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SignUp Now!In case you don't know, we switched to ArcCW because TFA is fully broken and you deal absolutely no damage at all. TFA also is a dead body and I'm done reanimating it to have it going for another few weeks. So it was ArcCW or nothing. And ArcCW was coded with the ammo system included, they aren't 2 separate things where we can have one without the other.Okay, then I'll re-phrase.
Remove it for this event. Implementing it half-way, rendering most people ammo-less was a supremely idiotic idea and has now crippled most people's offensive. An admin I was working with, struggled to even find the correct items amongst the myriad that was implemented. Each weapon requiring specific cartridges, ammo types, to be loaded and unloaded.
You can add this system when we aren't in a place where we have no means to manufacture ammo clips. Not now, however.
And maybe, you know, run a testing period so that people can actually elaborate how they feel about it instead of it being thrown in without warning in the middle of a combat-heavy event? Just a thought.
EDIT: I additionally found that this new magazine system is a gigantic headache on the side of GM's. So refunds are going to be a gigantic pain in the ass now.
The nuanses were discussed in VC, so I can't be bothered to elaborate on them here. But what I will say is that the argument boils down to the time it was implemented. NPC heavy combat and severely limited ammo don't mix.I fail to understand the complaint being made here.
So you're basically advocating for the re-implementation of the old ammunition system. But the question is, why? From what I'm reading, the old system is broken and doesn't even do any damage. What's the point in having guns that do no damage and an easier ammo process? In favor of a system that does allow you to do damage but takes an ungodly amount of time to use.
From my perspective this complaint looks to be a choice between:
No Damage + Unlimited Ammo Capacity
vs
Damage + Limited Ammo
Why will you all of the sudden have not enough ammo?Due to the lack of ammunition not being an issue, we were afforded the opportunity to participate in some of THE MOST FUN EVENTS we've ever had on Willard ever. The Zombie attack on the Mining Camp, the Oil Reavers Ambush, the Suicide Mission to get the Extract, etc. etc.
All of these events, now with the new and limited ammo system implemented halfway through an event, will render these incredibly memorable moments null and void. They will either no longer occur, or will occur significantly less times.
From this point onward, nearly every enemy encounter/fight/any conflict at all, will just end with everyone fleeing due to the severe lack of ammunition and cutting the fun short. Thanks for this awful decision in what, to now, has been the best time I've ever had on Willard.
Changing the ammo system back the old one doesn't change how much ammo goes around... just up to the GM's to spawn more bullets in that case. Not like we changed the amount of ammo types, or the amount of different guns. You just need 2 different items to use a gun properly (gun + magazines) rather than just a single item (gun).The nuanses were discussed in VC, so I can't be bothered to elaborate on them here. But what I will say is that the argument boils down to the time it was implemented. NPC heavy combat and severely limited ammo don't mix.
With the points still being made, I don't believeNPC heavy combat and severely limited ammo don't mix.
Give GM's more work OR more player autonomy. I think the decision should be brutally obvious for this temporary, incredibly busy 2 week event.Non-issue.
GM’s can simply spawn more ammo during the event and all your troubles will be solved + you get a more reliable weapon base along with it (that actually does damage)
I think the problem is most of the npcs we fight... Are absolutely horrendous to fight.Oh hey, another generic complaint that <system x is bad> because you consider it <shit/slow/fast/too complex/too simple/unrealistic/too realistic/insert other bad adjective here> and stops there without any further explanation.
Let me try: the old ammo system is FUCKING HORRENDOUS because it literally is shit 2010 code. I will not elaborate any more on that and just say we should stay with the new ammo system.
In all seriousness, the old ammo system was:
- A magic ammo pool in no way represented or supported by other game mechanics
- One-way ammo. Loaded the ammo box? o7 ammo box and good fucking luck doing anything else with that ammo other than shooting it or losing it to various stupid stuff.
- Totally abuseable. I had to put in ammo limits as people had nothing against walking around with more bullets than a whole fucking US army platoon. With zero RP!
- Totally undetectable by any other player. You could walk onto the plaza, be patted down five times, get your hands on a completely unloaded weapon and then go full 'no russian' on the entirety of the CCA/loyalists/whichever other poor soul must suffer your RDM.
- Honestly the system was like 95% code that I swear nearly directly derives from what was implemented in Prototype (pre-nexus pre-blueprint pre-openaura pre-clockwork times) in 2009. It in no way fits with the general depth of basically every other feature on Willard.
What is so slow and convoluted about it? Maybe explain so I can work on improving the system rather than just immediately going 'we must go back to shit old system'. Otherwise this thread will just get locked.
As far as I get it, I didn't even add in action timers for repacking magazines that would require you to stand still and do nothing else while moving bullets to and from magazines. It is just a quick drag and drop to load ammo (cf. having to right click the ammo box and selecting load). Sure, partially used magazines require extra time to repack... or just leave them like that and top them off with new ammo for zero extra effort over loading empty mags.
Yes, this is not your average CoD/BF/whatever ammo system, but it isn't like I went full ArmA/Squad on you either. You'd all cry if I did that.