• [Suggestion] Firearms malfunctions
    82 replies, posted
The major malfunction, if implemented should be rare. I don't want to blow through 3 M4s killing someone xP I absolutely love the other ideas, maybe you could make the mishaps less likely by cleaning your weapon with cloth?
[QUOTE=jonnymad;42676337]Yeah, that's basically what I was thinking. There could be a game mechanic added where you clean your gun (semi-interactive, such as moving the mouse up and down to clean out the barrel with your tool, or clicking pieces to take it apart and cleaning each part.) Either way, it has to be something semi-time-consuming so that it discourages heavy usage of a weapon.[/QUOTE] Might also discourage having huge weapon caches - imagine having to frequently maintain all of those weapons! Time consuming and costly.
[QUOTE=KillaMaaki;42677114]Might also discourage having huge weapon caches - imagine having to frequently maintain all of those weapons! Time consuming and costly.[/QUOTE] Absolutely, I feel that this really should make its way into the game immediately, it is a quick and easy way to combat the extreme griefing or at very least help to tone it down.
[QUOTE=1jman6;42677105]The major malfunction, if implemented should be rare. I don't want to blow through 3 M4s killing someone xP I absolutely love the other ideas, maybe you could make the mishaps less likely by cleaning your weapon with cloth?[/QUOTE] As long a modern gun is properly maintained, it can run through tens of thousands of rounds of ammo without structural problems. It will of course have ammo problems (duds, ejection failures, etc.) but the gun will work just fine. The times when it can actually run into problems is something like full auto weapons that are fired continuously over and over in VERY short periods of times (so think mag dumping 10 to 20 mags back to back). The barrel will not be given enough time to properly cool down, which will cause the barrel to become brittle over time (look at an intro to materials science engineering textbook if you want to understand why) if not flat out warping (which is even more dangerous). This is why MG's generally have exposed barrels and a lot of smaller machine pistols have barrel covers that have all those holes (such as the KG9).
[QUOTE=DrABK;42677204]As long a modern gun is properly maintained, it can run through tens of thousands of rounds of ammo without structural problems. It will of course have ammo problems (duds, ejection failures, etc.) but the gun will work just fine. The times when it can actually run into problems is something like full auto weapons that are fired continuously over and over in VERY short periods of times (so think mag dumping 10 to 20 mags back to back). The barrel will not be given enough time to properly cool down, which will cause the barrel to become brittle over time (look at an intro to materials science engineering textbook if you want to understand why) if not flat out warping (which is even more dangerous). This is why MG's generally have exposed barrels and a lot of smaller machine pistols have barrel covers that have all those holes (such as the KG9).[/QUOTE] Very interesting. Maybe you could craft "hot" (+p) loads, which do more damage, but degrade the weapon condition and can overheat and warp the barrel if used in sustained fire.
Eh, I don't like the idea of "hot" loads. Because it isn't about the kind of ammo used, but rather the ammo/time density. In a normal shooter, you don't have to worry about coding something like this in because EVERYONE gets guns and killing is the objective of the game. DayZ doesn't worry about it because the game is much more about surviving and scavenging rather than building (at this point). This game is more about building than it is about surviving (at this point). The whole point of this idea is to add a notable risk to running around with a gun treating Rust like the Wild West.
[QUOTE=DrABK;42677711]Eh, I don't like the idea of "hot" loads. Because it isn't about the kind of ammo used, but rather the ammo/time density. In a normal shooter, you don't have to worry about coding something like this in because EVERYONE gets guns and killing is the objective of the game. DayZ doesn't worry about it because the game is much more about surviving and scavenging rather than building (at this point). This game is more about building than it is about surviving (at this point). The whole point of this idea is to add a notable risk to running around with a gun treating Rust like the Wild West.[/QUOTE] This is true. Hot loads was just a suggestion, obviously. In any case, the general consensus is that weapon degradation should be added in, though weapon maintenance should also be possible.
[QUOTE=jonnymad;42677804]This is true. Hot loads was just a suggestion, obviously. In any case, the general consensus is that weapon degradation should be added in, though weapon maintenance should also be possible.[/QUOTE] I think what should happen is that weapons have a minimum degradation rate. They always degrade, even if they're just sitting in a box collecting dust. However, using the weapon will degrade the weapon quite a bit faster. If you fire your gun a lot, you'll have to maintain it VERY frequently.
