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Messages - Momcilo

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1
Wasn't my goal to insult you, it just annoys me you're saying something isn't broken when you can clearly see the crosshair offset when switching from one perspective to the other. I personally prefer the third person perspective in this game, that's why I was asking if it can be fixed because there are also huge advantages when using it. Anyway, this thread isn't for discussing the third person perspective, I've opened up another one for that where you can see the screenshots of the offset.

It annoys me that you're saying something is broken when hundreds of people use it with no issue. Third-Person is the preference of most people who play Warband. If there was really a significant issue with it, there would be far more people voicing their complaints but so far, you're the only person to go as far as calling it broken or unusable. That and the fact that several people have pointed out valid arguments against your claim, most of which, you've failed to refute and simply ignore.

So the majority of  numbers suddenly weights more than facts supported by evidence?
The fact that the reticle very slightly off is true, I never said otherwise and I don't see why you bring it up repeatedly. Nobody denies that there isn't a problem. But yes, majority of numbers does weigh more. It demonstrates to us that this problem is so tiny, irrelevant that most people don't care about it. The only time it has and will ever truly be a game affecting issue for someone, is if that person refuses to spend five minutes playing with it to adapt to it and instead complains about it.

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I never said it was unusable,
That's actually almost exactly what you said. Your other thread's title is "This mod isn't playable from the third person perspective."

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I said you're at a big disadvantage against someone using first person in a shootout and therefore when it comes to combat it's broken (It can still be used for FoV advantages). Broken stuff can still be used tho and you can adapt to it, but you will still be at a disadvantage.
Why? If you adapt to something, that's it, you're on an equal playing field to others. That's the point of adapting and there is no disadvantage about it at all. And again, as Killington and I have stated multiple times, there are a bunch of advantages to playing in third person that far outweigh this imaginary disadvantage you see.


I am glad you have decided to stop pushing it as a suggestion.

It amazes me how you keep ignoring facts just because the majority says otherwise. No, facts can't be overruled just because the majority things otherwise because facts are supported by evidence and beliefs are not. By your logic, when people believed the earth was flat that was true eh? The offset isn't slight, it's 50% off at medium range.

And you keep ignoring what I'm saying about the adaptability thing - no matter how much you adapt you will always be that one second slower and that will cost you in a straight up fight with an opponent of equal skill.

But since it's hardcoded there is no point in continuing the talk about the crosshair.


2
Ye I already knew it's Warbands problem but thanks for the info, that's all I wanted to know  :D Gona cross it out from the suggestions.

3
Wasn't my goal to insult you, it just annoys me you're saying something isn't broken when you can clearly see the crosshair offset when switching from one perspective to the other. I personally prefer the third person perspective in this game, that's why I was asking if it can be fixed because there are also huge advantages when using it. Anyway, this thread isn't for discussing the third person perspective, I've opened up another one for that where you can see the screenshots of the offset.

It annoys me that you're saying something is broken when hundreds of people use it with no issue. Third-Person is the preference of most people who play Warband. If there was really a significant issue with it, there would be far more people voicing their complaints but so far, you're the only person to go as far as calling it broken or unusable. That and the fact that several people have pointed out valid arguments against your claim, most of which, you've failed to refute and simply ignore.

So the majority of  numbers suddenly weights more than facts supported by evidence?

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So you don't see anything wrong in those screenshots? I never said it was unusable, I said you're at a big disadvantage against someone using first person in a shootout and therefore when it comes to combat it's broken (It can still be used for FoV advantages). Broken stuff can still be used tho and you can adapt to it, but you will still be at a disadvantage.

The whole point of this is that I want to find out if it's hardcoded or not, haven't got an answer to that question yet.

4
One thing I find mightily annoying is the fact that the French LMG can hip-fire, when the German one cannot. Now, there may be reasons behind it, I don't know, but the amount of times when the NR60 have done a 1v1 within ourselves, that the whole squad was gunned-down in a sort of Scarface-like scene, by a hip-firing Frog.

I believe the French LMG can hipfire because it has a lower rate of fire than the german LMG when you're in the crouch position.

On the point about pistols, I see no problem with it. As of yet, I have no problems with any of the weapons (except French LMG). When put into practice in an actual battle (I don't expect many of you to have attended one), it doesn't matter what weapon you have -- there is a 99% chance then when you're running to the enemy trench, with 50 or so guys following you, you'll be gunned down no matter what weapon they are wielding.

