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Madithamonsta

More difficult aiming

12 posts in this topic

In most situations, most people who haven't had any gun training or exposure would have problems stabilizing their weapon, not only from improper gripping of the weapon, but also because the weight feels awkward in their hands, especially guns like the CZ. I'd suggest that guns become harder to aim straight right after running and even just after going into iron sights. After running is quite obvious, but what about going into iron-sights? Well, most people would have to take a little time to line up the sights and get the correct firing posture, especially if they are new to guns. Even after that, people probably can't hold their hands exactly in place, so a slight variation in the aiming would simulate that. To reduce the effects of that, a player should be allowed to hold their breath and take a much more accurate shot.

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This is actually a great idea and I support it. But it's difficult enough knowing that the ammunition provided for the guns is already very limited and making an extra factor to make the players miss much more easily would be a pain in the ass and personally if this was added to the game for real, I'd adapt a new tactic that involves running into a walkers face and blasting their head at point blank range. Plus they already added the 3 second focus damage bonus but I'm guessing that should be changed with extra accuracy (I mean c'mon, a 9mm bullet which use to blow a head for 2 bullets only require 1 bullet after 3 seconds of focusing. That's quite bogus. The bullets are the same and i don't see the logic here).

So let's say that the guys and gals (hopefully soon) who survived the pre-apocalypse in NMRiH has held a gun before and that's how they survived from the beginning.

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Meh, I dislike it. In a game where ammunition is limited, it shouldn't artificially force you to miss.

The less factors that effect your firing, the more it becomes your fault if you do miss. If it shakes after a bit of running or whatnot, you get the break of immersion where you're thinking. Focus as a gameplay implement is there to always remind you, 'hey I can make a risk and wait and do more damage.' The idea at the end of the day is it's all on you, win or lose.

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No dispersion beyond reasonable (that is to say, unnoticeable at current ranges) please. I still remember suffering through Red River, having my sights perfectly aligned on an enemy about 30m away, only for it to miss at a wild angle (kinda felt around 35-ish degrees off bore). I never want to have that again.

As for making aiming harder, why not try the Insurgency way? It's kinda like an aiming deadzone, except the camera moves as well (which is besides the whole point of deadzone, but that's not important right now). While aiming down the sights you don't get it, and instead have normal, centered ADS. It works pretty well, and you can try it out for free if you download the mod (Insurgency: Modern Infantry Combat, not the full game).

The reason I bring it up is because it both impedes you aim and helps it; Lets you 'feel' where the muzzle is pointing yet not have a fixed point of impact in the middle of the screen. It's kinda hard to explain.

Edited by 13isLucky

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Depending how many zombies are in the area should decrease your aim from fear and panic, if you have just seen a friend die and are in the area of effect, you aim should suffer and your character breathing heavy from panic, effecting aim.

5 zombies = 5% more shakey when aimining down sights

10 - 10%

20 - 20% and so on.

Just a idea to make this fit in and work properly, but there was massive debate about limiting peoples "skill"

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No dispersion beyond reasonable (that is to say, unnoticeable at current ranges) please. I still remember suffering through Red River, having my sights perfectly aligned on an enemy about 30m away, only for it to miss at a wild angle (kinda felt around 35-ish degrees off bore). I never want to have that again.

As for making aiming harder, why not try the Insurgency way? It's kinda like an aiming deadzone, except the camera moves as well (which is besides the whole point of deadzone, but that's not important right now). While aiming down the sights you don't get it, and instead have normal, centered ADS. It works pretty well, and you can try it out for free if you download the mod (Insurgency: Modern Infantry Combat, not the full game).

The reason I bring it up is because it both impedes you aim and helps it; Lets you 'feel' where the muzzle is pointing yet not have a fixed point of impact in the middle of the screen. It's kinda hard to explain.

If there is any sway at all, it should be like Red Orchestra 2. It just rises and falls with your breath in a predictable manner. It's not erratic unless you're hurt or being shelled.

I tried Insurgency, but when I did years ago it was mostly dead and felt kinda stale. So I'm not sure how well it's sighting mechanics work given I killed 20~ people tops in the week or so I played it.

Depending how many zombies are in the area should decrease your aim from fear and panic, if you have just seen a friend die and are in the area of effect, you aim should suffer and your character breathing heavy from panic, effecting aim.