[QUOTE=KillaMaaki;42677926]I think what should happen is that weapons have a minimum degradation rate. They always degrade, even if they're just sitting in a box collecting dust. However, using the weapon will degrade the weapon quite a bit faster. If you fire your gun a lot, you'll have to maintain it VERY frequently.[/QUOTE] I really like this, and to add in, if it degrades beyond a certain point, it is non-recoverable. What would be REALLY nice is if they could eventually add in some stats system for weapons and they get penalized as the gun degrades. That way if you wanna go on some raid spree, your weapon will get worse the longer you go without cleaning it as well as you start to risk critical failure. I do realize this throws in some RPG elements but just throwing out ideas as it helps in further balancing between big groups and smaller groups. As if some big groups comes to a smaller group and tries to siege the smaller group, the smaller group could end up getting the advantage due to easier weapons maintenance, even if the smaller group has inferior weapons.
[QUOTE=DrABK;42678134]I really like this, and to add in, if it degrades beyond a certain point, it is non-recoverable. What would be REALLY nice is if they could eventually add in some stats system for weapons and they get penalized as the gun degrades. That way if you wanna go on some raid spree, your weapon will get worse the longer you go without cleaning it as well as you start to risk critical failure. I do realize this throws in some RPG elements but just throwing out ideas as it helps in further balancing between big groups and smaller groups. As if some big groups comes to a smaller group and tries to siege the smaller group, the smaller group could end up getting the advantage due to easier weapons maintenance, even if the smaller group has inferior weapons.[/QUOTE] MaxOfS2D commented that RPG elements might come to rust, I made a thread about it a few weeks ago (you can see it [URL="http://facepunch.com/showthread.php?t=1314768"]here.[/URL])
[QUOTE=DrABK;42678134]I really like this, and to add in, if it degrades beyond a certain point, it is non-recoverable.[/QUOTE] Yeah, maybe like the "Damage" meter on tools in Minecraft. Maybe performing maintenance on your gun takes time, resources (perhaps you have to expend one cloth in order to clean your gun), and "heals" some amount of wear. Maybe if the "damage" gets high enough, some of it becomes permanent (perhaps if you have an "Assault Rifle", and damage hits 50%, it becomes a "Rusty Assault Rifle" with increased chance of jams and stuck parts, and you can't just turn it back into a regular "Assault Rifle" because it's too far gone) And of course, if Damage hits 100% the gun just breaks apart in your hands.
[QUOTE=KillaMaaki;42678222]Yeah, maybe like the "Damage" meter on tools in Minecraft. Maybe performing maintenance on your gun takes time, resources (perhaps you have to expend one cloth in order to clean your gun), and "heals" some amount of wear. Maybe if the "damage" gets high enough, some of it becomes permanent (perhaps if you have an "Assault Rifle", and damage hits 50%, it becomes a "Rusty Assault Rifle" with increased chance of jams and stuck parts, and you can't just turn it back into a regular "Assault Rifle" because it's too far gone) And of course, if Damage hits 100% the gun just breaks apart in your hands.[/QUOTE] I'm just seeing you all over the forums with good suggestions and opinions that I agree with. Keep it up. :D
[QUOTE=KillaMaaki;42678222]Yeah, maybe like the "Damage" meter on tools in Minecraft. Maybe performing maintenance on your gun takes time, resources (perhaps you have to expend one cloth in order to clean your gun), and "heals" some amount of wear. Maybe if the "damage" gets high enough, some of it becomes permanent (perhaps if you have an "Assault Rifle", and damage hits 50%, it becomes a "Rusty Assault Rifle" with increased chance of jams and stuck parts, and you can't just turn it back into a regular "Assault Rifle" because it's too far gone) And of course, if Damage hits 100% the gun just breaks apart in your hands.[/QUOTE] You should do a suggestions thread
[QUOTE=1jman6;42677105]The major malfunction, if implemented should be rare. I don't want to blow through 3 M4s killing someone xP I absolutely love the other ideas, maybe you could make the mishaps less likely by cleaning your weapon with cloth?