Limitors.

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JaFO

bugs are features too ...
Nov 5, 2000
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- any weapon can be used for 'suppressive' fire ... (only sniperrifles aren't suited to that role) ...
A simple pistol is good enough if used in the right environment.

- someone who wants a SAW isn't ever going to get it :
you're ratio goes 'up' for every hit, but the nature of suppressive fire means your chances of scoring a hit are almost zero ...
So what do you do ? You set the 'score' very low (let's say 5 hits for every 30 shots is enough) ...
Problem ? Everyone who plays will have a score high enough to get a the M249 ...
Endresult ? Only newbies won't have it, the 'veterans' (players who've played a few games) will ... => limiter became useless as the average public server will have at least as many saw-gunners as there are veterans => we're back to the same situation we have 'now', it will take a few weeks, but it will happen ...
(just look at Diablo 2 : a few weeks after D2 was on-line there already were people with lvl 9+ characters, meaning finding a server as a lvl 1 character (newbie) was impossible. )

Set any kind of 'negative' ratio for misses (ie require a hit every 30 shots) and even the best saw-gunner is going to lose his score sometime.
What's more likely and even worse is that he won't be using suppressive fire anymore because he has to score hits X times per magazine in a game just so he can choose it next time ...

So this only leaves the 'limiter' as something to control the number of snipers on your team ...

when I play it would be a comfort to know that the guy next to me with the sniper rifle, etc knows how to use it ...
I've played TFC a lot ... and it has the same 'sniper'-quality problem. Sure it's nice that the guy playing marksman knows how to hit stuff. Or that the saboteur/spy knows how to use his advantages.

But you don't see all-sniper teams ... on public servers (if you see them, then they're on both sides and they're not playing the game ...).
Why ? Because not everyone likes the disadvantages and skill required. And because killing the opposing team from a save distance doesn't help you win the game.

// and speaking of the army :
Sure the specialist that's assigned to you will know how to use his weapon. However : you most likely won't have the advantage of choosing how good that specialist really is ... (just like the troops never get to chose their commander)
You get stuck with whoever is still alive.

I see games on public servers like a war that's been happening for years. Sometimes you're lucky and have an ace on your team, most of the time you don't have such luck.

// voting / ratio :
How do you 'remove' that weapon once you've lost the 'right' (because they 'voted' or you missed to many shots) ?
Immediately ? (weird & unrealistic at best)
Or do you wait until respawn (which in one-life games simply means in the next round) ? (the n00b with the sniperrifle still is ruining your game, all he has to do is disconnect and rejoin unless the server remembered is IP and score ...)
 

Galthor

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Aug 9, 2001
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i think those limitations are ok if you have a domination-like game. so you get a new possibility to select your loadout when you respawn. i played day of defeat a couple of days ago on a lan-match and i think it is good for gameplay.
at least for lan there should be an option for limitations.
 

Neglous8

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Nov 30, 2000
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I don't know how many times I am going to have to explain, and re-explain the exact samethings. Rimmer no offense majority of your questions I've explained in earlier post but you insist to keep asking the samethings, over and over.

Unless it is a sniper rifle not meant for possible supression fire your negative ration wouldn't go down as much. As opposed to a sniper rifle would go down a lot since that isn't what it is for.

Yes it is quite possible that a few, or even a majority of players on a team would have the ratio to have a SAW. But that is were the limitor comes in. There would only be 1 available. Then it could be like the sniper voting system "New SAW Gunner" again not being able to vote for yourself since you can't pick specific person. Just a new person. Also, your going to have people after a while that don't want to use the SAW so then just choose something else, hence making it available again, to all the people with the right ratio.

The limtor could also be set up like this. Let say a 5 man team and under would only be able to have ONE SAW, ONE Sniper rifle. A 8 man team may be able to have TWO SAW's ONE Sniper rifle. A 12 man team may have TWO SAW's, TWO Sniper rifles available. And so on. You could set it, that for specialized weapons you can't have ever person having one. If you want to have a game with every person having a SAW. Like I said before there would be a option to shut off Ratio and Limitor Systems. Returning INF back to it's current state.

