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  1. <Shoushoushou> hey guy, have a sec ?
  2. <p5yc0runn3r> hi
  3. <p5yc0runn3r> was snacking :)
  4. <Shoushoushou> np :D
  5. <p5yc0runn3r> sup?
  6. <Shoushoushou> I had questions for you, are you the one in charge of the "new hitcode" for the futur beta ?
  7. <p5yc0runn3r> The one and only yes
  8. <p5yc0runn3r> not 'hitcode'
  9. <p5yc0runn3r> but 'firing system'
  10. <Shoushoushou> So there was a sentence in the news that could mean anything, and I thought it was better to ask you directly what it means
  11. <p5yc0runn3r> ok
  12. <Shoushoushou> "The weapon firing, spread and recoil system has been re-coded for a what-you-see-is-what-you-get hit system"
  13. <p5yc0runn3r> the news was not to give exact details
  14. <p5yc0runn3r> ok
  15. <p5yc0runn3r> what is your question then?
  16. <Shoushoushou> DOes that mean we'll have a "no dispersion" weapon like in quake ?
  17. <Shoushoushou> Does that mean that spray will be controlable like in CS ?
  18. <p5yc0runn3r> kinda...
  19. <p5yc0runn3r> yes and yes but with 'real' recoil and spread
  20. <p5yc0runn3r> basically it should be named 'where you aim is where you hit'
  21. <Shoushoushou> So basicly, if I aim on an AFK head, I press my MOUSE1 without releasing my finger, I should touch 30 helmets ?
  22. <Shoushoushou> In theory I mean
  23. <p5yc0runn3r> no
  24. <p5yc0runn3r> the crosshair will go up by recoil
  25. <p5yc0runn3r> from server side
  26. <p5yc0runn3r> so maybe you get 2 hits
  27. <Shoushoushou> But the "bullets paths" will still on the crosshair ?
  28. <p5yc0runn3r> you will need to re-adjust your aim per shot like a real weapon
  29. <p5yc0runn3r> the bullet paths will be on the crosshair yes
  30. <p5yc0runn3r> no random spread
  31. <p5yc0runn3r> you hit where the crosshair is pointing at the moment of fire
  32. <Shoushoushou> Ok I undestand :D
  33. <Shoushoushou> Can I give you my impression about it ? :D
  34. <p5yc0runn3r> without even trying it? :P
  35. <p5yc0runn3r> go ahead :)
  36. <Shoushoushou> I mean, if we suppose you manage to do what you just said and it work as you said, it will involve some things :
  37. <p5yc0runn3r> it is ready
  38. <p5yc0runn3r> from december
  39. <p5yc0runn3r> so it is done
  40. <Shoushoushou> Oh
  41. <Shoushoushou> Then it will involve some importants things :
  42. <p5yc0runn3r> ok and?
  43. <Shoushoushou> 1) Probably the most important there, the way you get hit if the main key in a FPS. You can have the best Counter Strike player these is, he can't be the best UrT player within some months, because he is not used to the urt "recoil", and he is used to an other recoil (the cs one). In the same way, having a new path of recoil implies that every urt player will have to learn again how to play, tha
  44. <Shoushoushou> t's something difficult, that's something which wasn't asked, and I don't think the competitive community will follow you.
  45. <p5yc0runn3r> oh there you go
  46. <p5yc0runn3r> reading...
  47. <Shoushoushou> Yep, second point comming soon, let me finish it before answering
  48. <p5yc0runn3r> ok
  49. <Shoushoushou> 2) Even if we consider that people have enought motivation to learn again how to aim properly, there is a main imporant point to consider, and this is the game speed. There is a reason if "slow" games like CS use a spray control system (not the same like you, but some princips in common), and "fast" games like quake or shootmania use no dispersion : It's nearly impossible to control your spray w
  50. <Shoushoushou> hile moving at high speed, no matter how skilled you are. So if we have a fast game with recoil control system, it will imply many things in the gameplay : in TS, the game will slow done, because rush will be less effective because of the impossibility to control spray properly while running. In CTF, you'll give a way better advantage to defenders (who already have the advange) and that will mak
  51. <Shoushoushou> e it less interesting both to watch and to play.
  52. <Shoushoushou> I'm done you can answer :D
  53. <p5yc0runn3r> ok so
  54. <p5yc0runn3r> these are concerns that came to me as well
  55. <p5yc0runn3r> as you might know I'm a league player too
  56. <Shoushoushou> Didn't knew it
  57. <p5yc0runn3r> Let me answer ;)
  58. <p5yc0runn3r> So when designing this I was inspecting what is wrong with the system and to make it easy to adapt
  59. <p5yc0runn3r> We have set up 5v5 matches with pro players
  60. <p5yc0runn3r> We have also set up 5v5 with less pro players
  61. <p5yc0runn3r> and all have reported that they can pick it up in less than 10 minutes
  62. <p5yc0runn3r> but
  63. <p5yc0runn3r> the best thing is that they reported less irritating unhits
  64. <p5yc0runn3r> Brizz was one of the players who tested this
  65. <p5yc0runn3r> Anyway, my main concern was that the system that is in place now, is managed by 'luck' alone
  66. <p5yc0runn3r> I wanted a system similar to the current mechanics BUT runs on 'skill' and very little on luck
  67. <p5yc0runn3r> Also
  68. <p5yc0runn3r> since this changes the mechanics of the game, I had to balance the weapons
  69. <p5yc0runn3r> that is why we are machine a beta
  70. <p5yc0runn3r> so that we do not slap you with the changes all at once
  71. <p5yc0runn3r> (ready)
  72. <p5yc0runn3r> u can answer
  73. <p5yc0runn3r> awkward silence...