[/QUOTE] For a homemade rifle, I have heard that carefully crafted guns could easily pull off a 1% critical failure rate. In other words, after 100 rounds you are likely to have had to gun blow up in your face. For game purposes, it could be raised or lowered. A factory made well designed weapon (like a Glock), would probably have a failure rate around 1 in every 20,000. That is of course brand new out of the box. If you don't take care of your gun, those odds could easily skyrocket to 1/100 or 1/50 (which is why they said maintaining your gun is important as well as gun storage cases/bags are sooo expensive, to protect against the environment). I personally have an old lever action 30x30 that is a family heirloom and I have to keep it very clean for it to stay operational. I also have a few airsoft guns which I have to maintain or the gun will degrade in performance until it just doesn't work anymore (had one like that where the motor was fine but the barrel got messed up due to a little dirt and dust that got in it due to poor maintenance, a mistake I didn't make again). In other words, you wouldn't have to worry about blowing through 3 M4's trying to kill someone as long as you maintained it and didn't sit there treating it like a Rambo moving, mag dumping for 5 minutes. [editline]28th October 2013[/editline] [QUOTE=KillaMaaki;42678222]Yeah, maybe like the "Damage" meter on tools in Minecraft. Maybe performing maintenance on your gun takes time, resources (perhaps you have to expend one cloth in order to clean your gun), and "heals" some amount of wear. Maybe if the "damage" gets high enough, some of it becomes permanent (perhaps if you have an "Assault Rifle", and damage hits 50%, it becomes a "Rusty Assault Rifle" with increased chance of jams and stuck parts, and you can't just turn it back into a regular "Assault Rifle" because it's too far gone) And of course, if Damage hits 100% the gun just breaks apart in your hands.[/QUOTE] That would work, but the better the weapon, the more time and resources it would take to clean it. I mean look at a Mac10 (the automatic version) and compare it to an M4. The Mac10 has like 3 or 4 total parts while the M4 looks like a puzzle for an old lady. So logically speaking, the M4 should take more time and resources to properly maintain. It's also justifiable because the gun would be a MUCH better weapon for killing other people compared to a homemade bolt rifle.
[QUOTE=DrABK;42678988]For a homemade rifle, I have heard that carefully crafted guns could easily pull off a 1% critical failure rate. In other words, after 100 rounds you are likely to have had to gun blow up in your face. For game purposes, it could be raised or lowered. A factory made well designed weapon (like a Glock), would probably have a failure rate around 1 in every 20,000. That is of course brand new out of the box. If you don't take care of your gun, those odds could easily skyrocket to 1/100 or 1/50 (which is why they said maintaining your gun is important as well as gun storage cases/bags are sooo expensive, to protect against the environment). I personally have an old lever action 30x30 that is a family heirloom and I have to keep it very clean for it to stay operational. I also have a few airsoft guns which I have to maintain or the gun will degrade in performance until it just doesn't work anymore (had one like that where the motor was fine but the barrel got messed up due to a little dirt and dust that got in it due to poor maintenance, a mistake I didn't make again). In other words, you wouldn't have to worry about blowing through 3 M4's trying to kill someone as long as you maintained it and didn't sit there treating it like a Rambo moving, mag dumping for 5 minutes. [editline]28th October 2013[/editline] I wouldn't mind seeing something with those statistics entered into the game xD A gun I would craft in real life would best serve as a bludgeoning tool, blueprint or not.
[QUOTE=1jman6;42679080][QUOTE=DrABK;42678988]For a homemade rifle, I have heard that carefully crafted guns could easily pull off a 1% critical failure rate. In other words, after 100 rounds you are likely to have had to gun blow up in your face. For game purposes, it could be raised or lowered. A factory made well designed weapon (like a Glock), would probably have a failure rate around 1 in every 20,000. That is of course brand new out of the box. If you don't take care of your gun, those odds could easily skyrocket to 1/100 or 1/50 (which is why they said maintaining your gun is important as well as gun storage cases/bags are sooo expensive, to protect against the environment). I personally have an old lever action 30x30 that is a family heirloom and I have to keep it very clean for it to stay operational. I also have a few airsoft guns which I have to maintain or the gun will degrade in performance until it just doesn't work anymore (had one like that where the motor was fine but the barrel got messed up due to a little dirt and dust that got in it due to poor maintenance, a mistake I didn't make again). In other words, you wouldn't have to worry about blowing through 3 M4's trying to kill someone as long as you maintained it and didn't sit there treating it like a Rambo moving, mag dumping for 5 minutes. [editline]28th October 2013[/editline] I wouldn't mind seeing something with those statistics entered into the game xD A gun I would craft in real life would best serve as a bludgeoning tool, blueprint or not.[/QUOTE] Haha, I have one of those, it's called a stapler.
