Do the developers know how weapons function?

Post » Fri May 13, 2011 1:48 pm

I find it slightly annoying when developers don't do their homework on how weapons function. For example: having to charge a rifle after reloading in the middle of the mag or pumping a shotgun after reloading when in the middle of the mag (both of which would eject an unused cartridge). It gets especially annoying when I am performing an early reload to save time and end up taking longer than I should. Will Brink's weapons be realistic or just another letdown?
User avatar
kat no x
 
Posts: 3247
Joined: Mon Apr 16, 2007 5:39 pm

Post » Fri May 13, 2011 1:43 pm

I find it slightly annoying when developers don't do their homework on how weapons function. For example: having to charge a rifle after reloading in the middle of the mag or pumping a shotgun after reloading when in the middle of the mag (both of which would eject an unused cartridge). It gets especially annoying when I am performing an early reload to save time and end up taking longer than I should. Will Brink's weapons be realistic or just another letdown?


Hello, welcome to video games, where gun mechanics don't necessarily have to mimic real world weapon characteristics. One reason is something called "balance." Real world gun manufacturers don't have "balance" on their to do list. Could imagine the talks at the coorporate office - "We can't develop that weapon - it can't be countered by anything! It would be nothing more than a noob weapon."

As for Bink, the weapons will be using "fun" as a basic guideline.
User avatar
Andrew Tarango
 
Posts: 3454
Joined: Wed Oct 17, 2007 10:07 am

Post » Fri May 13, 2011 5:00 pm

1. if you wanna complain to the devs then go on the splashdamage forums since bethestda isnt the devs, there the publishers.
2.i have no idea what your talkign about, its a game.
3. im not even going to continue on this topic for i will be confused and this topic looks EVIL :chaos:
User avatar
Sarah Edmunds
 
Posts: 3461
Joined: Sat Jul 08, 2006 8:03 pm

Post » Fri May 13, 2011 6:56 pm

I'm not trying to be incendiary, I just had a question.
User avatar
Jessie Rae Brouillette
 
Posts: 3469
Joined: Mon Dec 11, 2006 9:50 am

Post » Fri May 13, 2011 6:31 am

I find it slightly annoying when developers don't do their homework on how weapons function. For example: having to charge a rifle after reloading in the middle of the mag or pumping a shotgun after reloading when in the middle of the mag (both of which would eject an unused cartridge). It gets especially annoying when I am performing an early reload to save time and end up taking longer than I should. Will Brink's weapons be realistic or just another letdown?


Can't say cause I don't know. Check some of the footage on the media page and you might find a visual answer .

And I absolutely get what you're saying, drives me nuts when I watch guys do it in the movies. One of my favorite moment from WaW was when my friend pointed out that the guy put his thumb over the unspent round when reloading the double barrel shotgun.
User avatar
Penny Wills
 
Posts: 3474
Joined: Wed Sep 27, 2006 6:16 pm

Post » Fri May 13, 2011 8:23 am

Can't say cause I don't know. Check some of the footage on the media page and you might find a visual answer .

And I absolutely get what you're saying, drives me nuts when I watch guys do it in the movies. One of my favorite moment from WaW was when my friend pointed out that the guy put his thumb over the unspent round when reloading the double barrel shotgun.


I love it when revolvers shoot like 700 rounds in movies.
User avatar
Isaac Saetern
 
Posts: 3432
Joined: Mon Jun 25, 2007 6:46 pm

Post » Fri May 13, 2011 11:31 am

Video game physics and mechanics do not always attempt to mimic real life ones and the ones that do aren't exactly perfect.
User avatar
maya papps
 
Posts: 3468
Joined: Mon Aug 07, 2006 3:44 pm

Post » Fri May 13, 2011 11:14 am

Video game physics and mechanics do not always attempt to mimic real life ones and the ones that do aren't exactly perfect.

Generally they don't...
User avatar
David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Fri May 13, 2011 11:11 am

Video game physics and mechanics do not always attempt to mimic real life ones and the ones that do aren't exactly perfect.

