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  1. #21
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    Here's a clip (watch the super low damage shots on SPYDR): https://clips.twitch.tv/SpotlessBoredKleeTooSpicy

    And for anyone wanting to say that this is about unlucky spread, yes, yes it is.
    And that's the problem, there shouldn't be an element of luck involved with the spread, as it makes the game less about skill and more about luck.

    To add to what I said earlier, the spread does not have to completely static, you could have 10-20 nice templates that make it feel like it's random, but still consistent.

    Here's 4 pictures of the current spread:
    https://imgur.com/a/KByE4Q0

    It is very funky. The spread can still be made "random", but at least put an equal amount of pellets in each corner so it feels more consistent, this is just straight up bad.

    I believe this is why players might move on to other servers, and I don't see how it could be too hard to fix, especially when perfect solutions are suggested every other day.
    Like this suggestion by my beautiful goblin friend EternalBeast, a reply would be nice, because when we make these threads, it literally feels like we care about the server more than the admins when we get no reply back, please at least acknowledge the fact that you see these threads. :/

  2. #22
    McSic's Avatar L e a d e r

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    Originally Posted by Skilly View Post
    feels like we care about the server more than the admins when we get no reply back, please at least acknowledge the fact that you see these threads. :/
    Seen it. What you are suggesting though is static spread, while Eternal didn't ask for static spread but vanilla spread, which is very different from static.

  3. #23
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    Originally Posted by McSic View Post
    Seen it. What you are suggesting though is static spread, while Eternal didn't ask for static spread but vanilla spread, which is very different from static.
    I personally don't agree with this suggestion, as I think however big the spread would be, it would still be inconsistent at times (e.g. pellets landing in completely different spots every time, sometimes not even on every corner of the spread circle). Reduced spread reduces that problem, but doesn't fix it, and I don't think vanilla spread will fix it either.

    Fully static spread isn't required, but if the spread was more consistent, e.g. had value ranges for where each pellet could land instead of being fully random, it would still feel and look random, but also feel more fair to the players.
    If you don't know what I mean exactly then I am happy to expand on this further, I think it's a nice & elegant solution to this problem.

  4. #24
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    Example for 12 pellets: https://i.imgur.com/6tM2RiS.png
    Each pellet could "spawn" somewhere in the area of the red rings. An easy way to program this would be to map out the initial static spread, then simply change the position of each pellet by minimal values (whether positive or negative, on both the X and Y axis).
    I don't know how spread works on GunZ though.

  5. #25
    McSic's Avatar L e a d e r

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    Originally Posted by Skilly View Post
    Example for 12 pellets: https://i.imgur.com/6tM2RiS.png
    Each pellet could "spawn" somewhere in the area of the red rings. An easy way to program this would be to map out the initial static spread, then simply change the position of each pellet by minimal values (whether positive or negative, on both the X and Y axis).
    I don't know how spread works on GunZ though.
    Easy. I have done 2 static patterns before.
    1 which is exactly like yours in the image, and one which is like this https://puu.sh/xrmNW/b13b83cf58.jpg (the better thing here is that 1 pellet always hits in the center, where with the 4x4 all pellets could miss the target if too far away).
    Both are even still in the FG code (but disabled).
    Adding a small random offset would be easy to do and possibly be a good solution. I can test it out and play with the values.

  6. The following 3 users say thank you to McSic for this useful post:

    Awful (02-20-2019), Hart (02-19-2019), Skilly (02-19-2019)

  7. #26
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    That's something I can get behind. No more random spray. But rather standard variation in the pattern. I pellet in mid is the way to go so we dont have to purposefully miss the target longrange to land a single pellet.

  8. #27
    McSic's Avatar L e a d e r

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    It's done. Just need to test it with staff and players to adjust values.

    I basically turned this complete randomness:



    (All bullets can go anywhere in the circle)

    Into this 'controlled randomness':



    (Every bullet can go anywhere within its own area - represented here by a different shade of grey)

    So unlucky shots like this:



    aren't possible anymore.

    Instead unlucky shots would now look like this:



    And if you're lucky they go more to the center of the circle.

  9. The following user said thank you to McSic for this useful post:

    Ganggbangg (02-20-2019)

  10. #28
    TownZ's Avatar ⭐⭐⭐⭐⭐

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    Originally Posted by McSic View Post
    It's done. Just need to test it with staff and players to adjust values.

    I basically turned this complete randomness:

    https://puu.sh/CP5HD/9bde28dd3c.png

    (All bullets can go anywhere in the circle)

    Into this 'controlled randomness':

    https://puu.sh/CP5I0/3206f2a1dd.jpg

    (Every bullet can go anywhere within its own area - represented here by a different shade of grey)

    So unlucky shots like this:

    https://puu.sh/CP5Jp/a58579b3d3.png

    aren't possible anymore.

    Instead unlucky shots would now look like this:

    https://puu.sh/CP5K5/6950ca092e.jpg

    And if you're lucky they go more to the center of the circle.
    Can u show the image of the lucky shot aswell?

  11. #29
    McSic's Avatar L e a d e r

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    Originally Posted by Ladykill View Post
    Can u show the image of the lucky shot aswell?
    Currently there's a limit on how far to the center the outer ring can go, I would say it's somewhere like this if you are extremely lucky:


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    TownZ (02-20-2019)

  13. #30
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    Perhaps the center should increase and decrease towards the outer limits of the circle(keeping it within the hitbox) depending on the closer/ farther away you are from your target?

    - - - Updated - - -

    That would solve alot of the issues concerning the up close misses

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