, I thought I was shooting blanks at a guy.

For all I care, DEVs can slap the BF2 crossair back on the game for .9 to get more visual feedback from the weapons, instead of letting "hardcoded" take away our balls to have a bold and innovative mod. If you guys found a way to contruct buildings in a FPS, then I believe you guys can and will find a workaround to have more realistic weapons handling.

My 2 cents.

Re: Dev's Settle Time/Deviation Support w/Evidence

Posted: 2009-10-23 22:14
by gazzthompson
the 2 videos provided are not evidence, there is just to many variables going on to pick 2 videos off the Internet and say here deviation is realistic.

as hiberNative has proved.

Re: Dev's Settle Time/Deviation Support w/Evidence

Posted: 2009-10-23 22:27
by Rudd
As far as I'm concerned, I think everyone is missing the MAIN PROBLEM with deviation. The biggest problem, for me personally and for a lot of people who have mistaken it from another issue, is the fact that the deviation we have currently breaks immersion. Obviously, we can't have weapon sway due to engine limitations, but I don't see why we have to settle for a system that gives us visual feedback that goes against the natural physical laws, having bullets flying out of the side of the crossairs when the crossairs are aiming straight ahead.
ur right.

but, I do think that we can have a sway animation attacked to the scope in animation. This animation would have absolutely no connectino to ur actual level of deviation. But at least it would give you something to tell you when 5 seconds is up.

Re: Dev's Settle Time/Deviation Support w/Evidence

Posted: 2009-10-23 22:30
by CanuckCommander
Dr2B Rudd wrote:ur right.

but, I do think that we can have a sway animation attacked to the scope in animation. This animation would have absolutely no connectino to ur actual level of deviation. But at least it would give you something to tell you when 5 seconds is up.
Yea, I wouldn't even mind if we get our expanding crossairs back because, imho, that would break less immersion than curving a bullet out of my gun like Angelina Jolie in Wanted due to the current system of deviation.

Or at least a HUD indicator like the HAT kits have.

Re: Dev's Settle Time/Deviation Support w/Evidence

Posted: 2009-10-23 22:32
by sakils2
You can have weapons sway and you can make the bullet come out of the barrel, rather then the center of the screen. Problem is- weapon animations need to match the sway.

Jonny (who was making realistic ballistics for PR with Zangoo) told so.

Re: Dev's Settle Time/Deviation Support w/Evidence

Posted: 2009-10-23 22:36
by gazzthompson
he said something about it might being possible, but if it was surely every single bf2 mod would be raping that code right now? or would have already included it, including PR?

sounds to good to be true and i wouldnt be getting peoples hopes up without some sort of confirmation

Re: Dev's Settle Time/Deviation Support w/Evidence

Posted: 2009-10-23 22:43
by gazzthompson
T.A.Sharps wrote:4 seconds settle for main battle rifles

4 seconds settle for DM kits

8 seconds settle for Sniper rifles

The settle time is a circle area that gets smaller and smaller over your aim as you settle, your hit can land anywhere in this circle until the potential hit area is narrowed to only where you are aiming.

HAPPY BIRTHDAY

I found this info out, why couldn't you?
you miss the point, im pretty sure he knows the above.

Re: Dev's Settle Time/Deviation Support w/Evidence

Posted: 2009-10-23 22:48
by sakils2
Jonny wrote: I distinctly remember that I could fire when coming to a stop, with the animation pointing the weapon towards the floor to the right of me, and hit the floor rather than have the bullet go off where I was looking. I remember trying it a few times to check it wasn't the deviation, and it always hit where the gun was pointing. If you can do that, then you probably have the right code.

You will need to test it in a dedicated server with other people around to tell you where the bullet actually hits though, I remember a small testing session where we found that the actual trajectory didn't match the trajectory you saw. I believe that was caused by the animations not matching up correctly.
I didn't see any post where Jonny said it might be possible. He said it is possible.
but if it was surely every single bf2 mod would be raping that code right now? or would have already included it, including PR?
You do realise not every BF2 mod focuses on realism? Maybe only a few people know about this code? Maybe DEV's have enough work to do for v0.9?

Re: Dev's Settle Time/Deviation Support w/Evidence

Posted: 2009-10-23 22:53
by gazzthompson
sakils2 wrote:Maybe DEV's have enough work to do for v0.9?
im pretty sure the DEVs would prioritize this code over pretty much everything.

like i said, ill get my hopes up when i see a proof of concept.

Re: Dev's Settle Time/Deviation Support w/Evidence

Posted: 2009-10-23 22:54
by CanuckCommander
T.A.Sharps wrote:4 seconds settle for main battle rifles

4 seconds settle for DM kits

8 seconds settle for Sniper rifles
As well as if you hit the 3 key it gives you 8 seconds of breathing to tell you when to shoot.

The settle time is a circle area that gets smaller and smaller over your aim as you settle, your hit can land anywhere in this circle until the potential hit area is narrowed to only where you are aiming.

HAPPY BIRTHDAY

I found this info out, why couldn't you?
Lol alright wise ***, I know that already. The point is NOT to have to count how many seconds until I'm ready to fire. In real life, I know when I'm ready to fire and in PR I'm always guessing and THAT is why the system breaks immersion. I feel like I'm in math class, counting numbers, rather than in combat shooting a gun.

Now I've actually shot real guns, so I know how hard it is to even hit targets at the range without a bit of concentration, so I'm all for what the deviation system is "trying" to achieve. HOWEVER, I do know for a fact that my bullets go where I aim, whether the accuracy of my aim is great is a whole another issue.

EDIT,

Very mature response buddy. Btw, Halo uses the same type of system as PR does, which is random deviation. Even the bullets come out of the same place, which is the center of your screen, not the barrel.

Re: Dev's Settle Time/Deviation Support w/Evidence

Posted: 2009-10-23 22:58
by sakils2
gazzthompson wrote:im pretty sure the DEVs would prioritize this code over pretty much everything.

like i said, ill get my hopes up when i see a proof of concept.
I spoke to one of the PR managment member about the possibility of weapon sway implementation in future realease. He said they have enormous work load for 0.9 and they are too busy.

Re: Dev's Settle Time/Deviation Support w/Evidence

Posted: 2009-10-23 23:05
by foob
yeah it would be very nice to see diviation accompanied by an animation i know that prior to reading this thread i had no idea when the sniper rifle, and i think the majority of players dont know all of the gameplay mechanics in pr because the manual doesnt cover everything and not everyone reads it

Re: Dev's Settle Time/Deviation Support w/Evidence

Posted: 2009-10-24 02:21
by ankyle62
gazzthompson wrote:the 2 videos provided are not evidence, there is just to many variables going on to pick 2 videos off the Internet and say here deviation is realistic.

as hiberNative has proved.
i would say 8 seconds to line up a shot isnt very realistic.

Re: Dev's Settle Time/Deviation Support w/Evidence

Posted: 2009-10-24 06:15
by Thermis
The problem with your suggestion is your taking into account a factor that we don't have in PR.

Adjusting windage, and elevation. This is done IRL yes, and it why snipers and marksmen can hit their targets first shot. Now windage isn't a factor that we cant simulate in the BF2 engine at all to my knowledge. Now elevation we have, but without proper ballistics it is irrelevant.

With that said, how fast a shooter adjusts his weapon is based on the shooter. A good shooter might not touch his dials and use the mil dots on the scope and instinct to adjust his aiming point. While another might spend time figuring exact windage, elevation, ect.

My point is simply that there are so many factors on how long it would take a person to adjust from shot to shot that trying to put a definite time on that process is impossible.