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Ilmoita käännösongelmasta
So next century stuff within videogames...
HI OP,
To implement all that in the game we would need a team of 20 more programmers to make it within the scale the SCUM is in. But who knows, maybe in the future we could consider implementing more calculations with ballistics.
Shall i fire up ISS dev build and show you pretty much the same penetration and bullet drop system, including ricochet simulation ?
Recoil change of a dry weapon is, i dare to say, negligible, considering nobody from them firearms channels i watch mention it at any point (including compet shooters), so probably why it was not implemented in most games.
Most games have recoil randomizer to feel a bit different also.
Then, that's a primarily a pvp/pve shooter game, while SCUM is primarily PVE survival with shooting as one of the components.
So you can say that there is a realism, and then there is realism.
i wanted this to be just an example about what matters when you want to create greatness, and what can make your game different than the vast majority, the generic ones...
it's all about details
happens to be about weapons, and i must say that SCUM already has great weapon simulation...but there is still room :) And glad to see that a dev noticed this
cheers!
cleraly, pupets are the priority now...but the principle is the same
the details...the things what gives that sense of realism...
*the recoil is the last thing to worry about
but the final balistics (or the effect on target) is another story, and something what SCUM doesn't have for now...
this is what i would really like to see in rework
curently we don't have different ammo types (when it comes ot their effect - so hollow points, fragmentation, explosives..etc), and the effect is just a HP - DMG "balance"
that's why you can shoot someone or a puppet in a leg and it will still die
this...is where there is room for improvement :)
Most of the challenge and skill in using a gun is getting your body and gun working on concert to put the bullet where you intend, and it's not that easy.
Yet even in your example of 'most realistic guns ever', you just hold RMB, and the gun instantly snaps to the pixel-perfect center of the screen, and when you're dumping magazines, pretty much everything stays in total alignment and you can even clearly see your target with absolute control.
If you want a game to have something even remotely tackling that problem, without going full VR hand controls, at the very least you have to have a 'floating aim' like ARMA does, where the gun is never quite snapped to the center of the screen, which functionally eliminates the ability to "quick scope". Any game that doesn't do that at the bare minimum, is failing with its 'realistic guns'.
When firing single shots accurately, you can just tap tap tap in a game and it's fine. In real life, you'll still need to make constant subtle adjustments between each shot. When in full-auto, not only does it become MUCH harder to even see what you're shooting, especially through a magnified optic (movement of the gun, muzzle flash, smoke, even heat), and you're kind of going by "feel".
The last thing I've only seen one game really do was FEAR back in 2002 or so, which is the 'fog of war'. In FEAR, bullet impacts on concrete and plaster would throw up thick clouds of debris and in a frantic shootout you often couldn't really see from the damage you were doing to the environment. Bullet impacts throw up clouds of dust and dirt when hitting the ground, concrete throws bits of jacket or rock dust in people's faces, etc. But games never do any of this ♥♥♥♥, it's just a brief particle effect and then all is well.
I'd rather see that ♥♥♥♥ tackled instead of worrying about ballistic gel tests when at the end of the day you're still always just chipping away at an HP bar.
EDIT: Also, guns in games never have 'depth/size/weight' when it comes to aim and maneuvering. No, you aren't going to be running around hip-firing an M82 the same as you would an Uzi. Great big heavy guns that let you snap aim around, again, basic things that could be addressed but won't because... ballistic gel modeling was more important, I guess.
Now, 6 years later, ballistics are rendered next to useless because you can't shoot at anything beyond 100 meters. Bows are superior because arrows don't really start dropping until 100 meters and beyond, and that includes wooden arrows. They're also better for stealth (although the need for stealth is rendered pretty useless too because of hordes).
You can't expect Gamepires to implement what was shown in the video. They've done a pretty good job already with the ballistics, given the small team they had back in 2018. That being said, I would jump at the chance to play Gray Zone Warfare. Regarding performance, the game with the best performance is a game that takes 0 bytes on your drive. Modern games that demand more resources are the reason why we have better hardware than 10 years ago. They push the envelope. I want to get a better GPU *because* of SCUM.
2018 awesome mecanic...not only left without updates but a complete waste thrown to the garbage now...
and all due to...tragic recent decisions...to say it nicely...