5 zombies = 5% more shakey when aimining down sights

10 - 10%

20 - 20% and so on.

Just a idea to make this fit in and work properly, but there was massive debate about limiting peoples "skill"

Honestly though, who likes artificial fear? I see plenty just fire frantically when they see a cluster of zombies. Again, if they shoot wildly and miss it should be player induced, not some crap the game shoves down your throat.

It's understandable to me when you're in pain from being clawed or getting shelled in a war game, but that's a physical impediment you may not necessarily be able to resist. Plus, does that mean thirty zombies in an arbitrary range (some of which the player may not even notice due to environmental barriers) are going to reduce accuracy by a third?

the guns are already much less accurate then their potential, so you can take this as a sign of low operator skill.

Eh, not really? Most games do deviation wrong. A real gun if not firing to sights generally pulls in a specific direction unless the gun is pretty much ruined and has exactly the wrong ammo. Most FPS just have bullets fly in a certain radius randomly. While guns do that, it's not very apparent at ranges where you fire in NMRIH.

Most people with most guns will shoot at least consistently even if off target. Most new right-handed shooters shoot down and to the right. Down because they tend to 'anticipate' the recoil and shove their hands forward before the gun goes off, right because they pull the trigger too hard. However, they can at least offset their shot after seeing where the bullet goes in a miss and hit accurately.

In a nutshell, even bad shooters can eventually correct and hit what they're aiming at, but games aren't exactly conductive to it and just throw bullets wherever they want.

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I feel like the major realism incompatibility is the recoil the in game character has to overcome. a 9mm glock or a 45 acp in 1911a1 would throw off the iron sight much more than what the game does. Also the bolt action rifles in the game when scoped and shot does not show much vertical movement than one might expect. i think STALKER series handled the vertical recoil pretty well with pistols and some rifles. However, i have not shot all of the guns in the game or mentioned above in real life. I only have experience with a glock 18 9mm and 22lr rounds. All i want to say is that the vertical climb of the sight in pistols especially would be greater than depicted in game, and the recoils of the calibers of ammunition in game do not line up the way they would in real life.

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This is something that should be changed. In order for me to go achievement hunting, I turn on realism mode so everything kills in one headshot, then just run through the map and presto!: achievement, regardless of how many walking corpses that try to eat my face.

There needs to be in-game fear mechanics. More zombies in proximity to you, the more you're spread increases based off of how fast you are firing your weapon. This would be great, especially for the handguns and sub-machineguns.

Edited by RPDSurvivor

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^ if a player is scared, their aim will be worse anyway. I don't think immersion should be destroyed by adding a fear thing to create artificial difficulty

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Yes, the game should be based on real life. Now that one is growing on me! In real life, there are all types of propaganda out there to help us think about a bigger picture, esp. one that doesn't involve real-life violence. We can eat sugar, wheat, sausage, and starches; all cheap sources of food. At least it's better than being dead-broke poor in a house with less furniture, and having enough suffering to create a maniac who wants a human sex-toy. So having a harsh-time aiming should be up to the player. If there's a way to make an aiming system inconsistent, but always having a riddling compensation to that "inconsistency," it would solely be up to how the players look at it.

BTW, I remember mentioning gun-sound examples that make it fun to fire the damn thing at all, which I don't really notice. Sure, you can't find the one I talked about downloading replacement models and sounds for Counter-Strike guns many years ago: a silver pistol that had some kind of heavy, metallic sound for firing. It wasn't cheap like in the Gran-Theft Auto pistol sounds. I also compared it to a LITTLE like, yet akin, to the gun sound as heard in the House on Haunted Hill movie remake.

For any audio-programmers here, I don't know your history of audio experience, but I distinctively have heard the best and worst sounds from video game guns. Can't you say the same for yourselves? There were some really cool automatic gun sounds. I remember Fire Arms might have had some distinct differences between the AK47 and AK74, but with so many guns to choose from, you might not be surprised having to download those games to dig it up. Well, there are now hundreds of "realistic" video games with gun sounds to listen to. Even NMRiH has some "reaslitic" gun sounds, but someone has to admit it's not like you can create alternate weapon sounds for the echoes in the sky. I know I hear them in Zombie Panic, but I'm not talking about a "repetition and fade," I'm talking about something I heard before. A powerful gun can almost make a roar in the sky like thunder, not a repetition of your voice like you're in the Grand Canyon.

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