To my knowledge I know of no way in Diablo to go back levels for a player. So your always moving forward. With my system it wouldn't work like that, since your Ratio is ALWAYS changing up or down. EVERY single time you play, online or offline, no matter what type of game style your in to. It's not set, so you your ratio is depend on you. Again if you don't shoot your ratio isn't effected and doesn't go down. But as soon as you do it is effected once again. So you maybe shooting extremely well one night, but the next night you may have a off night, and your ratio gets lowed. Because you were hitting anything. I also never stated that when you miss 5 shots all of a sounded you back to the basic weapons. No it could take you a little while to go backwards, and you would have to be playing incredible bad. Since the ratio system would always have a higher ratio for hitting things, then have a lower negative ratio for missing things. Like say your using your MP5 50 meters. You get a kill could be +4% (Hitting the target but not killing it could be +2%) Now lets say at 50 meters you weren't able to hit it, your ratio may only go down -.5% or -1%. So it is always going to be easier to raise your ratio up then it is going to be to make it zero. With a sniper rifle as a exception. Missing a 100 meter to 100+ meter shot might cause -8% ratio down.

I never said it would be based on 30 rounds, you said that. Yes a saw gunners ratio over time would go down if he never hit anything, but again as I stated, it would be going down like -.5% for ever 100 rounds fired. While hitting something will smothing will make it go up +5% and getting a kill (at 50 meters or higher). Maybe +2.5% for hitting something but not killing it. So this so this means, in order for a SAW gunner to drop -5% he is going to have to fire like 1,000 rounds and not hit a single thing with anyone of them to even get it to go down -5%. But as soon as you hit something it is going to go up. Now granted closer rangers the ratio isn't going to go up as high as +5% per kill, it may only go up +2% for things well below 50 meters. so lets say he is really good makes two kills with two shots. He just went up +10%.

The limitor would still be able to control SAW's same way as snipers. Yes you could have 8 people on a team with enough ratio to use a SAW, but how is everyone going to get one if there are only 1 or 2 available? Then again your still going to get people that don't want to use one, even though they have the ratio for it.

Safe distances, helps your team. If your on a one life server and you kill 3 of there team when they only have 8 total. Didn't that just help your team cut the odds down massively in your favor? Any kill you make, that is more then what your losing is a advantage to your team.

So killing the team, before they even became in to the fight. So that doesn't help your team at all then with your way of thinking...

Yes you can't pick how good they are, that is just part of life. But having someone with a ratio +97-89% 100 meter to 100+ meter shooting. Because this is something they did themselves to get that ration. It wasn't given to them just because they have played a long time, it that doesn't matter. I know I would want this person using the sniper compared to something with a ratio of +10-8% for 100 meter to 100+ meter shots. (Even though with the ratio system this person wouldn't be able to have a sniper rifle yet.) So to you your gonna pick the guy that doesn't hit things very often. Compared to someone that has proven they can hit things. The ratio isn't going by someones word. "Yeah, I can make 1000 meter shots all the time!" You would just look at there ratio would show if they actually can make those shots, or there just trash talking.

If your ratio went low, and you now longer have the ratio for that paticular weapon. It wouldn't disappear, you would keep it until you die. Once you respawn you wouldn't be able to pick it anymore. Same with if they round ended you still wouldn't be able to next round, until your ratio is back up.

Originally posted by A_Rimmerlister
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// voting / ratio :
How do you 'remove' that weapon once you've lost the 'right' (because they 'voted' or you missed to many shots) ?
Immediately ? (weird & unrealistic at best)
Or do you wait until respawn (which in one-life games simply means in the next round) ? (the n00b with the sniperrifle still is ruining your game, all he has to do is disconnect and rejoin unless the server remembered is IP and score ...)

No in a one life game wouldn't mean next round you get it back. Because when the next round starts your ratio is still low. Your ratio DOESN'T start over at the start of a new round. So if your ratio was down, at the end of a round it would still be down at the beginning of the next round until YOU make it better.

So if a new guy left the server and came back, his ratio hasn't changed and would still be low. Now for voting. You vote for a sniper, then the guy that just had the sniper rifle wants it back. One they would have to vote again until he gets it back. Two re-login on wouldn't help him. Since the person that has the sniper rifle now, would still have the sniper rifle until someone votes for a new one. Because there would be a limited numper. So if they leave and come back it doesn't make it theres now. Since someone else with a high enough ratio would have it. Until 1. People vote for a new sniper. 2. They decide they don't want to use it anymore.

Rimmer, out of curiosity, what is your favorite load out that you use most often?
 
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JaFO

bugs are features too ...
Nov 5, 2000
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// How many times ?
Until we can simplify it in a few lines and make it understandable to anyone ;)
You've explained quite a few things better since this thread started. :B

// 30 rounds :
that was just an example to explain what a 'bad' ratio-setting would get.
The 1000-rounds example would make losing your rights as a saw-gunner almost impossible ... (hence the need for the limit on guns for the ratio-system or you'd be back to the old situation in a few months).

