Yep, here it comes again.
It has everything to do with the topic of the thread. Changing an aspect of game play affects all the other aspects to varying degrees. Lowering weapon accuracy doesn't hurt SMGs, it only makes riflemen even -harder- to use than they already are, and it robs them of their big advantage over SMGs. Suddenly, we'll have a big to do on the forums about the SMGs being overpowered and needing a nerf. It's a never ending cycle.
Because the accuracy levels in game -are- realistic. There's a thread floating around here that broke down the accuracy level in-game fairly objectively. While not under fire, standing, and exausted, the player was able to pull off 6/10 killshots from 200m. This is under ideal conditions (i.e. no returning fire, target was fully exposed, etc.). This strikes me as a pretty realistic depiction of firearms. The only thing sway will accomplish is lowering the effective range of rifles even more, which kneecaps the concept of realistic-range combat that the game was marketed with.
Sure, go for the ad hom. My argument is simple. Decreasing the accuracy of rifles (which is -exactly- what sway is supposed to do) lowers the effective range and drops the lethality of combat. As it stands, the current model does a very nice job of accurately representing the usage of firearms at realistic ranges, and tampering with this model is only going to reduce the realism and open the door for other unrealistic behaviors. I repeat, rather than forcing the game to change to suit the player, the player should change his playstyle to suit the game.
They aren't super accurate laser blasters, as I addressed above, but that is, in fact, exactly what I'm saying. If your enemies stand a decent chance of actually hitting and killing you, you suddenly begin to take your life much more seriously. If you get picked off every time you try to approach an enemy position, or try to pop-up shoot, you need to realize that those tactics don't work in-game (and in real life) and change them.
So yes, that's -exactly- what I'm saying. Accurate weapons force accurate tactics.
No offense, but if I had a dime for every time I ran into someone claiming to have graduated from such-and-such program in order to hit me with an argument from authority, I'd be a very rich man. Arguments from authority mean little to me, mate. I have quite a bit of experience as a game designer and developer, and I specialize in level design. Analyzing player tactics and behaviors in relation to the level is one of my most important functions on a development team. Weapon handling plays a huge role in how players behave in a level (snipers will seek high ground, CQC will seek buildings or tight areas, for starters). They're very closely related. Players will pick weapons that suit their play-styles, and the behaviors of certain weapons will strongly influence how players of certain play-styles will behave.
And I'm not saying that it'll turn RO2 into Quake. I'm saying it'll turn RO2 into RO1 or ARMA, which is a bad thing. RO1 and ARMA are dull, unrealistic, and overly difficult. Hardcore shooters, not realistic shooters. RO2 is RO2, and it should stay RO2. If people don't like the formula, there are plenty of other shooters that offer a much more artificially challenging experience. RO2 is unique, and I enjoy it for what it is.
Lol hyperbole.
Not even going to justify this with a response. I've explained above that RO2's weapon model is realistic, and that further reducing the accuracy takes it out of realistic territory and puts it into hardcore territory.
Hip shots being more accurate at close range than aiming properly (due to the lack of sway from the hip), not being able to hit a target beyond 50m without a good deal of skill (allowing your enemies to run around in the open without fear), being forced to stop, squat, and brace in order to hit just about anything from a distance farther than 50m, being able to have protracted pop-up rifle duels with no one getting any hits because they were wrestling with the sway/spread, machine gunners framing themselves in windows clear as day and being able to gun down dozens of riflemen because it took them several seconds to line up shots...
The list goes on and on.
See above. It -is- realistic. It's not -hard-. Hard != real, in this case.
None of what you are ranting about has anything to do with the topic of this thread.
It has everything to do with the topic of the thread. Changing an aspect of game play affects all the other aspects to varying degrees. Lowering weapon accuracy doesn't hurt SMGs, it only makes riflemen even -harder- to use than they already are, and it robs them of their big advantage over SMGs. Suddenly, we'll have a big to do on the forums about the SMGs being overpowered and needing a nerf. It's a never ending cycle.
What has "behaving tactically", "using cover" "punishing players" have anything to do with trying to achieve realistic accuracy levels within the game?
