Bioware, remove reload cancelling.
#226
Posté 16 juin 2012 - 12:49
#227
Posté 16 juin 2012 - 01:00
Hexi-decimal wrote...
Rifneno wrote...
Fun fact: Combos in fighting games were initially a bug. Seriously. Street Fighter 2. There was a way to do some simple combo but it was totally unintended and the devs left it in because it was so hard to do they thought no one would bother. Boy were they wrong. By the time the first of the 173,950 remakes of Street Fighter 2 hit the shelves, it officially went from "bug" to "feature" and they added some new ones. Now the genre is about combos.
Reload canceling is here to stay. It may have been unintended to begin with but that they put it back in for a whole new game very clearly means it's intended this time. Deal with it, primitive.
They weren't really bugs, just an unintended mechanic that happened due to the number of frames it took for moves to come out. They were really difficult however, as in you had 1on or 2 frames in which to do the input necessary to make two things link as a combo, as in 1/60th of a second.
But what was an unintended mechanic, as you said become a staple mechanic.
But yeah, pretty much what you said.
Hehe. Yeah, that's a more accurate term. I usually just go with "bug" simply because "unintended mechanic" tends to lead to arguments with people that don't understand the technical difference and think the former label means one wholeheartedly approves. ... Which, come to think of it, wouldn't even matter for the topic at hand.
#228
Posté 16 juin 2012 - 01:01
#229
Posté 16 juin 2012 - 01:05
BoomDynamite wrote...
I smell troll...
#230
Posté 16 juin 2012 - 01:22
#231
Posté 16 juin 2012 - 01:25
Sdrol117 wrote...
Do it. This is not the game working as intended.
Denied.
-Hackett
#232
Posté 16 juin 2012 - 01:40
Zero132132 wrote...
It seems bizarre that people are arguing about this. The whole weapon balancing issue is something I can at least comprehend, because it would be boring as **** if everyone played the same class with the same weapon, but there's just no sensibility at all behind this.
Who gives a **** what the makers initially intended? From a utilitarian perspective, there's no reason to remove it, and many players have come to use it effectively, so there's a reason not to.
There are plenty of examples in the history of gaming where mistakes actually became an important game mechanic. Street Fighter 2 was one of the first games to have combos, but it was an accident, an artifact of game design that they didn't bother fixing because they thought the skill to exploit it would be beyond most players. Similarly, the increase in difficulty in Space Invaders as you defeat enemies was initially a consequence of the extreme limitations in processing power at the time. It was never intentional, but increasing difficulty over time influenced many, many games since then.
Point is that in the history of gaming, there are a ****ton of examples of certain exploits actually adding to (occasionally even defining) the character of a game. What the hell's so different here?
For good and bad.
Bunnyhopping, rocketjumping, conc. jumping, double conc. jumping and so on and so on.
Sure it has added to some games but it detracts from others.
Eg. in a realistic fps's... "Let me just aim that Anti Tank weapon at my feet and jump on top of the building...".
There it ruins the immersion or it can ruin the balance of the game.
In my oppinion these things ruin more than they add. Apart from a sense of elitism which people apparently need.
#233
Posté 16 juin 2012 - 09:11
#234
Posté 16 juin 2012 - 10:13
Trakarg wrote...
I wouldn't mind if they just removed reload cancelling, but reduced the reload time of all cancellable reload animations to compensate.
It isn't interesting to tap my medigel key during every reload. It's just... tedious.
So don't. Nobody says you have to reload cancel. And I don't know about the pc, but on xbox there are several diff things to do to reload cancel. Use a consumable as you mentioned, use a power like most infi do, or hit the action button.
#235
Posté 17 juin 2012 - 01:41
What makes the GoW version so much BETTER is that it is intertwined with the game, from gameplay, animations, and skill timing. Anybody who fails reload cancelling is just purely bad, because all you have to do is do it after the ammo shows up, which is pretty simple, and doing it too late has no penalty.And anybody using the argument that the game is "balanced" around this mechanic, is really just fooling themselves, and that is in no way how a game should be balanced. Which it isn't, at all. If you think a person who reload cancels every shot of the claymore is "balanced"....lol.
