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Bioware, remove reload cancelling.


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#251
GodlessPaladin

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Sdrol117 wrote...

 Do it. This is not the game working as intended. 


Because you know the intentions of the game's designers better than the designers, right?  :lol:

#252
Sdrol117

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GodlessPaladin wrote...

Sdrol117 wrote...

 Do it. This is not the game working as intended. 


Because you know the intentions of the game's designers better than the designers, right?  :lol:


Awesome reply man. 0/10

#253
Typhoniel

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Animation Cancelling exists in many games and it works as intended. Just learn to play and use is too or shut up. You try to kill game mechanics.

I don't know why all these people are so raging against so many things that are working or good for them? Are these players the persons that usually only play single player and have no clue of playing with other people?

I say no! Keep this mechanic in the game. It doesn't hurt anybody in terms of fairness. Everyone can animation cancel.

#254
vonSlash

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As much as this game needs reload cancelling removed for purposes of weapon balance, the Bioware developers enjoy using it and will never remove it.

#255
walklikeazombie

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Why do all of you people cry as if its a pvp game. 

#256
lpconfig

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At the dev watercooler ...

BIO1: Hey, lets make a mechanic that takes some deliberate action to use, and makes you reload faster. We will also punish you for doing it wrong.

BIO2: Reward someone for using skill? What a terrible idea.....

#257
dday3six

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Animation cancelling is a part of many games. Overall it allows for more dynamic layers within the skill level of players.  It's seen most often in fight gaming, but other games also use it. Off the top of my head both Space Marine and Demon's Souls used it as well. It's a needed function to allow for reflex reactions to adverse situations. In other words and applied to ME3, if you couldn't reload cancel you would be stuck in the animation by deflaut during auto-reloads, which could result in death.

#258
soldo9149

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its never gonna happen so how can we get a dev to lock this post so it can stop showing up

#259
lpconfig

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Besides, getting rid of reload cancelling (animation cancelling) would mean that you have a 3 second period of time after shooting a claymore where you can not run, and would make you very vulnerable. Removing reload cancelling would be a terrible, terrible idea.

#260
vonSlash

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dday3six wrote...

Animation cancelling is a part of many games. Overall it allows for more dynamic layers within the skill level of players.  It's seen most often in fight gaming, but other games also use it. Off the top of my head both Space Marine and Demon's Souls used it as well. It's a needed function to allow for reflex reactions to adverse situations. In other words and applied to ME3, if you couldn't reload cancel you would be stuck in the animation by deflaut during auto-reloads, which could result in death.


No, you could simply design animations that allow interruption when needed, but ensure that ammunition is not reloaded into the gun until the animation is complete. For example, if I have no shields and am halfway through my GPS reload animation when a Marauder walks around the corner, I should be presented with the following choice: finish the reload animation and hope I live long enough to fire a shot, or use a power to attack (and stun) the Marauder long enough to melee him to death or escape. Both choices have beneifts and drawbacks. However, I should not be able to cut my reload short, fire a power at the Marauder, and then be able to kill him with my weapon without having to fully reload my gun, because this provides all of the benefits with none of the drawbacks.

This would also help decrease the relative power of low clip capacity weapons like the Claymore, which are vastly more powerful than their more ammo-rich counterparts due to the fact that their lengthy reload times are a non-factor in this game.

#261
MinatheBrat

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Sigh.
Image IPB

#262
Sdrol117

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newman982 wrote...

Besides, getting rid of reload cancelling (animation cancelling) would mean that you have a 3 second period of time after shooting a claymore where you can not run, and would make you very vulnerable. Removing reload cancelling would be a terrible, terrible idea.



You mean the gun would be balanced? NO WAY. Sounds too smart. Reload cancelling is hard? Rofl. It's impossible to fail unless you're too jumpy. It's nothing Like GoW style. 100x easier. 

#263
dday3six

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vonSlash wrote...

dday3six wrote...

Animation cancelling is a part of many games. Overall it allows for more dynamic layers within the skill level of players.  It's seen most often in fight gaming, but other games also use it. Off the top of my head both Space Marine and Demon's Souls used it as well. It's a needed function to allow for reflex reactions to adverse situations. In other words and applied to ME3, if you couldn't reload cancel you would be stuck in the animation by deflaut during auto-reloads, which could result in death.


