I would like to see a game that calculates the distance to the target, the wind speed and direction, and the mechanical accuracy of the rifle, and the adjust the bullet trajectory accordingly. E.g. an AR-15 should have a mechanical accuracy of about 2-3 MOA on average, and usually has a 50/200 zero (e.g., your optic is zeroed at 50 yards, and height over bore means that you’ll hit slightly below your point of aim at less than 50 yards, above your point of aim between 50 and 200 yards, and then below after 200). So you should have to aim, say, about 24" high on a target that’s 400y away, but then your point of impact is anywhere within about a 12" diameter circle. 7.62x39mm in an AK? You get a 25/200 zero, 4 MOA mechanical accuracy, and at 400y you have to aim 46" high.
Oh, and calculate velocity for realistic time to impact, and actual damage; at 600y, a 5.56 is doing to be stopped by pretty light body armor with minimal injury.
Essentially I’d like a game to force people to understand real-world ballistics and performance, and adjust their strategies accordingly.
I also want the player to slow down if they get pegged in the legs. If they get hit in the arm your accuracy falls or you have to do it one armed and your accuracy really drops. If you get hit in the chest there should be at least a couple seconds where your stunned or your accuracy drops.
Helldivers 2 has a super interesting damage model. You can really notice it with a sniper rifle against the bots. You can knock off so many parts of their body.
TBH, most of those would simply knock you out of the fight for all practical purposes, except being hit in the chest or back in areas fully covered by armor. A rifle bullet through your shoulder can be fatal quickly without being able to pack the wound, and you won’t be able to use that arm at all if your scapula has been hit. ANY solid hit with a rifle is going to be a very, very bad time for you.
To put it in context, armor only covers the places on your torso where a hit will cause near instant death.
Does anyone really play Arma, or does one person build a mission, and then everyone fucks around until that person gets frustrated and stop trying to direct anything?
Just go play Operation Harsh Doorstop, it is free (community funded free not microtransaction casino “free”), runs a million times better, has vehicles and support for large maps and is moddable!
(including support for players downloading a server’s mods on connection so players only have to click on a server to try out a new gamemode or mod)
I constantly praise this game and it is because of the crazy potential of it, it’s accessibility and the fact that the foundation is already awesome.
Doesn’t Tarkov model this somewhat correctly ? (Save for the wind not affecting bullets, and the optics zeroing/distance setting being a bit too arcade-y)
They also considered thing like the speed of sound, stars in the sky and other stuff i don’t quite remember. I wonder if they simulate bullet drift from the earth spinning.
That’s a real thing at extreme-long-distance shooting, but not really an issue at realistic engagement distances for small arms. E.g., if you were doing a King Of 2 Miles simulation, you’d want to account for it, or an artillery sim, but probably not for infantry engagements.
I hate the PRNG of XCOMs. For anyone suffering from that I recommend Hard West. It’s a buggy game, but the luck mechanism is interesting. Basically when missing, your luck increases, and eventually that helps you hit. So missing a good shot isn’t that bad, because you can build a strategy on it regardless.
You bought the virtual console version of Goldeneye and Perfect Dark because you have fond memories of playing the carts on the N64 when you were young.
I bought the virtual console version of Goldeneye and Perfect Dark because I have never played them before and wanted to see what all the excitement was about.
We are the same, enjoying classic masterpieces of entertainment in our adulthood.
The sequel, Imperfect Dark is much narrower in thematic focus as you are just trying to blow up all the devices in your house that incessantly have leds on even when they are off.
It’s hilarious because it’s the default control style now, but I remember trying Perfect Dark with the “2.1” controller setup where you used the center stalk on two N64 controllers (giving you a joystick for each thumb) and how hard it was to use initially. So different than the C aiming on Goldeneye.
I think this is valid criticism. We buy games to have fun, not to have some more work outside of work. If the game forces you to “git gud” in order to have fun, it’s not doing its job.
Of course some people like the experience of honing a skill in order to overcome the obstacles posed by a game. But a developer cannot expect that of every gamer and not provide any means to reduce the challenge.
Counter-example: I badly suck at Sekiro, but it might be one of the best games I’ve ever played. It’s too stressful to play it unless I’m in the right headspace. Like trying to listen to Dark Side of the Moon during Thanksgiving dinner with your funny uncle, it doesn’t hit.
If you judge any art purely based on its entertainment value or the mere pleasure it gives you, the only value in art will be its market value. That’s just empty to me.
The difference is that I judge games on how I view the meaning and execution behind creative choices I noticed during play. Some will call that pompous or elitist, but it’s really just that I need to be seeking meaning in life. Otherwise why live?
Not joking. Meaninglessness feels worse than just being dead to me, sorry to the anti-intellectuals who are going to laugh at me or call this a new copypasta.
Whenever I leave negative criticism for a game, it’s typically about the “git gud” curve. If, after an hour, the game is still too hard or repetitive and not enjoyable, thrn it gets a negative review based on that.
lemmy.world
Aktywne