I don't see the point you're trying to make here. Saying that you will die when running at the enemy trench no matter the weapon they have doesn't have anything to do with game balance, it has to do with tactics and positioning. Superior tactics does defeat stronger weapons, but we aren't talking about tactics here. You balance weapons out by putting two opponents in equally advantageous position and if they both don't have the same chance of theoretically winning the fight then one weapon is unbalanced.

To put it into an example, let's say you have two opponents of equal shooting skill both at mid range of each other with no cover between them. Now, we can't see the unbalance if we say one of them gets a headshot since it's always insta kill so we will go for body shots.

Variation 1,

Let's say the rifleman manages to shoot his opponent in the body first. He still hasn't killed him as it takes 2 shots to finish his opponent and he has to reload at which point the pistol man has the chance to shoot his opponent. Now, the guy with the pistol shoots his opponent and doesn't have to reload and on top of that his opponent is stun locked so he only has to shoot at the same position one more time and his opponent is dead. Result of the shootout - both dead, one from bleedout one from direct kill.


Variation 2,

The pistol guy shoots his opponent first, stun locks him and shoots him another time to finish him. Result of the shootout - pistol guy wins.


As you can see, when matching equally skilled opponents that will shoot eachother in the body, the rifleman has no chance to win. Therefore, pistol is op.

5
So now pistol accuracy should be reduced because one guy found it too accurate? They are not OP at all, stop trying making this mod into NW:1916. Out of all these I agree only on new factions and urban maps.
What most people don't understand about pistols is: it is not only the accuracy of the weapon itself, it is how it's shaped, holded (by your ingame char) and its barrel length. Even if the real pistol would technicaly hit same target 100% on 100m range, it would not be possible how the ingame char is and could hold it ingame. Try in rl to hit a target with a stretched arm on 100m. You won't, trust me. Aditionally holding the pistol with both arms would not stabilize the accuracy significantly with such a small barrel not possible, unlike a rifle. Further aiming without a long barrel and/or iron sight like on a pistol makes it even more difficult to aim.

No matter HOW the pistols are used by the char ingame, it is too accurate and as a result too op!

And trust me, I don't want a NW:1916 too. But pistols were meant to be a close range, combat, assault and melee weapon. Not a weapon for long firefights.
Pistol spam destroyed NaS public play, I don't want to happen this with IE.

So pistols should be nerfed.

Exactly, you basically have the same accuracy of a rifle mid range with a higher rate of fire.

6
So now pistol accuracy should be reduced because one guy found it too accurate? They are not OP at all, stop trying making this mod into NW:1916. Out of all these I agree only on new factions and urban maps.

I'm not the only person that finds the pistols too accurate.

2. Fix 3rd person if it's possible.
Not broken if you have any bit of adaptability.
It's not about adaptability, match two persons of the same skill and the one using first person will win because he doesn't have to waste a second to use his adaptability. It's broken, if it's not possible to fix it then say so, but don't say it aint.
I will say it ain't, simply because it really isn't. I have no reason to lie to you about what I truly believe and I find it insulting that you think that's what I'm doing to win this disagreement. I, and many others I know, have completely no problem playing in third person. Plus, even if third person was a disadvantage, which it isn't, it's pretty stupid to call it broken as that would mean it is unusable. I never use first person unless if shooting over an object, and can consistently get high scores. Again, I know of many others that feel the same way. Just because you don't prefer third-person doesn't mean it's broken. Not to mention what Killington has been saying, third person offers a wide range of other advantages. Trying to fix a non-existent issue is a waste of the team's time. So is trying to fix a minor disadvantage which people can easily adjust to and play on the same level as those on third person.

Wasn't my goal to insult you, it just annoys me you're saying something isn't broken when you can clearly see the crosshair offset when switching from one perspective to the other. I personally prefer the third person perspective in this game, that's why I was asking if it can be fixed because there are also huge advantages when using it. Anyway, this thread isn't for discussing the third person perspective, I've opened up another one for that where you can see the screenshots of the offset.

Learn to check the game before posting suggestions...