Because the accuracy levels in game -are- realistic. There's a thread floating around here that broke down the accuracy level in-game fairly objectively. While not under fire, standing, and exausted, the player was able to pull off 6/10 killshots from 200m. This is under ideal conditions (i.e. no returning fire, target was fully exposed, etc.). This strikes me as a pretty realistic depiction of firearms. The only thing sway will accomplish is lowering the effective range of rifles even more, which kneecaps the concept of realistic-range combat that the game was marketed with.
I can barely make heads or tails of your drama queen exaggerations. I tried to play nice, but you keep on ranting off topic without addressing relevant info.
Sure, go for the ad hom. My argument is simple. Decreasing the accuracy of rifles (which is -exactly- what sway is supposed to do) lowers the effective range and drops the lethality of combat. As it stands, the current model does a very nice job of accurately representing the usage of firearms at realistic ranges, and tampering with this model is only going to reduce the realism and open the door for other unrealistic behaviors. I repeat, rather than forcing the game to change to suit the player, the player should change his playstyle to suit the game.
I have no idea how you even got onto this psychosis about punishing players for not using cover or being tactical or learning from mistakes. It's like you are making the argument that guns should be super accurate laser blasters, IN ORDER to force people to cower behind every rock.
They aren't super accurate laser blasters, as I addressed above, but that is, in fact, exactly what I'm saying. If your enemies stand a decent chance of actually hitting and killing you, you suddenly begin to take your life much more seriously. If you get picked off every time you try to approach an enemy position, or try to pop-up shoot, you need to realize that those tactics don't work in-game (and in real life) and change them.
So yes, that's -exactly- what I'm saying. Accurate weapons force accurate tactics.
That's not what this thread is about. Removing no sway isn't going to turn RO2 into quake. Discussion on player behavior is completely off topic and encompasses a plethora of variables you aren't calculating. I graduated from a Behavior Analysis psychology program, I know a thing or two about the subject and know that you trying to tie accuracy and player behavior together is incredibly flimsy.
No offense, but if I had a dime for every time I ran into someone claiming to have graduated from such-and-such program in order to hit me with an argument from authority, I'd be a very rich man. Arguments from authority mean little to me, mate. I have quite a bit of experience as a game designer and developer, and I specialize in level design. Analyzing player tactics and behaviors in relation to the level is one of my most important functions on a development team. Weapon handling plays a huge role in how players behave in a level (snipers will seek high ground, CQC will seek buildings or tight areas, for starters). They're very closely related. Players will pick weapons that suit their play-styles, and the behaviors of certain weapons will strongly influence how players of certain play-styles will behave.
And I'm not saying that it'll turn RO2 into Quake. I'm saying it'll turn RO2 into RO1 or ARMA, which is a bad thing. RO1 and ARMA are dull, unrealistic, and overly difficult. Hardcore shooters, not realistic shooters. RO2 is RO2, and it should stay RO2. If people don't like the formula, there are plenty of other shooters that offer a much more artificially challenging experience. RO2 is unique, and I enjoy it for what it is.
Why don't we take it a step further and remove recoil. This would make guns super deadly; people would get punished all the time if they don't properly utilize cover. Players would have to develop "realistic" tactics in order to survive...
Lol hyperbole.
Not even going to justify this with a response. I've explained above that RO2's weapon model is realistic, and that further reducing the accuracy takes it out of realistic territory and puts it into hardcore territory.
btw, what were these "unrealistic tactics" in RO1 that stemmed from poor accuracy of the opponent? I'd like to hear.
Hip shots being more accurate at close range than aiming properly (due to the lack of sway from the hip), not being able to hit a target beyond 50m without a good deal of skill (allowing your enemies to run around in the open without fear), being forced to stop, squat, and brace in order to hit just about anything from a distance farther than 50m, being able to have protracted pop-up rifle duels with no one getting any hits because they were wrestling with the sway/spread, machine gunners framing themselves in windows clear as day and being able to gun down dozens of riflemen because it took them several seconds to line up shots...
The list goes on and on.
It's just odd that you encourage realism in one aspect by reducing realism in another.
See above. It -is- realistic. It's not -hard-. Hard != real, in this case.
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