View Full Version : The time factor - weapon reloads - panic level
step2ice
02-13-2008, 03:14 AM
Ok, so in the preview it is mentioned that bandaging and helping dropped survivors eats up some time (4-5) seconds and also comes with a animation.
Thats good, very good since I always hated it when games do that kinda stuff in an instant.
As for weapons I was wondering if the reloading will be arcade like super fast or more realistic where a reload could take 4-6 seconds depending on the weapon you wield.
As and addition it would be cool to have some sort of panic level on your character, depending on how good your accuracy and movement at that current moment is.
So if you got a high panic level chances are that you take longer for your reload or even out of hesitation dropping the magazine while reloading.
But even without such a panic level it would be cool to have some different reload animations, sometimes fast and sometimes it takes longer to pull out the magazine from your jacket or you drop it while reloading (voice over/comment is played) .
The idea is to get some variety in the firefights, like the director does with the AI.
Teknobry
02-13-2008, 04:49 AM
Just have a watch of the gameplay videos to see how long reload time is.
Personally, I'm not keen on the panic meter idea. Its gonna be tough enough without random factors stopping you from firing.
engagequadlaser
02-13-2008, 05:58 AM
I'd rather that reload times and things which make your life more difficult in-game are at least consistent, because getting killed by a pack of zombies because you thought you were going to get a quick reload and instead the random number generator decided to screw you with an extra 4 seconds of reload is infuriating - not fun.
bboi018
02-13-2008, 06:06 AM
The reload system is basically like CS....the uzi and m16 reload almost instantly- drop clip, insert clip, cock. The shotgun is the same as CS as well, single shell reload, but it goes pretty quickly. But it seems alittle slow when your getting raped by 10 infected.
frogopus
02-13-2008, 08:41 AM
It's relatively quick but timing your reloads with your team mates is a major factor. Everything else is moving pretty damn fast too.
mAzZa
02-13-2008, 09:17 AM
Perhaps an optional feature in the game?
Master_Bungle
02-13-2008, 09:20 AM
Like frogopus says, timing reloads with team mates is important, so random reload times (whether based on stress level or not) would make that pretty hard, making working as a team harder. I think that would be bad :(
Imogene
02-13-2008, 09:35 AM
cock
Tehe
PewPew
02-13-2008, 09:53 AM
I think I suggested something like this before in a thread.
http://www.left4dead411.com/forums/index.php?actio n=vthread&forum=2&topic=1372&page=0#msg35615 (http://www.left4dead411.com/forums/index.php?action=vthread&forum=2&topic=1372&page=0#msg35615)
Xerosnake90
02-13-2008, 01:49 PM
I like that reload idea. Instead of reloading the same way each time, he fumbles with the magazine under stress. I even like the thought of dropping a magazine. Imagine being rushed, your clip runs out and you fumble the last clip onto the ground as you're being rushed. Oh god the horror! That would be amazing O.O you deserve an award.
Kenny
02-13-2008, 01:53 PM
It would be cool the first time. Then the second time I would be pissed off. The game is hard already, very hard from what we've heard. Why make it harder just because you can't reload properly? No thanks. :/
TheDark12
02-13-2008, 02:19 PM
I actually think that this idea is O.K. as long as there is a quick simple way that you can recover from it. I think that if you saw yourself starting to fumble and could hit R again to recover, this would be a pretty cool addition. It would get you deeper into the game.
Thor-axe
02-17-2008, 12:25 AM
No panic meter, that would take a lot of time to implement and push back the release date more!
Sifer2
02-18-2008, 03:39 AM
Its a good idea IMO since it makes it more important for teammates to cover you when you are reloading. Since you might drop the clip or something lol. I don't think it needs a meter though. Just make it a random % chance that goes up the more you have been wounded. Also if covered with vomit you might have a high chance of failing to reload.
globalenjoi
02-18-2008, 07:27 AM
I don't like it to be honest. I don't like the idea of dying because my character decided to drop the ammo clip, and now I have to wait until a checkpoint to be able to play again.
This game looks to be filled with incredibly fast and intense moments. I love that, and would hate to be hindered by a reload that makes me feel like its going in slow motion while the zombies continue to maul me.
I always find it strange how people have this obsession with trying to bring realism to a very unrealistic game, even at the cost of gameplay. A game like this has to compromise somewhere, and I think panic meters, iron sights, and a prone position would be taking it too far.
engagequadlaser
02-18-2008, 09:32 AM
Essentially, anything that takes control out of the player's hands and leaves it up to the random number generator is a bad idea. Yes, on paper this "sounds" great, and you think of how much fun it "seems". In practice is a different matter entirely however.
Clamzoni_of_RI
02-18-2008, 09:42 AM
Yah, a panic system sounds like it would ruin the game, make it way to realistic. The game director swarms you with tons of zombies and then leaves you alone for a while, so it really wouldnt work, as a panic meter would only correspond to prolonged exposure to infected.
Thats my take, away.
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