  74. <Shoushoushou> I'm writing it :D
  75. <p5yc0runn3r> oh lol ok :)
  76. <Shoushoushou> Hum, I can't stay actual system is based on luck. Having a random spray dispersion does not mean that the game is based on luck, it only means that you can't spray like an idiot to get some hits, you have do judge, based of the situation, if it's better to spray because your opponent is close enought or if you have to fire only some bullets. It's easy to say as the players who stay at the top ar
  77. <Shoushoushou> e the same for years, can't happen if the game is based on luck.
  78. <Shoushoushou> Secondly, when you are talking about match with pro players, where you talking about mixes or teams ?
  79. <p5yc0runn3r> The client was showing the crosshair where it should not show it ;)
  80. <p5yc0runn3r> The new system is the same. If you spray you dont get good hits
  81. <p5yc0runn3r> so beleive me when I say, you really have to try it...
  82. <p5yc0runn3r> Next week there will be the beta week I think
  83. <Shoushoushou> Well, according as what you explained me, isn't spraying become controlable if you learn the crosshair path ?
  84. <p5yc0runn3r> the crosshair path is not learnable
  85. <Shoushoushou> So it's random on a certain way ?
  86. <p5yc0runn3r> I cannot explain :)
  87. <p5yc0runn3r> mmm
  88. <p5yc0runn3r> yes there is some randomness
  89. <Shoushoushou> Yeah I understand the princip, it not "totally random", but it can not be predicted
  90. <p5yc0runn3r> exactly
  91. <p5yc0runn3r> BUT, the major point is
  92. <p5yc0runn3r> that if you move the cross hair on a head it hits the head
  93. <p5yc0runn3r> but the catch is
  94. <p5yc0runn3r> 'you have to manage to control the corsshair' while spraying :)
  95. <Shoushoushou> The only difference I see is that now you'll know if your bullet will touch, when before it was only expectation
  96. <p5yc0runn3r> before, the crosshair was not even pointing in the middle of the spary!
  97. <p5yc0runn3r> *spray
  98. <Shoushoushou> Wasn't it ?
  99. <p5yc0runn3r> it was extremely random
  100. <p5yc0runn3r> nope
  101. <p5yc0runn3r> and which weapon takes you back to the original point of aim after recoil?
  102. <p5yc0runn3r> lol
  103. <p5yc0runn3r> This is the story:
  104. <p5yc0runn3r> The server was aiming at A and client was showing B while spreading at C
  105. <p5yc0runn3r> now server is aiming at A, client is shwoing A and fire at A then server moves aim according to recoil and spread
  106. <p5yc0runn3r> rinse and repeat
  107. <Shoushoushou> Well, I'll show that in the beta then, can't really ask anything else with just expectation
  108. <Shoushoushou> Ah, only 2 more questions
  109. <p5yc0runn3r> of course
  110. <Shoushoushou> 1) Will that change something about high pingers matchs ?
  111. <Shoushoushou> I mean
  112. <Shoushoushou> I had to face the Aussies in a match
  113. <Shoushoushou> Both team having 200 pings
  114. <p5yc0runn3r> ping is something else but I can tell that hits are much better
  115. <Shoushoushou> So we had to aim where the guy was 0.2s before
  116. <Shoushoushou> was hard :D
  117. <p5yc0runn3r> the server should predict what your client is seeing at the moment of fire
  118. <p5yc0runn3r> but it cannot be 100% correct
  119. <Shoushoushou> Yeah I get it
  120. <p5yc0runn3r> which clan are you?
  121. <Shoushoushou> aera
  122. <Shoushoushou> french team
  123. <p5yc0runn3r> Next week :)
  124. <p5yc0runn3r> next week :)
  125. <Shoushoushou> :D
  126. <Shoushoushou> And second question, is that a problem for you if I copy this conversation on fr/en forums ? It give a lot of good explanations
  127. <Shoushoushou> And many people asked about it
  128. <p5yc0runn3r> While I was writing I thought you would have done that ;)
  129. <Shoushoushou> I prefer to ask first :D
  130. <p5yc0runn3r> go ahead BUT I will be checking what you use ;)
  131. <Shoushoushou> yeah sure np
  132. <p5yc0runn3r> and correcting if need be :)
  133. <Shoushoushou> Oh, and one thing I forget
  134. <p5yc0runn3r> listen I will make you try it now
  135. <Shoushoushou> Can't play right now :(
  136. <p5yc0runn3r> oh ok
  137. <Shoushoushou> I'm actually finishing a huge text about weapon balances on urt, you should take a look for it for future possible improvement :D
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