The only reason I "cry" for it to be removed, is because there is never a mention of it, there is no actual mechanic, a lot of people don't know about it, and it makes some guns a lot better than they should be, breaking balance more than anything.
#236
Posté 17 juin 2012 - 01:46
#237
Posté 17 juin 2012 - 01:49
AmicusHumaniGeneris wrote...
I see it as a skill people can learn to master. Play for a while, and you become more efficient. Like reloading a rifle in RL, some people claw at it for ten seconds before it's shouldered again, others find some trick to do it in less than two. It's trough means like these that people with some skill can outscore people without, even if their characters and weapons are exactly the same. Just like with aiming.
Agreed.
Its like a crossover dribble in basketball, a high step in football, a curveball in baseball, etc, etc
Everyone can do it with some practice. Sure it wasn't in the instruction manual ... but neither were a lot of basketball techniques when I played during school.
I definitely do not want this removed from the game because it's a skill that can be learned, practiced, and then used to increase one's capability and thus enjoyment of this game.
Also ... if your teammates are reload canceling ... be thankful ... they're also probably putting in more than their share of effort to help you make it to extraction.
#238
Posté 17 juin 2012 - 04:09
A mod said it was a "game mechanic" or something not an exploit. Reload canceling is also present within a number of other games as well go try it.
#239
Posté 17 juin 2012 - 04:15
#240
Posté 17 juin 2012 - 04:31
Rahabzu wrote...
Starcraft has glitches that have become game mechanics I don't see the problem.
Such as?
#241
Posté 17 juin 2012 - 04:47
Kenadian wrote...
Rahabzu wrote...
Starcraft has glitches that have become game mechanics I don't see the problem.
Such as?
Stracking air units was a glitch.
#242
Posté 17 juin 2012 - 04:48
#243
Posté 17 juin 2012 - 05:03
Rahabzu wrote...
Kenadian wrote...
Rahabzu wrote...
Starcraft has glitches that have become game mechanics I don't see the problem.
Such as?
Stracking air units was a glitch.
Zerg extractor trick, gives people 1 or 2 drones before they have the unity supply to normally allow that many. Very minor thing, difficult to do, yet is considered an advanced technique and is used by pros in touneys in addition to normal people on the ladder.
#244
Posté 17 juin 2012 - 05:11
Would be sweet if consoles could use medigel button to reload cancel as well.
#245
Posté 17 juin 2012 - 05:19
Let's just melee all things to death then!
#246
Posté 17 juin 2012 - 05:21
EDIT: Not trolling. Legit fact.
Modifié par Yajuu Omoi, 17 juin 2012 - 05:22 .
#247
Posté 17 juin 2012 - 05:24
How many times does the Bioware dev need to be quoted in this thread?Yajuu Omoi wrote...
A "game mechanic" that only works for cheaters? Yeah, junk it.
EDIT: Not trolling. Legit fact.
#248
Posté 17 juin 2012 - 05:28
Medi-Gel reload canceling doesn't work on consoles. Well, Xbox at least. So it is doable.Teratoid wrote...
The consumable/skill keys are meant to activate immediately, which is why they can cancel reloads. Putting a limiter or a "safety" on them would make them a hindrance about 50% of the time, where you need to use them for actions other than reload-cancelling, but can't because of said limiter or "safety" timer.
So, sincere question: how do you propose reload cancelling be removed?
I think they should just give consoles the Medi-Gel reload canceling to even the playing field a bit more. PC already has it easier with a more precise way of aiming and a higher maximum look sensitivity.
#249
Posté 17 juin 2012 - 05:29
I don't necessarily think it should be removed, but I do see a problem with it.
#250
Posté 17 juin 2012 - 06:41
Modifié par Immortal Strife, 17 juin 2012 - 06:49 .





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