//
I think it's best if you stop referring to percentages as that makes the system sound too complicated. A 'points/skill-system' (or even better 'rank'-system) would probably be a more accurate description.

// my favorite loadout :
Anything ... altough on 'open' levels I'd choose a assault rifle + ACOG.
If CQB is more likely then I'd choose a submachinegun (altough I'd avoid the AK).
In 2.87 I probably add the minime-loadout to my favorites too

// -----------
It simply forces the newbies to use a 'simple' weapon just because they didn't practice enough.
A system like this must give the player a realistic reason or else they won't accept that.
Never forget that until now everyone has had complete freedom in choosing their loadout no matter how 'unrealistic'. This system would change it completely.

It would require a lot of tweaking to get it 'right', because if anyone can earn & maintain an 'ace'-rating the 'vote new sniper'-option is going to function like a gambling system ...
Make it too difficult and you would start to wonder why anyone would want to be a sniper ...

Another problem it adds is that players are going to concentrate on keeping/raising their 'ranking'.

// -- the weapon-limit-system, explained by me --
Why ?
To prevent squads from having unrealistic setups (like all sniper-teams) and bring them back to 'realistic' ratios (like 1 sniper / squad).

How ?
- Weapons/attachments are rated in three categories :
= sniper
= suppressive fire
= explosives (my add-on to prove we can extend the system)

- players get rankings in similar categories

- only if your ranking is high enough, do you get access to that particular item the moment you 'respawn'

- how to increase ranking :
= by scoring hits & kills

= the more effective the weapon is at that range the higher the score
meaning : a sniper shooting someone < 25 meters will gain less rank-points than someone with a pistol that hits someone @ 30 meters.
For explosives : the number of targets/grenade is used instead.

- how to lose ranking :
= by missing shots
Note that sniper-ranking is affected more as ideally snipers should hit with each shot.
'suppressive fire'-weapons will have the least effect on your score 'suppressive fire'-rating even if you miss.

= TK's and friendly fire :
hitting anyone on your team results in a large penalty to all your rankings
TK's result in immediate loss of your full ranking (back to 'grunt'-status as it were)

Who is chosen ?
The teammembers with the highest rating get to choose/refuse the item/weapon first.

Give another teammember access ?
If there are more players with appropiate ranking than there are weapons (for example 1 sniperrifle & 3 "snipers") then the "vote new sniper/saw-gunner/grenadier"-option can be selected.
The system also forces vote if the same player has had the weapon for a set number of rounds (or gametime whatever is best).
 

Neglous8

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Nov 30, 2000
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Yep Rimmer, that is how I was trying to explain it to you. :D Was trying to get all the information I had been thinking about, while at the same time answering any question and trying to cover any points that may have been brought up.

I had been thinking of this and working on for a little bit now. Trying to go through what would be the cause and effect of each thing. Sorry for any confusion this may have caused. I hadn't called it a ranking system, even though they thought had crossed my mind, and in essence that is what would be. Reason being I never called it a ranking system, I felt that new players, would get confused that why there "rank" went down when they felt they won a match or met there goals. When in reality it is depends upon your skills with the weapons.

The limitor was only there to work with ratio system to limit certain weapons, so we no longer have sniper teams, gernade teams and so on. My "Ratio" system I put in place so people wouldn't wonder what makes the other person more qualified to get a sniper rifle or specialized weapon then them. With the "ratio" system reflecting there actually abilities in using the weapons every time they play, this would help with the problem.

As for my loadouts I use. M16 mainly. With no M203 since I've noticed in INF when you have a M203 your weapon bob is higher then if you don't have it. Don't use Scopes very often at all. Prefer iron site shooting. But if I need one I have a squad level sniper load out for that, either with a SiG with scope or M16 with a scope. Sniper rifles I don't use often. Shot gun never. SMG's I use from time to time. Been using the P90 a lot, like the flash light. Once the SOCOM pistol comes out I may just use that inside when I need a light. First thing I do when I spawn is set my weapon to single shot. If it is a assault rifle, SMG's I do quick burts by hand. AK always fire in single shot, due to it's climb.

I just thought of this system to make INF more realistic, to bring the players actual skill levels in to INF. To try and get rid of the all sniper teams, or gernade teams. By limiting the weapon numbers, and who gets them based on there actual skill. Not how fast they can pick there loadout in a menu screen.

You explained my ideas in a more simplified form very nicely. :)