[QUOTE=Daniel Munoz;42678368]You should do a suggestions thread[/QUOTE] I might start one later tonight. In the meantime I'm kind of busy with a book (first one I've ever written, hooray!). My publisher wants me to edit two chapters and submit them yesterday, so I'll probably be working on that all day.
[QUOTE=KillaMaaki;42679332]I might start one later tonight. In the meantime I'm kind of busy with a book (first one I've ever written, hooray!). My publisher wants me to edit two chapters and submit them yesterday, so I'll probably be working on that all day.[/QUOTE] Oh wow could I get a quick synopsis of the book?
[QUOTE=Daniel Munoz;42679369]Oh wow could I get a quick synopsis of the book?[/QUOTE] I don't know how much I'm allowed to say. In vague terms, it's about multiplayer games.
[QUOTE=KillaMaaki;42679404]I don't know how much I'm allowed to say. In vague terms, it's about multiplayer games.[/QUOTE] It's about naked weirdos on an island bludgeoning each other with rocks while other naked weirdos fly around and one hit kill armored men inside their houses, right? :suicide:
Rust: School shooting simulator
[QUOTE=Sally;42680122]Rust: School shooting simulator[/QUOTE] Yes, because everyone who goes on a shooting rampage at school is completely naked and looking for blueprints on fellow classmates.
Not sure I like the idea of randomness deciding the outcome of fights instead of my ability as a survivor.
[QUOTE=AQ.Frontal;42680168]Not sure I like the idea of randomness deciding the outcome of fights instead of my ability as a survivor.[/QUOTE] It's better than the alternative of getting gunned down without a single chance of surviving except if you are a better shot.
[QUOTE=jonnymad;42680176]It's better than the alternative of getting gunned down without a single chance of surviving except if you are a better shot.[/QUOTE] It's so much better that your gun jams and he guns you down instead, even if you are the better survivor and sneak up to him. Yeah... no. Survival skill > luck any time in my book. RNG just makes a normal situation turn into a bullshit one that no matter how good you are you can't control it.
[QUOTE=AQ.Frontal;42680193]It's so much better that your gun jams and he guns you down isntead, even if you are the better survivor and sneak up to him. Yeah... no.[/QUOTE] Point taken. Let me start over, the idea behind this is mostly realism, but also as a deterrent for people to go around gunning down everything that moves. In the best case scenario, this will help to make players more selective of their shots, and to make every shot count. It will also help from people stockpiling huge amounts of guns so that they don't have to worry about risking anything since if they die they pick up right where they started. In a nutshell it makes it easier for newcomers to get started (since why waste ammo on a newbie since there are consequences for wasting ammo) and still a bit of a challenge for those who have been around for a while to get well armored and to get guns. I hope I am making sense, but either way, your opinion is always valid.
[QUOTE=AQ.Frontal;42680168]Not sure I like the idea of randomness deciding the outcome of fights instead of my ability as a survivor.[/QUOTE] Part of the idea is that maintaining your gun is the key to avoiding frequent gun jams. If you keep your gun frequently maintained, jamming is much more rare. Plus, you should always shoot from cover (gun jams? dive into cover and clear the jam). If you stand out in the open, your gun jams, and you get shot, well that's kind of your fault isn't it?
[QUOTE=KillaMaaki;42680285]Part of the idea is that maintaining your gun is the key to avoiding frequent gun jams. If you keep your gun frequently maintained, jamming is much more rare. Plus, you should always shoot from cover (gun jams? dive into cover and clear the jam). If you stand out in the open, your gun jams, and you get shot, well that's kind of your fault isn't it?[/QUOTE] Exactly, it means that with a gun comes a responsibility. You want a gun? You can have one, but you need to take care of it if you want it to last. If you have ever owned guns, you would know that you are cleaning them much more often than you are firing them (it's sad but true!)
Add durability to weapons. Add a rust/degradation effect to stockpiles. Expiration times for food and drinks. There, fixed. Guns jamming doesn't help new players at all. If I fire at a naked with a rock/hatchet and my gun jams I'll just swap to my shotgun. If that jams, ill just switch to my bow. A noob, is a noob. He will die if a experienced survivor wants him dead. All RNG aka jamming will do is affect gun fights between 2 armed experienced groups and the most lucky group will win. In my book, again, that is the worst kind of way to decide how a gunfight ends. Skill/experience > luck
They should add a peek mechanic
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