No, you could simply design animations that allow interruption when needed, but ensure that ammunition is not reloaded into the gun until the animation is complete. For example, if I have no shields and am halfway through my GPS reload animation when a Marauder walks around the corner, I should be presented with the following choice: finish the reload animation and hope I live long enough to fire a shot, or use a power to attack (and stun) the Marauder long enough to melee him to death or escape. Both choices have beneifts and drawbacks. However, I should not be able to cut my reload short, fire a power at the Marauder, and then be able to kill him with my weapon without having to fully reload my gun, because this provides all of the benefits with none of the drawbacks.

This would also help decrease the relative power of low clip capacity weapons like the Claymore, which are vastly more powerful than their more ammo-rich counterparts due to the fact that their lengthy reload times are a non-factor in this game.


You do understand that if you miss the window to reload cancel that you stop reloading all together, right? As in you have an empty gun and have to start from the reloading process again.  I'm hard pressed to see how that is not a draw back.

#264
lpconfig

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Sdrol117 wrote...

newman982 wrote...

Besides, getting rid of reload cancelling (animation cancelling) would mean that you have a 3 second period of time after shooting a claymore where you can not run, and would make you very vulnerable. Removing reload cancelling would be a terrible, terrible idea.



You mean the gun would be balanced? NO WAY. Sounds too smart. Reload cancelling is hard? Rofl. It's impossible to fail unless you're too jumpy. It's nothing Like GoW style. 100x easier. 


Your comment is so absurdly derp filled that aruging against it is a monumental waste of time.

#265
vonSlash

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dday3six wrote...

vonSlash wrote...

dday3six wrote...

Animation cancelling is a part of many games. Overall it allows for more dynamic layers within the skill level of players.  It's seen most often in fight gaming, but other games also use it. Off the top of my head both Space Marine and Demon's Souls used it as well. It's a needed function to allow for reflex reactions to adverse situations. In other words and applied to ME3, if you couldn't reload cancel you would be stuck in the animation by deflaut during auto-reloads, which could result in death.


No, you could simply design animations that allow interruption when needed, but ensure that ammunition is not reloaded into the gun until the animation is complete. For example, if I have no shields and am halfway through my GPS reload animation when a Marauder walks around the corner, I should be presented with the following choice: finish the reload animation and hope I live long enough to fire a shot, or use a power to attack (and stun) the Marauder long enough to melee him to death or escape. Both choices have beneifts and drawbacks. However, I should not be able to cut my reload short, fire a power at the Marauder, and then be able to kill him with my weapon without having to fully reload my gun, because this provides all of the benefits with none of the drawbacks.

This would also help decrease the relative power of low clip capacity weapons like the Claymore, which are vastly more powerful than their more ammo-rich counterparts due to the fact that their lengthy reload times are a non-factor in this game.


You do understand that if you miss the window to reload cancel that you stop reloading all together, right? As in you have an empty gun and have to start from the reloading process again.  I'm hard pressed to see how that is not a draw back.


Yes, I'm aware of that. However, it's a drawback that can be eliminated with only a tiny bit of practice - in fact, learning that reload cancelling exists is actually harder than reload-cancelling. My point, however, was that the "have your cake and eat it too" option of having reload-cancelling still refill your weapon is detrimental to balanced gameplay.

Modifié par vonSlash, 18 juin 2012 - 02:45 .


#266
Sdrol117

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Anybody that says you can fail a reload cancel should quit this game. There is NO penalty for doing it too late, only too early, you have like 2 whole secons to hit that button. It doesn't take skill. At all. Especialy when using the Krysae + Tac cloak, the game is timed out perfectly to reload cancel.

#267
JaimasOfRaxis

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Bioware, remove Sdrol117's account.

#268
Sdrol117

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JaimasOfRaxis wrote...

Bioware, remove Sdrol117's account.


What a mature response. 

#269
lpconfig

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We should try to make the OP happy, so this is a good course of action.

Remove all guns from the game. Replace with a 200 CD% AR called "the gun". "the gun" has no recoil, does 1000 damage per shot, and has a ROF of 1000 RPM. Make the reload time exactly half a second, and make the animation finish the moment the ammo is added to your weapon (chambered) in the UI. Now the OP wont be able to complain about guns or reloading any more !

#270
JaimasOfRaxis

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I'd be less of a douchenozzle about it if it wasn't for the fact that:

A) Reload cancelling has been discussed infinity billion times
B) It's already an accepted part of gameplay and intended as such (source: Bioware devs)
C) It's much harder to do on console (you need to have a power currently recharging), and possible to screw up

So I'm sorry if I'm being snippy, but we've been down this road a few billion times by now.