There are no NW maps left. Servers who have NW maps in their rotation are not properly set up.
Furthermore... Killing the bot battles is not really possible. Only way would be getting rid of the bots completely.

Didn't know the NW maps were related to servers not being properly set up, my mistake.

But about the bot servers, you say that removing them isn't possible but then state the solution in the next sentence. There are two ways to get rid of them, first would be to contact the server owners and ask them if they can remove the server and the second solution is the one you stated - getting rid of the bots completely.

The best way to decide whether the community likes them or not is to set up a poll in both forums and see the results.



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2. Fix 3rd person if it's possible.
Not broken if you have any bit of adaptability.

It's not about adaptability, match two persons of the same skill and the one using first person will win because he doesn't have to waste a second to use his adaptability. It's broken, if it's not possible to fix it then say so, but don't say it aint.

3. Implement new factions.
Obviously. Though you make it sound easy.

Didn't say it was, just stated the obvious thing that needs to be done.

4. If possible, add an option to only display your own kills.
Don't see the need.

It's not needed, but would be a big + if your screen wasn't covered with other peoples kill/death messages all the time.

1. Organize regular OPEN PUBLIC events once a week, events in which clans participate but public players can join as they wish.
2. Organize regular CLOSED PUBLIC events once a week, events which are more organized but public players can join.

That could actually work... Now if only I had a server...

People have to do public events, mainly on Conquest maps, if this mod is gonna survive and they best start soon and be daily, not even weekly, as its already not looking good.

People will go where there is pops, regardless of the server name, mode (usually). Most just see lots of players and ask the server name and mode later lol

I agree with everything except doing the events daily, it's too much of a hassle to be organized every day and two times a week is enough. The rest of the days servers would be filled by players with no need of an event being organized simply because they will have a desire to play it after awesome events  :D

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........
1. Organize regular OPEN PUBLIC events once a week, events in which clans participate but public players can join as they wish.
2. Organize regular CLOSED PUBLIC events once a week, events which are more organized but public players can join.

.........


I would spread the cloths under your feet:
But I, being poor, have only my dreams;
I have spread my dreams under your feet;
Tread softly because you tread on my dreams.

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Iron Europe / Things you need to do if you wish to keep this mod alive.
« on: February 25, 2014, 09:03:19 pm »
Technical stuff (Only issues I've encountered):

1. Nerf the pistols by reducing their accuracy.
2. Fix 3rd person if it's possible. Hardcoded  :(
3. Implement new factions.
4. If possible, add an option to only display your own kills.
5. Delete if possible all NW maps. Server side issue.
6. Add urban city maps, for close quaters combat.

Social stuff (Most important):

1. Organize regular OPEN PUBLIC events once a week, events in which clans participate but public players can join as they wish.
2. Organize regular CLOSED PUBLIC events once a week, events which are more organized but public players can join.
3. Try and kill the bot siege servers, as it drains the population from the main part of the game.
4. Find a way to advertise the modification more via YouTube and other means. See if you can find someone to do that stuff.

This would amount to two events a week. I can't stress enough how important the events are in keeping the mod alive. Also, I can't stress enough how closing those events from the public kills the mod, because it puts aside the population that keeps it alive - pubbies. My advice is to start organizing events once you have fixed these technical issues of the game.


One thing that would make this mod explode in population would be adding a territory war system, similar to the one CRPG uses because without persistence all are doomed to fail. I know this will never happen, but I have the right to dream :D

So far, the mod is amazing. I wish you all the best luck and I hope to see it up and running for a long time.

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Before I used JDF's red dot mod, I used third person all the time, at least for medium to close range. Once you get used to the displacement and learn to adjust for it, it's pretty awesome to be able to aim at the the enemy without blinding yourself with the crosshair.

EDIT: Also it's great for looking over a trench without being headshot, and a large field of view is always good.

Yep, third person perspective gives you those advantages, but it's not viable to use them since if you get into a fight unexpectedly you will be in a worse position then your opponent since your crosshair doesn't potray the true aim.

It is off at close range, the 1st person view is the true aim, but even so at close range it's not off enough that you miss, a chest aim would be a stomach shot which is still a kill.

Yep, but if you wanted to finish it with a headshot, you would be at a huge disadvantage.
After a bit of practice, you can easily pull off center of mass hits just as consistently as in first person, even better because you can actually see the target, and headshots really aren't necessary, chest shots kill them often enough to be worth it, especially when there's the other benefits that come with a large field of view.

