Rifleman Archive
Thread: 12-22-03 TOP FIVE ISSUES The Development Team Answers
Everyone has good points here, and I feel your pain. My idea on the ranges is simple, and easy to impliment.
MAKE THE RANGE MODIFIERS REFLECT THE WEAPON!!!!!
Pistols should have a + at point blank, the ideal range should be 20-25 meters, and they should take a triple digitnegative on maximum range. So the range modifiers on a pistol would look like this: Point blank +25, ideal +50 , Maximum -150.
Carbines should be pretty even, maybe all positive modifiers, but lower numbers like this: Point blank +5 , Ideal range (40m) +50-75, Maximun Range +5.
Rifles should be: point blank -150, ideal range +75-100, maximum range +50-75.
This is just an idea to get the devs thinking, my nubers may be way off but it gives you an idea of what I'm talking about. Weaponsmiths will still be able to play with the ranges, but the won't overcome the Pistol maximum range or Rifle point blank. Also the different weapons would have different bases. These modifiers should be for the "ELITE" weapons (i.e. The T21, the DX6 Carbine, ect. I don't remember what the carbine or pistol is.....lol).
Friends and Fellow Riflemen,
Looks like the Devs have already ruled on the ranges, etc. TH already stated the not firing beyond 64 (despite the fact that turrents, poison, etc. have proven that 64 range can be beat). I think their stance is going to stay this way, simply because priorities are different than we'd like. Even with the release of Mounts/Cities/Vehicles and the alledged freedom now towards other projects, I tend to hold to the belief that it is more along the lines of their pet projects already discussed for long periods of time, such as the combat revamp. With that revamp comes their own ideas and fixes. Now if our ideas happen to parallel theirs, victory. If not, we're in a tight spot. That's one reason I think ranges have been seemingly stomped out as a change. It doesn't go with the current changes they want/planned. They've began the process of throwing everything they have into the revamp, and our ideas sadly probably just don't really add up in the larger scheme of things. Maybe in a year when bugs/fixes/patches are slowed to a crawl (if that is the case in a year). As for now, it's a Christmas gift (delayed). In symbol terms, it's either the ultimate toy you've always wanted and finally get....or a pair of socks that you'll use, but not really think about again.
We have great ideas I know. Sadly we don't make the game, nor do we understand all that is involved in their code, etc. I'll give the benefit of the doubt, to an extent. But I also think it's coming down to the community talking more than the devs would like. We riflemen are supposed to be soldiers. Yes, we have a sniper shot, useless in PVE, and in doing regular 1 shot sniper kill damage. But overall we are not snipers. We are regulars. I've heard it said "you're the support class." I don't think so. I also don't think we're the solo class. We're soldiers in the big scheme of things and sadly we weren't given that place, thanks to the current way things are set up. Consider this : When rifles were brought into use they made up the main line of weapons used by infantry. Carbines are what I consider the upgraded rifle, for the mass troops. Riflemen are the back troops that decimate the enemy before they reach our lines. Carbineers take those that make it through the first rifle wave and act as skirmishers, and pistols, sorry to bash you guys, but you're the sidearm that's used when the enemy has broken through lines and is going either hand to hand or using their own pistols. I'll let you consider this...why do officers use pistols? Because they're rarely in the front lines fighting in open field. They're held in the command posts and use their pistols to ward off once the command post is threatened.
I think one main problem is that in the hope of cursed balance, everyone wants their weapon to work in all situations. But really for all the soldier types, if you want to be a soldier, you use a rifle or carbine. If you want to actually RolePlay pick up a pistol and pretend to use your sidearm. Soldiers in the GCW use rifles and carbines. It's our destiny! Maybe one day ranges will be made so that a pistoleer will have hell charging at a rifleman and firing off 100 rounds of specials. Maybe someday a carbineer won't incap himself horribly. Maybe one day riflemen will be seen as in the clone wars with carbineers charging with them into a massive line. .....Or maybe a deathstar will end all our lives in one great blinding light...who knows.
biwan:
Klawlegna,
I just read through our top 5 things, and it truly disheartens me. Nevermind that... it just plainly pisses me off! First of all... the warping is NOT fixed. It got better, yes. For a while, it was fixed. Then along comes vehicles and guess what! Warping returns!
Range over 64m is possible. The Combat Medic *bug* proved that. Don't insult our intelligence by saying it is not possible.