#271
Astartes Marine

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GodlessPaladin wrote...

Sdrol117 wrote...
 Do it. This is not the game working as intended. 

Because you know the intentions of the game's designers better than the designers, right?  :lol:

I'm going to have to go with this.  If this was SUCH an issue, there would have been a response/patch/tweak about it by now.  Someone correct me if I'm wrong but wasn't it someone from BioWare even that dismissed it as a "feature" or part of the game?

Personally this is such a non-issue in the grand scheme of things it's not even worth mentioning. 
You've got things like Banshees turning invisible which can be the stuff of nightmares, Geth Hunters and Cerberus Assault Troopers/Centurions randomly becoming imortal, Cobras firing duds or not firing at all, broken ultralight materials, Vanguards who can still manage to fall through the floor and you pick THIS to gripe about? 

JaimasOfRaxis wrote...
Bioware, remove Sdrol117's account.

I admit, I laughed.

#272
VioletEagle

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Ask zhk3r, he said in one of his videos that he asked a Bioware dev about it and the dev said that it was a feature of the game.

#273
Sdrol117

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JaimasOfRaxis wrote...

I'd be less of a douchenozzle about it if it wasn't for the fact that:

A) Reload cancelling has been discussed infinity billion times
B) It's already an accepted part of gameplay and intended as such (source: Bioware devs)
C) It's much harder to do on console (you need to have a power currently recharging), and possible to screw up

So I'm sorry if I'm being snippy, but we've been down this road a few billion times by now.


It isn't hard on a console. Some guns (like the krysae) even have a perfectl reload time to match tac cloak that make it impossible to mess up reload cancelling. That's so hard. I'm sure others have it too.

#274
dday3six

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vonSlash wrote...

dday3six wrote...

vonSlash wrote...

dday3six wrote...

Animation cancelling is a part of many games. Overall it allows for more dynamic layers within the skill level of players.  It's seen most often in fight gaming, but other games also use it. Off the top of my head both Space Marine and Demon's Souls used it as well. It's a needed function to allow for reflex reactions to adverse situations. In other words and applied to ME3, if you couldn't reload cancel you would be stuck in the animation by deflaut during auto-reloads, which could result in death.


No, you could simply design animations that allow interruption when needed, but ensure that ammunition is not reloaded into the gun until the animation is complete. For example, if I have no shields and am halfway through my GPS reload animation when a Marauder walks around the corner, I should be presented with the following choice: finish the reload animation and hope I live long enough to fire a shot, or use a power to attack (and stun) the Marauder long enough to melee him to death or escape. Both choices have beneifts and drawbacks. However, I should not be able to cut my reload short, fire a power at the Marauder, and then be able to kill him with my weapon without having to fully reload my gun, because this provides all of the benefits with none of the drawbacks.

This would also help decrease the relative power of low clip capacity weapons like the Claymore, which are vastly more powerful than their more ammo-rich counterparts due to the fact that their lengthy reload times are a non-factor in this game.


You do understand that if you miss the window to reload cancel that you stop reloading all together, right? As in you have an empty gun and have to start from the reloading process again.  I'm hard pressed to see how that is not a draw back.


Yes, I'm aware of that. However, it's a drawback that can be eliminated with only a tiny bit of practice - in fact, learning that reload cancelling exists is actually harder than reload-cancelling. My point, however, was that the "have your cake and eat it too" option of having reload-cancelling still refill your weapon is detrimental to balanced gameplay.


No matter the amount of practice human beings do not have the ability to perform the same action over and over lacking any discrepancy. A person simply cannot, without fail perform the reload cancel under all conditions 100% of the time.

Sometimes the balance is self regulation with the existence of choice. This is after all a co-op multiplayer  and not a competitive one. A highly skilled player is still highly skilled regardless of the existence of the reload cancel and whether they choose to use it or not. Every game does not need to be so focused on skill rewarding that other players are left behind. Some people simply play video games to feel like a bad ass, and honestly those players rather skilled or less so are the majority.

#275
JaimasOfRaxis

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It isn't hard on a console. Some guns (like the krysae) even have a perfectl reload time to match tac cloak that make it impossible to mess up reload cancelling. That's so hard. I'm sure others have it too.


Can only do it when powers are in recharge mode, and even if your timing is boss, point A and B on my previous list remain valid.