Let's for example match you with an opponent of equal skill, he's just gotta put the crosshair on your head and insta kill you, while you gotta adjust the crosshair offset and without a guaranteed headshot. The only way third person can be used now is to use it while walking, and while checking over cover.

I shoot better in third person actually.
I noticed sometimes and depend the distance of the units, first person shooting will make you miss all the ennemies ( especially when they are very close) or whzn you are shooting from a windows or from a parapet and whatever if you are aiming good at them with the cross hair . I just switch view to the 3rd and all turn right then. Am i the only one to have this problem?

I think you two are the only ones  :D

Here are two screenshot that show the aim offset:

When I aim at this spot
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I'm actually aiming at this spot
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Before I used JDF's red dot mod, I used third person all the time, at least for medium to close range. Once you get used to the displacement and learn to adjust for it, it's pretty awesome to be able to aim at the the enemy without blinding yourself with the crosshair.

EDIT: Also it's great for looking over a trench without being headshot, and a large field of view is always good.

Yep, third person perspective gives you those advantages, but it's not viable to use them since if you get into a fight unexpectedly you will be in a worse position then your opponent since your crosshair doesn't potray the true aim.

It is off at close range, the 1st person view is the true aim, but even so at close range it's not off enough that you miss, a chest aim would be a stomach shot which is still a kill.

Yep, but if you wanted to finish it with a headshot, you would be at a huge disadvantage.

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Iron Europe / This mod isn't playable from the third person perspective.
« on: February 23, 2014, 08:26:23 pm »
This is the same for native(range) and for NW, but in a mod where the guns shoot more often and are as accurate as this, the aim offset in third person perspective fucks the same perspective up.

What am I talking about?

Well, this isn't as noticeable when you shoot at targets at long distance, but try coming near a pole or a tree at a close to medium distance. Now go into first person mode and aim at a specific point. When you switch to third person perspective you will notice that the crosshair is now above the point at which you have aimed and not just by a bit.

So, the third person crosshair is higher and incorrectly positioned making you for example miss the head and shoot the opponents stomach even if you aligned your crosshair exactly at the correct position. In the end, the only way to play this mod is in first person and that kinda ruins it for people like me who like the third person perspective in this game.

My question is, can this be fixed? Or is it hard coded?

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Modifications / Re: *Scripting Thread*
« on: August 11, 2013, 12:12:20 pm »
You need also to delete the autobalance system then... I think it's not very difficult to do this if you got some knowledge. There should be some scripters who can do this... when i got time i'll have a look :)

Thank you man, the reason I posted here is that I wanted to find out if it is possible or not. I have no scripting knowledge, and if you do have a look at it in the near future please let me know via PM, again thank you :D

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Modifications / Re: *Scripting Thread*
« on: August 11, 2013, 11:47:48 am »
Would it be possible to script serverside that once the round begins in Team Deathmatch:

1. Everyone gets placed in one team, and 5 players are randomly chosen to be in the 2nd team.
2. Once someone from the 2nd team kills someone from the 1st team, the ones killed are automatically switched to a specific class in 2nd team.

So you want that in the next spawn, the killed player plays in the second team? Well if you mean this, then it should be possible...


Yes man, but not only just that, he needs to be moved to a specific class after he gets killed by one of the 5 randomly chosen players at the start. This is to be used for a zombie mod. So if you can direct me to anyone who could do this job, I would appreciate it.

Basically, 3 things need to be done server side:

1. Server moves everyone to team 1 and automatically chooses 5 random players to go to a specific class in team 2.

2. If anyone from team 2 kills anyone from team 1, the person killed gets moved to a specific class in team 2.

3. When everyone from team 1 gets transferred to team 2, the game restarts.

We have a server that would be used for this, now we need a scripter to do it serverside.

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Modifications / Re: *Scripting Thread*
« on: August 10, 2013, 08:41:01 pm »
Would it be possible to script serverside that once the round begins in Team Deathmatch:

1. Everyone gets placed in one team, and 5 players are randomly chosen to be in the 2nd team.
2. Once someone from the 2nd team kills someone from the 1st team, the ones killed are automatically switched to a specific class in 2nd team.

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