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Let's Frag!
#153
Posted 19 February 2014 - 09:23 PM
To better define the “Lucky shotâ€
In 4.1 “experienced†players have developed a technique to “aiming†that involves making small curricular motions with the end of the barrel of the gun. This is not a skill based on technique but a habit based on experience of what it takes to get the best result based on a collision system that is fundamentally broken in 4.1. The advantage goes to the “experienced†Urban Terror player and is a disadvantage to players new to the game but not new to the genre of the first person shooter.
As a point of reference the “lucky shot†only refers to players new to the game as in that they are lucky to get the hit if and when collision detention does occur with the 12% or so of the time that collision detection does not in 4.1.
The reason for the beta testing is simple. Remove all things code wise that is global as to cause and effect and put the balance into the individual weapons as part of the total load out as it should be.
In the end the lucky shot will still be there but it will be rooted as a component of skill and not happenstance of code or as a lucky roll of the dice.
P.S. Raedwulf was the one who did the primary work on the new hitmesh collision design but the total redesign took the total effort of everyone on the team.
In 4.1 “experienced†players have developed a technique to “aiming†that involves making small curricular motions with the end of the barrel of the gun. This is not a skill based on technique but a habit based on experience of what it takes to get the best result based on a collision system that is fundamentally broken in 4.1. The advantage goes to the “experienced†Urban Terror player and is a disadvantage to players new to the game but not new to the genre of the first person shooter.
As a point of reference the “lucky shot†only refers to players new to the game as in that they are lucky to get the hit if and when collision detention does occur with the 12% or so of the time that collision detection does not in 4.1.
The reason for the beta testing is simple. Remove all things code wise that is global as to cause and effect and put the balance into the individual weapons as part of the total load out as it should be.
In the end the lucky shot will still be there but it will be rooted as a component of skill and not happenstance of code or as a lucky roll of the dice.
P.S. Raedwulf was the one who did the primary work on the new hitmesh collision design but the total redesign took the total effort of everyone on the team.
doing "stuff" with dead things.
#154
Posted 19 February 2014 - 11:04 PM
You can't call it lucky shot then ... the definition you gave, ie "a habit based on experience of what it takes to get the best result based on a collision system", is the definition of skill. Doesn't matter if the thing is broken, as well as it's broken the same way for everybody.
It's like saying : by having a good angle for your circle, angle that you find only by experience because there are no circle in others games, then you'll make a longer "lucky" jump. This is no sense. Of course, the more experienced you are, the more able you'll be to get "lucky shots" : those hits that involved a part of luck, but that you are able to maximise the efficiency with experience and skill are part of every FPS (at least every major FPS I played, including COD4, Quake and Counter Strike.
It's like saying : by having a good angle for your circle, angle that you find only by experience because there are no circle in others games, then you'll make a longer "lucky" jump. This is no sense. Of course, the more experienced you are, the more able you'll be to get "lucky shots" : those hits that involved a part of luck, but that you are able to maximise the efficiency with experience and skill are part of every FPS (at least every major FPS I played, including COD4, Quake and Counter Strike.
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#156
Posted 20 February 2014 - 02:36 AM
shoushou, on 19 February 2014 - 11:04 PM, said:
Doesn't matter if the thing is broken, as well as it's broken the same way for everybody.
Well that’s a selling point if I ever saw one. :D
“Come play our game. It's broke....for everyone.â€
doing "stuff" with dead things.
#158
Posted 20 February 2014 - 01:04 PM
Well, I was probably not clear enought. What I meaned that you can't call a lucky shot something which is based on experience. No matter of it's consist of aiming near the guy or on the guy. In CS, to get hits, you have to aim below the guy once spraying, because the spray goes up. In UrT, as it's random, aiming near the person isn't idiot. You get my point.
Anyway, just some small question to understand it better :
- The "lucky shot" you define is wrote to be present in 4.1. Is it present on 4.2.18 (current one, not beta) ?
- Did you consider to fix it without changing the spread system ? I mean recoding it but keep as objective to have a random spray around the crosshair, as it is actually (without the 12% bug). Why didn't you got that direction ?
Anyway, just some small question to understand it better :
- The "lucky shot" you define is wrote to be present in 4.1. Is it present on 4.2.18 (current one, not beta) ?
- Did you consider to fix it without changing the spread system ? I mean recoding it but keep as objective to have a random spray around the crosshair, as it is actually (without the 12% bug). Why didn't you got that direction ?
#159
Posted 20 February 2014 - 03:36 PM
shoushou, on 20 February 2014 - 01:04 PM, said:
- The "lucky shot" you define is wrote to be present in 4.1. Is it present on 4.2.18 (current one, not beta) ?
No its not because of the new hitmesh, wich is why animations had to be changed and all that drama.
I raise komodo dragons in my spare time