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Donavin Jones
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Man, how tf has server council not considered these for 3 whole months
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SignUp Now!Man, how tf has server council not considered these for 3 whole months
Honestly, it should be a bigger concern.We'll see what the future holds. But right now, weapons are one of our least concerns at the moment.
Not really. Its doesn't really effect much and I will explain why by breaking down by what you have said.Honestly, it should be a bigger concern.
This is not at all ARC:CWs fault btw, you would get the exact same issue even with the default weapons in the same circumstance. Reason being is that Gmod itself and more specifically the server cannot handle large-scale fights at all. the IXHL2RP gamemode and its respective amount of players, etc etc all have a very large impact on server performance before a fight even happens. Generally, the server is running less than 20 ticks per second compared to your average First person shooter game which runs at 64+ ticks, some even 128 ticks. At max capacity, the server runs at around 3-4 ticks which means everyone is teleporting around, things not being registered correctly, laggy gameplay and generally hitreg is non-existent almost.While the ARC CW weapons MAY be as balanced as possible at the moment, they're incredibly janky, thanks to gmod itself but also to unusual developer decisions like the magazine system. Every time a large scale fight occurs, I see everyone's ping skyrocket to almost 2 times their usual, the hitreg becomes ass to the point half of the shots don't register, and the server can get so confused that at one point during the Towerfuck rebel operation that I thought I had infinite ammo since I couldn't deplete a single mag without it resetting to full on its own (I couldn't do damage with these phantom bullets though).
Not sure I heard of that bug, I just know there is a way to do infinite ammo glitch but yeah. Magazine system was just to add a layer of security when it comes to players magically carrying 99999999999999999999 bullets which some used to. We wanted an ammo limiter but source and helix offers no easy way to do this, so magazine was done instead. It was meant to have a ammo limit inbuilt, but for some reason Helix doesn't play well with it and thus the code fails.Speaking of the magazine system (I don't know if this issue was fixed) but at certain points it can get bugged to the point where if you have two magazines you basically have infinite ammo, aka the magazines somehow replenish themselves when they return to the inventory. Not to mention the silliness of having revolver and shotgun magazines...
I wouldn't say it does given that in our current setup we have 2 pistols, 1 revolver, 2 smgs, 2 rifles, 1 or 2 shotguns, some special weapons for Overwatch and finally a sniper. That is our entire weapon pool which checking the code equates to around 15 weapons excluding Melee which still runs on the remaining bits of TFA in our code. HL2 default has around 10 weapons. Overall, that extra 5 weapons won't be the cause of the grind. From a analysis we performed a few months back now, we found that the biggest cause of the grind was the skill systems, trash and loot system and the respective PK policy in which death was too easy to lose all progress, forcing peeps to grind back to the top once more each death or quit.All of this is to say that ARC CW does more harm than good for the server. Sure, the roster of weapons is bigger than the HL2 one and more varied, but the jank it brings and the nature of scriptwhoring it induces in certain players damages the server experience.
Again, as I mentioned above, while we did consider the default hl2 weapons, they went out to be a no go as unlike custom bases, they have no way of controlling recoil, accuracy, damage, fire rate, etc- it would involve us still having to make our own custom base with default weapons just to get it to work as we wish it to. And this is a change we have been working on in the balancing where Recoil is affected by ones skill as atm the skill is just "lel crit rate".The original post raises some incredibly good points which is why I think it should be heavily considered. I don't think it would be hard to implement HL2 weapons in their regular, source form as items with damage values altered to fit Willard's low time to kill S2K nature.
It would be very beneficial to the server's health.
I see a lot of things, both faction and developmental wise being reserved for v3. But when can we really EXPECT v3? I don’t like to see things being postponed for some far off update only to have the server die until then. I assume it’ll be sometime this year, but no one has given even a ballpark estimation.Not really. Its doesn't really effect much and I will explain why by breaking down by what you have said.
