So did you just ignore my post above yours that explains how this is not the case? It is the IMPLEMENTATION of Darkest Hour's suppression that is the problem for many people. It is possible to have a suppression that does not rob the player of the ability to perform basic functions (like aiming).
I did read your post and I'm sorry, but I disagree with you and I guess you've prodded me enough to go back on my comments yesterday and make a more involved post on the issue. I'm afraid this is going to be a long one folks, but you can skip to the final paragraph if you don't like walls of text.
Yes, realistically being shot at wouldn't affect your ability to aim, but also realistically, you wouldn't be stupid enough to stick your head up to try it. Sure there's only a low chance of actually being hit, but if you DO take a bullet, you're dead and you don't respawn in reality. Without that fear in games however, people know very well that they're highly unlikely to be hit and are willing to take their chances. This is amplified by many "suppression" techniques, because with a slow build up that increases in intensity, it's in a player's best interests to try to take on their suppressor as quickly as possibly to prevent those negative effects from having a chance to pick up steam. That's the exact opposite of the desired outcome.
Dwin said:
How do you know this? Have you extensively tested each and every implementation of suppression suggested before?
I've implemented and tested quite a few, yes. The thing is, they've all been done before. Nothing anyone is suggesting is a new idea and none of them have ever worked. They've either gone too far one way or too far the other.
Proper suppression is a difficult balance to achieve. You have to strongly discourage players who are being "suppressed" from putting themselves in the line of fire deliberately and picking off the "suppressors" (and that means nothing that players can learn to "compensate for", because then suppression no longer works and it defeats the purpose) but at the same time, you cannot do anything that will cripple the player's ability to move or fight enemies in other directions. For instance, a player might be taking cover behind a wall. Suppressing fire should make it very difficult for that player to peek around or over the wall to directly fight the 3 guys firing on his position. It should NOT however, prevent him from being able to fight anyone who approaches his position from the rear or the side, assuming he sees them coming. And this is where the trouble starts.
Everything tried up to this point is either ineffective at preventing that player from directly engaging his suppressors (and usually killing one or more at worst) or goes too far the other way and has a long lasting effect that renders the player completely combat ineffective, simulating a mental breakdown more than a suppressed soldier. I considered my system for DH to be a compromise - it's difficult to engage anyone firing at you, but if someone comes up behind you, it's still quite easy to take them on. More importantly, the effects were not long lasting, so a player who left an area that was being suppressed would not continue to feel the effects as if they were still under fire.
At the end of the day, like it or not, the system actually works for its intended purpose and it works very well. Better I would say, than anything else that's been tried to this point. It's
not perfect however and I will make the concession that there are some circumstances where it takes effect when it should not realistically do so. I'm thinking mainly of instances where players will fire on each other while in the open - taking cover is not an option and thus a player could not truly be "suppressed", yet the system is still applied and it can, depending on the ranges involved, favour the person who fires first, especially if they have an automatic weapon. In that situation, criticism is valid, but when cover is involved, it is not.
But how do you fix those shortcomings? It's not as easy as you might think, both from a realism and a technical perspective. I stated that the suggestions made by people don't work, so it's only fair that I explain why I feel that to be true.
Longer reload times: I'm not sure how this is intended to be "suppression". Apart from there being little plausible reason for it to occur, if your target's weapon is already loaded, then it does literally nothing to them and they'll still happily pop up and shoot you.
Longer weapon resting times: As with the above, this isn't really a detriment. If you're attempting to suppress someone who is already in position, they'll probably already be rested. If you're trying to prevent a pop up shooter, they won't bother resting their weapon anyway, as it's an unnecessary extra step that has no bearing on the first round fired (which is all that matters on rifles anyway).
Additional Sway: This is really no different to the DH flinch. It's still artificially moving your aim around just as much and just as randomly, only with a little interpolation added to the mix. It could also be argued that to be effective, it would need to be of greater magnitude, which would then be detrimental to a player's ability to fight other targets coming up behind them.
Additional Recoil: For rifles, this would have no impact at all and for automatics, it would essentially be the same as DH's system, just moreso.
Loud Noises/Snaps: Noises I'm afraid, do absolutely nothing. You don't need sound to line someone up and blow them away and even if a sudden sound was startling the first time, you'd very quickly grow accustomed to it.
Reduced Muzzle Flash: This sounds nice, but doesn't actually work to keep people down. It simply buys someone slightly more time to take shots before they're discovered, while their target scans in the direction of the gunshots. And in situations where a position is known (e.g. a bunker, a church tower, etc) it would have no benefit at all.
Blur: Blur can work in two ways. Either a light blur, or a heavy blur. Plenty of games have used this technique and it's immediately apparent that on its own, this just doesn't work. Light blur doesn't do enough to discourage a player - if they can see straight, they'll take their chances. However once you cross the threshold from light to heavy blur, you've stopped the player from popping their head up, but you've also crippled them completely, leaving them open to attack from other angles, even if they move away from the suppressed area.
Smoke/Dust/Dirt: This sounds nice again, but it assumes that all rounds are hitting the ground in front of the player. More often than not, those rounds will instead be flying overhead, or off to the sides. In those circumstances, it does nothing at all.
Dimmed Screen/Tunnel Vision: This is very similar to the blur. It's either not enough, or it's too much. Screen dimming won't stop a player taking their chances unless you make things so dark that they can't see, but by that point you've crippled them completely against all attacks and that's unacceptable. Tunnel vision is similar, except that it has the exact opposite effect - the player is still perfectly capable of taking on their suppressor, but are crippled against anything else.
Stamina Drain: This falls under the category of "increased sway", but with the added bonus of crippling the player. Because it's an incremental effect, by the time enough stamina has been drained to discourage the player from trying anything, they're now unable to escape and will be more likely to take their chances since they have no other option. Worse, they'll know it's coming and will almost certainly starting shooting back as soon as possible to minimise the extent of the drain - the opposite of the intended effect.
Bullet Penetration: I've seen this listed a few times, but I can't see any reason that this would suppress people. If anything, it will do the opposite - if you know that you can still be killed behind cover, you're not going to stay there, you're going to either leg it, or start shooting back. Both options have a risk of being shot, only one has a chance of killing the suppressor. Most gamers will (and do) choose the latter.
Now with that said, for all those who are terrified that HoS will have DH-suppress_2.0, you needn't worry. The issue is divisive enough that I highly doubt TW would risk alienating a moderate sized chunk of their playerbase over it. Will there be some form of suppression? Yes. Will it be as effective at actual suppression as the one in DH? That remains to be seen. Personally I think they'll err on the side of caution, but in all honesty, I think that's exactly what many of you guys want to hear anyway, so stop stressing about it.