Those that attempt to be more realistic and pull it off well are often very successful for it, though. First thing that comes to mind is the HL2 physics engine.
User avatar
Elena Alina
 
Posts: 3415
Joined: Sun Apr 01, 2007 7:24 am

Post » Fri May 13, 2011 6:41 am

Generally they don't...

Which is why I posted that.


Those that attempt to be more realistic and pull it off well are often very successful for it, though. First thing that comes to mind is the HL2 physics engine.

But most cannot pull it off and get a lot of negative feedback for it.
User avatar
Jerry Cox
 
Posts: 3409
Joined: Wed Oct 10, 2007 1:21 pm

Post » Fri May 13, 2011 6:01 pm

Those that attempt to be more realistic and pull it off well are often very successful for it, though. First thing that comes to mind is the HL2 physics engine.

I'm not even talking about physics, I am talking about how a weapon HAS to function to work. Not even the internal mechanisms, just simple reloading function.
User avatar
Lou
 
Posts: 3518
Joined: Wed Aug 23, 2006 6:56 pm

Post » Fri May 13, 2011 7:12 am

I think you could cancel the reloading process. But that's pretty much all I know.
User avatar
Katie Louise Ingram
 
Posts: 3437
Joined: Sat Nov 18, 2006 2:10 am

Post » Fri May 13, 2011 11:11 am

I'm not even talking about physics, I am talking about how a weapon HAS to function to work. Not even the internal mechanisms, just simple reloading function.

I never said that realism always had to do with physics, that's just the first (successful) unnecessary realistic feature in a game that I could think of.
User avatar
Scott Clemmons
 
Posts: 3333
Joined: Sun Sep 16, 2007 5:35 pm

Post » Fri May 13, 2011 8:37 am

I find it slightly annoying when developers don't do their homework on how weapons function. For example: having to charge a rifle after reloading in the middle of the mag or pumping a shotgun after reloading when in the middle of the mag (both of which would eject an unused cartridge). It gets especially annoying when I am performing an early reload to save time and end up taking longer than I should. Will Brink's weapons be realistic or just another letdown?

I do find it sorta annoying as well, but something I can overlook.

For the most part, not really. When reloading a weapon with all its ammunition spent, the animation is the same as the animation for reloading early (a new round is not chambered, so no cool lock-and-load scene). Also, when reloading early, an extra bullet is not added to the current ammo count.

I believe that the Mossington will be pumped no matter how many cartridges still remain in the tube.
User avatar
Karl harris
 
Posts: 3423
Joined: Thu May 17, 2007 3:17 pm

Post » Fri May 13, 2011 7:50 pm

I do find it sorta annoying as well, but something I can overlook.

For the most part, not really. When reloading a weapon with all its ammunition spent, the animation is the same as the animation for reloading early (a new round is not chambered, so no cool lock-and-load scene). Also, when reloading early, an extra bullet is not added to the current ammo count.

I believe that the Mossington will be pumped no matter how many cartridges still remain in the tube.


Rainbow Six Vegas is the only game that I have seen add the extra round.
User avatar
Jessica Lloyd
 
Posts: 3481
Joined: Fri Aug 25, 2006 2:11 pm

Post » Fri May 13, 2011 6:48 am

Rainbow Six Vegas is the only game that I have seen add the extra round.

Yeah. I'm surprised they incorporated that.
User avatar
Sara Johanna Scenariste
 
Posts: 3381
Joined: Tue Mar 13, 2007 8:24 pm

Post » Fri May 13, 2011 6:29 am

#1 this game isn't going for realism, get over it, there are a number of things from parts to totally ridiculous charging handle on the Gorund AR to the 9-10" BBL on the M4A1 in this game.

#2 like others said it is balance, you have different style of mags, so your are going to have different ways of reloading.

#3 finally they are game developers not firearm manufactures, they don't know all of the inner workings of a firearm, look at BFBC2 every time you reload the M16A2 he pulls back on the charging handle when he can just slap the bolt release to finish the reload.

