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| View Poll Results: Weapon Progression Bonuses in Classic: | |||
| I want Weapon progression bonuses to have NO effect in Classic (level 0 stats) |
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26 | 56.52% |
| I want Weapon progression bonuses to have effect in Classic (as is) |
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8 | 17.39% |
| I was NOT aware weapon progression bonuses still have an effect in Classic |
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28 | 60.87% |
| I was aware weapon progression bonuses still have an effect in Classic |
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2 | 4.35% |
| Multiple Choice Poll. Voters: 46. You may not vote on this poll | |||
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#1
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As was recently discovered, weapon progression bonuses still have an effect in Classic (see http://forums.tripwireinteractive.co...&postcount=100). The only way to disable weapon progression bonuses is to set the server setting 'Max Weapon Proficiency' on 1, which makes the server custom and unranked.
As shown in the linked post, this is unintended behaviour: weapon stats should all be on level 0 in Classic. Note that class progression bonuses are not applied in Classic (as it should be). So the questions are:
Please only vote if you care about Classic.
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aka Wakke Last edited by Proud_God; 09-24-2012 at 05:41 AM. |
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#2
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I did not know that weapon bonusses were still in effect and I wouldn't mind seeing that removed. Players don't need help from a bonus, but should depend on their own skill.
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#3
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I knew you could earn experience/progression.
I was not really aware that those bonuses had an effect in Classic mode.
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#4
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The weapon bonus will not be there for classic. Your weapon will be at level 0.
From ROWeapon.uc: Code:
simulated function UpdateWeaponProficiency(ROGameStatsWrite StatsWrite)
{
local ROGameReplicationInfo ROGRI;
local float WeaponFocusModifierPercentage;
ROGRI = ROGameReplicationInfo(WorldInfo.Game.GameReplicationInfo);
WeaponLevel = StatsWrite.WeaponLevels[InvIndex];
if ( ROGRI.bDisableProgressionBonuses )
{
WeaponProficiencyRecoilModifier = WeaponProficiencyLevelRecoilModifiers[0];
WeaponProficiencySwayModifier = WeaponProficiencyLevelSwayModifiers[0];
WeaponProficiencyReloadModifier = WeaponProficiencyLevelReloadModifiers[0];
WeaponProficiencyZoomInModifier = WeaponProficiencyLevelZoomInModifiers[0];
WeaponProficiencyMeleeModifier = WeaponProficiencyLevelMeleeModifiers[0];
WeaponFocusModifierPercentage = 0;
}
else
{
WeaponProficiencyRecoilModifier = WeaponProficiencyLevelRecoilModifiers[WeaponLevel];
WeaponProficiencySwayModifier = WeaponProficiencyLevelSwayModifiers[WeaponLevel];
WeaponProficiencyReloadModifier = WeaponProficiencyLevelReloadModifiers[WeaponLevel];
WeaponProficiencyZoomInModifier = WeaponProficiencyLevelZoomInModifiers[WeaponLevel];
WeaponProficiencyMeleeModifier = (2.f - WeaponProficiencyLevelMeleeModifiers[WeaponLevel]);
WeaponFocusModifierPercentage = ((1.0 - ROPawn(Instigator).GetClassModifier(ROCPM_Focus)) /
(1.0 - class'ROPawn'.default.CharacterProgressionArray[5].Modifiers[ROCPM_Focus]));
}
WeaponProficiencyDDFSettleTransitionDuration = 1.25 + 0.15 * WeaponFocusModifierPercentage;
WeaponProficiencyDDFFocusBlendRate = 5.0 + 0.5 * WeaponFocusModifierPercentage;
}
Snipped from ROGameInfo.uc: Code:
// If Realistic or Classic
if ( RealismLevel == RORL_Realistic || RealismLevel == RORL_Classic )
{
if ( RealismLevel == RORL_Classic )
{
bDisablePeripheralActionIndicators = true;
DamageMode = DMG_Hardcore;
PlayerHitSoundMode = PHS_Low;
bDisableSpawnOnSquadLeader = true;
bClassicStaminaAndSprinting = true;
bStopSprintingWhenExhausted = false;
bWeaponHandlingClassic = true;
bNoControlledBreathingZoom = true;
bClassicWeaponLoadout = true;
bDisableProgressionBonuses = true;
bAllowKillCamera = false;
if ( ROGameInfoCountDown(WorldInfo.Game) != none )
{
KillMessageDelay = FClamp(KillMessageDelay, 5.0, 99.0);
}
else
{
KillMessageDelay = FClamp(KillMessageDelay, 0, 99.0);
}
FriendlyPlayerNames = 1;
CompassMode = CMP_ClassicCompass;
RoleOverrideMode = ROM_ClassicRoles;
VehicleMobilityDamageMode=2;
TankTurretDamageMode=2;
VehicleCrewDamageMode=2;
EnemySpottedMode=ROESM_Full;
}
else
{
DamageMode = DMG_Standard;
PlayerHitSoundMode = PHS_Medium;
bDisableSpawnOnSquadLeader = false;
bClassicStaminaAndSprinting = false;
bStopSprintingWhenExhausted = false;
bWeaponHandlingClassic = false;
bNoControlledBreathingZoom = false;
bClassicWeaponLoadout = false;
bDisableProgressionBonuses = false;
if ( ROGameInfoCountDown(WorldInfo.Game) != none )
{
KillMessageDelay = FClamp(KillMessageDelay, 5.0, 15.0);
}
else
{
KillMessageDelay = FClamp(KillMessageDelay, 0, 15.0);
}
FriendlyPlayerNames = Clamp(FriendlyPlayerNames,1,2);
CompassMode = CMP_MinimapTacViewOnly;
RoleOverrideMode = ROM_DefaultRoles;
VehicleMobilityDamageMode = 2;
TankTurretDamageMode = 1;
VehicleCrewDamageMode=2;
EnemySpottedMode=ROESM_Full;
}
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Last edited by Ducky; 09-24-2012 at 06:29 AM. |
