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Gaming vs Reality (a.k.a. Flame War brewing ;P)

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maso:
Surely a double barrel shotgun would fire twice or else it would be a triple barrel shotgun...

What about reload times?

Malek Deneith:

--- Quote from: maso on December 15, 2007, 10:29 ---Surely a double barrel shotgun would fire twice or else it would be a triple barrel shotgun...
--- End quote ---

Before current beta Double Shotgun dealt (6d3)x2 but that was generally considered not enough, so Kornel increased it to (6d3)x3. Don't think about it as of three actual shots as for chaingun or plasma rifle - it's only to represent the fact that game mechanics rolls and applies the damage three spearate times, rather than roll it once and triple before applying. (if you want to rationalize the x3 damage, treat it an representation of pellet cloud so dense that it causes more damage than pellets from two spearate normal shotgun shots could)


--- Quote from: maso on December 15, 2007, 10:29 ---What about reload times?
--- End quote ---

There is some data on wiki, but it's more or less our guesess - I dared not ask Kornel more questions at this time, not to invoke his wrath ;) Perhaps another time...

Daqin:

--- Quote from: Malek Deneith on December 15, 2007, 11:05 ---
--- Quote from: maso on December 15, 2007, 10:29 ---Surely a double barrel shotgun would fire twice or else it would be a triple barrel shotgun...
--- End quote ---
(if you want to rationalize the x3 damage, treat it an representation of pellet cloud so dense that it causes more damage than pellets from two spearate normal shotgun shots could)

--- End quote ---

If pellet cloud is so dense then why spread is so big...?
That's kind of absurd in the way of thinking.
Actually, if you want it with natural physics then with spread so wide every target would be hit by one or few pellets, which would make them feel as if they just got bite from a huge mosquito..
The game seems to have it's own physics and I wouldn't mix it with the natural one. Such mess up is symptom that person cannot distinguish between what's pure concept/assumption  in their mind and what is based on natural world, not standing firmly on the ground should take a brake from computers. Either be aware it is fiction or stick to simulation and rationalizing. Mixing this two is like being in fiction and believing it is real. Kinda illusion.
The game seems to be based on more assumptions where there is lack of experience or some reasoning. For example: pistols. Any person with actual experience with pistols would know that they are extremely hard to aim. With only one hand grip and very short barrel even the slightest movement changes angle of line of fire a lot. Rifles on the other hand are bigger size, and one hand prevents the other from these uncontrolled movements making rifle much more stabilized, and long barrel lets you aim much more precisely. To hit a bottle from 50m with rifle is a piece of cake, to hit it with pistol it is a miracle.
In game, we can say the action is so fast paced that it is easier to aim fast with pistols. I would represent it by pistols having same accuracy as rifles, not higher though.

Kornel Kisielewicz:
DoomRL weapon stats are NOT based on realism. They are based on balance and playablity.

Daqin:

--- Quote from: Kornel Kisielewicz on January 26, 2008, 04:20 ---DoomRL weapon stats are NOT based on realism. They are based on balance and playablity.

--- End quote ---

That's kinda what I said too. However just by using names 'shotgun' or 'chainsaw' you base it on 'realism' and people expect these things to work that way. Same for example with other things that are common sense, like: if you put on heavy armor you would move slower. If it makes you move faster it wouldn't make sense, but you could say it is for playability. Generally if things are closer then it easier to hit them, but it could be different also. However what is common knowledge for someone, for someone else can be unknown, like for example with pistols. For me it is quite obvious that if you aim with pistol it is hard to hit. If with rifles then it is easier. So it is as if you adopt some nonsense for game balance purpose, but it looks more like it is just not known to you. You can play game on any rules, however, if game is generally based on our reality then making it go sideways into the abstract creates confusion. Usually people try to imitate how-things-work in their games with more or less attempt. Making consciously things go the other way is rather unexpected.

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