More imersive weapons

I think a few more variants could make the game more interesting, but I agree with Brian that there are some limitations to what would be feasible, and at some point it becomes cosmetic. However, there are some things I feel are missing, like a burst rifle or a semi-auto rifle for example; I feel we do have some open niches to allow for gun variants that are more than slight stat variations.

I personally like the idea of the weapon modding system, and can't wait to see how that pans out. That will at least add some variation to how the weapons handle, so it will be an improvement to the combat, which is what I'm more so concerned with.

 
As far as a dev response don't have a post atm. I think it was Roland who mentioned they had to work within the 4gb limit that 32 bit systems had. Now if they do drop support for it then that would free up a lot of memory they could use for other stuff, but until they say that they are doing it then its safer to assume they aren't.

The entire point ive been making is that the mods in A17 are going to create the variability in gun stats that many people want with different rarities.

That plus the dev's have been quite clear that they don't intend to make more guns and will leave it up to modders to do so.

As for whether too much is too much, if more cosmetic guns are added for the sake of adding them at the expense of actual features that improve the gameplay then its an issue. If they said we are adding a selection of 20 shirts instead of bandits there would be an uproar, so adding 20 gun skins is basically the same thing. Once the game is closer to release and they aren't adding features in, they've optimized and compressed all their textures, get occlusion working, etc there might be more texture memory available and then maybe everyone can be happy.

But until then we have the mods for a reason and we have whats sounding like a really kick ass mod system that will really make the guns stand out coming soon.

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I think a few more variants could make the game more interesting, but I agree with Brian that there are some limitations to what would be feasible, and at some point it becomes cosmetic. However, there are some things I feel are missing, like a burst rifle or a semi-auto rifle for example; I feel we do have some open niches to allow for gun variants that are more than slight stat variations.
I personally like the idea of the weapon modding system, and can't wait to see how that pans out. That will at least add some variation to how the weapons handle, so it will be an improvement to the combat, which is what I'm more so concerned with.
I THINK mods will allow you to change firing modes of guns. I'm not 100% sure on that but i thought I heard it mentioned in one of the dev posts or videos.

 
The AK is a much more simple machine, and there's millions of them out in the world...which is probably why they chose to include it in the game. That, and it's easier to assign 2 guns to 7.62mm. If they had an AR, that would just add another caliber to the mix.
Basically this. (and it's 3 guns)

We also dropped the 10mm ammo because it was useless clutter.

And that round robin about weapon customisation - did no one notice that A17 has that?

Why keep trying to convince anyone that A17 should have an A17 feature?

 
Basically this. (and it's 3 guns)We also dropped the 10mm ammo because it was useless clutter.

And that round robin about weapon customisation - did no one notice that A17 has that?

Why keep trying to convince anyone that A17 should have an A17 feature?
I think the issue is that even if you can mod an AK so it behaves exactly like an M16, some people want it to be called an M16 and have a different model.

 
And developers will keep saying "mod it".

To shoot or not to shoot? That is the question. Not how the rifle is textured.

If you must have an apple-pie-coloured M1 rifle wrapped in a confederate flag (go team slavery!) then you'll have to put another model in because no one here is going to take that seriously.

 
And developers will keep saying "mod it".To shoot or not to shoot? That is the question. Not how the rifle is textured.

If you must have an apple-pie-coloured M1 rifle wrapped in a confederate flag (go team slavery!) then you'll have to put another model in because no one here is going to take that seriously.
I'm on the same page. I'll always take functionality over form. Perhaps in A18 we can rename our weapons and that might help make people happier, and it could also be used for legendaries later.

 
Seems to me that "Pimp Dreams" is a place for people to make requests based on their opinions and desires- feel free to correct me if I'm wrong. It's up to the Devs to decide what is actually implemented. Other than that, it's opinion vs. opinion and one isn't more valid than another, plain and simple. I'm sure we both know "people" on both sides - some who want more loot "clutter" in-game and those that don't. You see it as clutter, we don't. I think that the slippery logic of "it's clutter" could be turned against half the stuff that's already in the game that is serves no purpose other than a resource, like brass vs lead trophies, lead fishing weights, etc.

If, eventually, the game engine can support it, what's wrong with making a world with more interesting stuff than a world where you get a boring selection of loot? There's a good reason that old loot-n-go games like UO, Diablo, etc. are still very popular a decade later.

Anyhow, I guess there's little sense beating a dead horse here. I don't necessarily want 60 guns added but a bit more selection would be nice. Not only for the sake of customization, but for differences in how they could change game play. If ballistics ever makes its way into the game, you're talking about a huge door being opened in diversity and purpose, beyond simple range and "power". Hopefully food for thought.

 
Weapons that perform noticeably different are always a possibility.

The OP basically asked for the same thing with a different model. Big difference there. =P

 
Weapons that perform noticeably different are always a possibility.The OP basically asked for the same thing with a different model. Big difference there. =P
Yeah, for sure. I haven't delved into Unity's offerings for ballistics / raycasting but it seems within the realm of "possible" to eventually have more realistic ballistics that could drastically separate weapons from each other. There are multiple other avenues that open up when you start to push Unity that could make this way more exciting than the "AK47 vs M16" quagmire.

 
"Guns in games" are a huge can of worms.

Just look at all the shooters out there. Almost all of them have completely ridiculous and often arbitrary stats on their guns that have nothing at all in common with their RL counterparts.

You get fantastic spreads, ridiculous accuracy or inaccuracy, ranges and ballistics all over the place. It's total madness.

We are trying hard to translate the weapons' "real" performance into our game world but that is not the same thing as modeling their RL stats of range or v0. That's not how this works. Even a pistol would have "infinite range" in a game like this...

 
"Guns in games" are a huge can of worms.
Just look at all the shooters out there. Almost all of them have completely ridiculous and often arbitrary stats on their guns that have nothing at all in common with their RL counterparts.

You get fantastic spreads, ridiculous accuracy or inaccuracy, ranges and ballistics all over the place. It's total madness.

We are trying hard to translate the weapons' "real" performance into our game world but that is not the same thing as modeling their RL stats of range or v0. That's not how this works. Even a pistol would have "infinite range" in a game like this...
Yeah, it's not an easy thing to do. For realism's sake, Squad did an absolutely superb job at getting their weaponry right and making each model distinct from the other to a satisfying degree. I hope you don't mistake my comments in this thread (or elsewhere for that matter, as being critical of the work you and the others put into the game. It's definitely not. :)

 
Not at all. I know exactly where the 7DTD weapons are "unrealistic". ;)

Some gun nuts may obsess over incorrect physical stats while our job here is to make the game play well. Radically different objective.

Just as an example, melee weapons / skills / perks have to be way OP to make them pull their weight. Being the Bruce Lee Super Ninja needs to be workable.

Realistically a single 9mm bullet turns you into a Bruce Lee Super Ninja corpse.

People play games to have fun and accept all sorts of crazyness... like zombies. Hehe

 
Next time ppl want a new model of a weapon [sorry, new weapon], it's easier to say "there is no such weapon on 7dtd world".

 
I like the new direction that they have taken with the guns in a17. I was hoping that gun parts were going to be part of a full customization mechanic: that we could find parts and stocks there were not just different quality, but also added other mechanics. This did not work out. Instead we found safes without guns, but with parts. Who locks parts up in safes?

It appears that a17 fixes a lot of the gun problems in the game. Now all we need are more gun types and calibers.

 
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