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#5
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I was actually not aware of this but to be honest I don't care. I mean, what's in the game and what's not, in what mode, does not matter for me anymore. Ideas are worthless unless applied. Every game has its day. I feel like It's a deadend with no end. I am very excited to see what Rising Storm brings to the table and I really appreciate the RS team's effort. It's that kind of people who continue to lit the fire. I do hope that Classic get's some improvements in Rising Storm which actually COULD be likely. I am must excited to see what and if any improvements is made to Classic, OR, best of all, Realism Mode. From a RO formula point of view, I'd say that it should be removed - completely - at least in my opinion, I'll vote: get rid of it. Skilled players does not need it. Especially not in the better mode such as classic. That's all I have to say and will say about this and I can also hope that all Classic player's get what they want because they deserve it.
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#6
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Well, somewhere along the way, the bonuses are making their way into Classic. We proved that. And also, if the weapons would be LVL0, why does it show LVL50 in game, when in Classic, or even Custom with Progressions disabled? The weapon bonuses are there, they are real.
Something is happening that: bDisableProgressionBonuses does not affect Weapon Proefiency level (1-50)
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♩ Wenn wir marschieren, ziehn wir zum deutschen tor hinaus, schwarzbraunes Mädel, du bleibst zu Haus... ♫ Last edited by Sarkis.; 09-24-2012 at 06:54 AM. |
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#7
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With that, do you mean in the weapon stats screen or the weapon selection screen?
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#8
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Weapon Selection Screen, while playing in a Classic server. The bonuses from LVL 50 will still apply in Classic. Even though the unlocks are overridden by Classic Loadouts.
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♩ Wenn wir marschieren, ziehn wir zum deutschen tor hinaus, schwarzbraunes Mädel, du bleibst zu Haus... ♫ |
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#9
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What's displayed in that screen is the level of your weapons as they are for your account. In game you should still use the weapons without bonus. How did you prove that this isn't the case?
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#10
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The time it takes for the character to work his bolt, reload, different sway, time to iron sights, and even deployment for MGs. Seeing how they were in a Classic Server, and even setting Sauce's server to Classic Mode, and the felt difference while running the server with Maximum Weapon Proficiency Level = 1. That results in using your weapon with a 0 LVL in the Selection Menu. For example a PPSh41 LVL0, without all the bonuses, but with the drum.
The best way to test this, is to use a LVL 50 or some high value weapon and compare it to a LVL 0 weapons, while in Classic Mode. Say... the K98 sniper that generally will be a low level weapon, and the common K98, a generally high level one. And check their bolting speed. Some bugs present in Classic were also cleared by using Maximum Weapon Proficiency Level = 1. Do I get a medal?
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♩ Wenn wir marschieren, ziehn wir zum deutschen tor hinaus, schwarzbraunes Mädel, du bleibst zu Haus... ♫ Last edited by Sarkis.; 09-24-2012 at 09:57 AM. |
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#11
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Quote:
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#12
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RO_Sauce is planning to do that. He understands much more of the bug than I do.
__________________
♩ Wenn wir marschieren, ziehn wir zum deutschen tor hinaus, schwarzbraunes Mädel, du bleibst zu Haus... ♫ |
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#13
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i'm confused. doesn't Ducky's post show, that bonuses do not have any effect in "classic"?
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#14
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It was noise only a blind man could hear.
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♩ Wenn wir marschieren, ziehn wir zum deutschen tor hinaus, schwarzbraunes Mädel, du bleibst zu Haus... ♫ |
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#15
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I'm going to hazard a guess: maybe that code is not properly executed on both the client and the server?
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aka Wakke |
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#16
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Quote:
Now that's what I call a remarkable constructive post ![]() This thread is noise too. It's noise about a bug that should be reported in the bug section. If something isn't working as it's being described, then it's called a bug. Please submit a bug report. That would be really constructive.
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