This is not at all ARC:CWs fault btw, you would get the exact same issue even with the default weapons in the same circumstance. Reason being is that Gmod itself and more specifically the server cannot handle large-scale fights at all. the IXHL2RP gamemode and its respective amount of players, etc etc all have a very large impact on server performance before a fight even happens. Generally, the server is running less than 20 ticks per second compared to your average First person shooter game which runs at 64+ ticks, some even 128 ticks. At max capacity, the server runs at around 3-4 ticks which means everyone is teleporting around, things not being registered correctly, laggy gameplay and generally hitreg is non-existent almost.
In Willard, one could say firefights on the large scale are possible, but impossible to run smoothly regardless of weapon pack. (And yes, TFA would be even worse because low and behold it should not surprise any one to know we don't use TFA because its performance is ass, the reuploads are even worse.)
So that isn't a ARCCW issue, thats a server/engine problem with large-scale fights as ArcCW is pretty optimized. We are also aiming for ARC9 in Willard V3 as comes with more customization and optimization, we were thinking of the default pack at one point, but it offers little control compared to literally any custom base out there that there would be little to no control on damage, recoil, accuracy, etc.
Not sure I heard of that bug, I just know there is a way to do infinite ammo glitch but yeah. Magazine system was just to add a layer of security when it comes to players magically carrying 99999999999999999999 bullets which some used to. We wanted an ammo limiter but source and helix offers no easy way to do this, so magazine was done instead. It was meant to have a ammo limit inbuilt, but for some reason Helix doesn't play well with it and thus the code fails.
As for Revolver and shotguns using magazines, well just like I mentioned aboved, there was no way we had at the time of telling the mag system to use bullets over Mags, just wanted to use mags instead.
I wouldn't say it does given that in our current setup we have 2 pistols, 1 revolver, 2 smgs, 2 rifles, 1 or 2 shotguns, some special weapons for Overwatch and finally a sniper. That is our entire weapon pool which checking the code equates to around 15 weapons excluding Melee which still runs on the remaining bits of TFA in our code. HL2 default has around 10 weapons. Overall, that extra 5 weapons won't be the cause of the grind. From a analysis we performed a few months back now, we found that the biggest cause of the grind was the skill systems, trash and loot system and the respective PK policy in which death was too easy to lose all progress, forcing peeps to grind back to the top once more each death or quit.
The weapon pool was once a problem as it used to have around 20-30ish weapons which made balancing suck ass- that was majorly reduced as we see today as more than half of the weapon list in the Q menu dropped right down. But overall, they had not much effect on grind as much as they did balancing.
Again, as I mentioned above, while we did consider the default hl2 weapons, they went out to be a no go as unlike custom bases, they have no way of controlling recoil, accuracy, damage, fire rate, etc- it would involve us still having to make our own custom base with default weapons just to get it to work as we wish it to. And this is a change we have been working on in the balancing where Recoil is affected by ones skill as atm the skill is just "lel crit rate".
In V3 things will be majorly different given thats a complete reconstruction of everything from scratch has ngl, helix itself is not great and many of our systems are random ideas splashed together which create some chaotic gameplay mechanisms which we wish to revamp entirely which is the purpose of V3 and why its launch would come with a hard reset since nothing will be the same nor 1:1.
Overall, I hope the above answers all of why we haven't just jumped to HL2 default.
LOLI assume it’ll be sometime this year, but no one has given even a ballpark estimation.
What if Willard V3 is just Half Life 3? Gordon doing workshift RPwillard v3 whitelist for free with hl3 game of the year bundle./...
We did actually used to have quite a bit, but later down the line reduced quite a few of them as balancing such a large amount of guns became very difficult and tedious. It resulted in "meta builds" and such appearing, while nowadays each weapon category only having 1-2 weapons, because you honestly don't need more.Why are there 2 ar’s but in the “resistance weapons” q menu theres like 10
VarietyWe did actually used to have quite a bit, but later down the line reduced quite a few of them as balancing such a large amount of guns became very difficult and tedious. It resulted in "meta builds" and such appearing, while nowadays each weapon category only having 1-2 weapons, because you honestly don't need more.
that willard guy must be a fucking idiot...willkard cant count to 3