:rantoff:
User avatar
Lexy Corpsey
 
Posts: 3448
Joined: Tue Jun 27, 2006 12:39 am

Post » Fri May 13, 2011 2:13 pm

1. In Metal Gear Solid 4, reloading the (I think AK47) mid clip would eject a single unused round from the gun and your ammo stockpile.

2. In Syphon Filter for the PS1, the shotgun drew ammo from a hammerspace arsenal. Pressing the reload button would simply make a pumping sound, with no loss in ammo. Good for emphasis though.
User avatar
Rodney C
 
Posts: 3520
Joined: Sat Aug 18, 2007 12:54 am

Post » Fri May 13, 2011 4:58 pm

just to reinforce the concept. most game developers are programmers and artists. the vast majority have probably never even handled a gun. you can generally make pretty convincing guns from plans found on blueprints.com without ever handling the real thing. that they are even slightly close should sometimes be praised.
User avatar
Sophie Morrell
 
Posts: 3364
Joined: Sat Aug 12, 2006 11:13 am

Post » Fri May 13, 2011 10:03 am

I love it when revolvers shoot like 700 rounds in movies.

I just recently saw Planet Terror and have to agree. :whistling:

just to reinforce the concept. most game developers are programmers and artists. the vast majority have probably never even handled a gun.

The only ones who did are probably the Sound Directors.
User avatar
Tammie Flint
 
Posts: 3336
Joined: Mon Aug 14, 2006 12:12 am

Post » Fri May 13, 2011 1:46 pm

Another issue is that it would add another animation to work load. One in which all you do is add ammo and don't cycle the action. And if they don't have a system in place to match the amount of ammo added to the amount needed, then they would have to add that or else everyone would be [censored]ing it adds a full load when I only fired two rounds. (for weapons with fixed magazines).
User avatar
kirsty williams
 
Posts: 3509
Joined: Sun Oct 08, 2006 5:56 am

Post » Fri May 13, 2011 6:47 am

I find it slightly annoying when developers don't do their homework on how weapons function. For example: having to charge a rifle after reloading in the middle of the mag or pumping a shotgun after reloading when in the middle of the mag (both of which would eject an unused cartridge). It gets especially annoying when I am performing an early reload to save time and end up taking longer than I should. Will Brink's weapons be realistic or just another letdown?


Look, Brink is a game, and has to be valanced, as Awesomeman said. They'd have to piss around with different animations and weird reload times and fluctuating ammo count mid-battle, which is just a pain in the [censored] that we'd all have to relearn just for one game. It would make it annoying, clunky, and less fun. Potentially a game-breaker.
User avatar
TOYA toys
 
Posts: 3455
Joined: Sat Jan 13, 2007 4:22 am

Post » Fri May 13, 2011 9:24 am

These threads are always worth a good chuckle. So here it goes go get your guns and friends shoot them at each other pull out your shock paddles or syringe revives and see how realism compares.
But, honestly I do appreciate when developers try to make games as realistic as possible as long as it doesn't fail at the main purpose the FUN FACTOR because I think that's why the call it a GAME.
User avatar
M!KkI
 
Posts: 3401
Joined: Sun Jul 16, 2006 7:50 am

Post » Fri May 13, 2011 4:56 pm

Rainbow Six Vegas is the only game that I have seen add the extra round.



Crysis 1 and 2 also did that. However, I know what OP is talking about. I wouldn't care too much for the extra round, but at least have different animations depending on whether a round is still in the chamber or not.
User avatar
Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Fri May 13, 2011 4:22 pm

Crysis 1 and 2 also did that. However, I know what OP is talking about. I wouldn't care too much for the extra round, but at least have different animations depending on whether a round is still in the chamber or not.


Exactly, and I don't understand the balance argument; what about a weapon properly reloading affects game balance?
User avatar
OnlyDumazzapplyhere
 
Posts: 3445
Joined: Wed Jan 24, 2007 12:43 am

Next

Return to Othor Games