Where is the issue that has been brought forth about our rifles and the problems with them?
I would suggest that you read the following forum if you want the REAL story behind the rifleman problems. It is 70 pages worth of corrospondance without a single response from a Dev acknowledging us. Here is the forum if you could trouble yourself to bringing these issues to the Dev's:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=508463
Other than that... these Top 5 problems are not the *TOP 5 Problems* as determined by us Rifleman. Please look into this and take our true issues to the Dev's.
First off, bugs are acceptable and expected in the launch of a MMORPG, but SWG offered such a vast quantity and quality of game-breaking bugs upon launch that I think it hardly meets par with the rest of its genre. The Beta was pathetic, and we're all paying for it post-launch.
Secondly, I'm not sure what you meant by "nice snacky new speeder", but I'll tell you this. I'd rather the Devs had fixed the professions, combat, disappearing items, warping, stats, broken skills, and bugged content before putting in new content. (i.e. mounts, player cities, vehicles) Their order of execution was a product of poor priority. I'm not asking for a magic button, I'm asking for common sense and basic logic. If a system isn't working correct, don't add to it, fix it!
Third, I don't think you understand a d*** thing about the technological limit on range and what it means in this game. I've given a couple feasible ways to extend range for long-range weapons. It can be done, the CM proved the 64m technological limit is a bogus concept, and there are several good reasons it should be done as expressed in our constructive postings.
Now, go apologize to your elementary school teachers for wasting their time.
ok, time to "go postal" on this range thing.
I do not see this short alimit ANYWHERE in ANY GAME that has a thing you wield called a gun. Why is there so much protest on this? It harkens back to MUD and "rooms" and such constraints we have LOOOONG should have shed from these games. It's not immersive, aka realistic, aka BELIEVABLE. That is the key.
I'm really courious just exactly what this "technical issue" is. If it is a difference in platforms (my best guess, comp X can't rendor as far as Y, Comp Y sees effectively farther, advantage Y) Counterstrike, BF1943, Mechwarrior and many other games in this genre that I have played never attempted to "equalized" outcome by such a method or similar methods. In that relm it is understood that you better have a top performer computer and a nice ping to the server or you are toast. End of story.
Is it some problem with the AI? I know how some of these programs are built. I'm guessing that you have about 20 scripts with rules in them. Many of what I think those scripts contain are numbers for aware range, idle behavior, flags for varrious bits like Aggro and Stalker and range this activates. Is it in here? Did you guys paint youself into a box someplace that you have to have only 6 bits to work with? Just how silly does that look?
Feel special that the Commando spent that many credits to take you out. Launchers = $$$$$$$$$
And I do believe Launchers fire over the 64m mark, but don't quote me on this.
PyscoJuggalo, isn't that quote "Of all the things I've lost, I miss my mind the most"? I could be wrong, thought that's how it went though. I like it has the Rifleman Motto too. =)
@ Alioninwinter
Had to paraphrase, they cut off the sig's the next line. Like both mottos though, both are good descriptions of the profession.
Wait that was BS, I just replaced one word for another. Man I'm a crackhead. Will be fixed in a sec.
[quote]
As an avid hunter, I cannot understand why there is a 64m maximum range. I can drill a deer at 100 yards easily, much less taking time to get into a reasonable stance. Anyway, most snipers and competative rifle target shooters easily hit targets at 1000 yds, roughly 950m.
WHY CAN I ONLY SHOOT 64M in a game basedon futuristic technology? WHY DO THINGS NOT DIE WHEN I SHOOT THEM IN THE HEAD? WHY DOES A RIFLE THAT CAN PUNCH AT-ST ARMOR only TICKLE MOST OF THE CREATURES? WHYIS THAT WHEN I BLEED A CREATURE AND THENSTOP SHOOTING, DO THEY CHASE ME?
deardevs, please come hunting with me soI can show you how real rifle shooting works. OR giveus assault rifles thatshoot faster than pistols. You guys have really f--k-d up this game. Let me help you a little:
Pistols = short range, 0-50m,inaccurate with high rate of fire,medium damage
Carbines = medium range,10-100m, accurate with high rate of fire, medium damage
Rifles = long range, 35-250m, very accurate with low rate of fire, high damage
WAKE UP DEVS [/quote]
You sir, are my hero! Yes the combat in this game is totally screwed. The devs don't give a s*it though. They get our montly fee and thats all they care about.