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Varlun

[Suggestion] When shot, only that specific spot of your armor/clothing is damaged. Stuff in pockets only damaged if pocket is shot.

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This is probably asking for too much, but what do you guys think about a point-specific durability damage system? What I mean is, the way it is now, you shoot a vest, and the entire vest gets damaged, and once it's destroyed damage goes through. What about, the vest gets shot, and only that specific point gets damaged? Then, if you get shot in that spot 1 or 2 more times, you'll take damage, but if you get shot elsewhere, you'll be fine. Wouldn't be that hard to implement, would it?

 

Part two: The way it is now, once your vest or whatever is destroyed, the excess damage and any damage you receive after that to your vest, will 100% carry over to all the items in your vest. I think it should take into account exactly where your items are stored in/on your clothing. So what's in your pocket will only be hit if they actually shoot your pocket.

 

Also, perhaps if I have a canteen hooked on the outside of my pants/belt, that won't be offered protection at all, but be even quicker to get to?

 

Let me know if you guys agree. I realize that the damage system they have now was JUST implemented and that they probably plan to improve it, but just in case they don't, let's make sure they get the message.

 

And feel free to add your own suggestions below. I'll add them to the main post if I and others like the idea.

 

Finally, if you like this post, feel free to post a simple "I like it!" or whatever to bump the post, so I don't have to bump it myself, which is always awkward. I'll give you beans! :3

 

I think all of you are wrong when it comes to how difficult it would be to implement. They already have a system where you'll bleed from exactly where you got shot. Couldn't they use that exact same system?

 

I'm studying to be a Computer Programmer myself, and I think it would work something like this. I'll try to make it as non-techie as possible.

 

Instead of what you guys are proposing, where you'd have to create all the different parts of clothing, this system would kinda create itself.

 

As said before, the game can already tell exactly where you were hit. So what it would do is this:

 

When hit, it'll tell what piece of clothing is covering that spot, or whatever else is covering that spot, and it'll save data based on that exact same spot.

 

So, let's say for example someone is wearing an armored vest, with a little square piece of metal in a front pocket. (This isn't built in, it's just something the player put in the pocket for added protection.)

 

The player gets shot in that front pocket. The game knows the player got shot there, so it creates a... "variable" with the data of that exact spot. It looks at what the character's wearing. It recognizes that there's a pocket in that spot. It recognizes that there's something in that pocket. If there is no previous data for something, it is assumed to be in perfect condition, so it'll take from a default value, aka best condition.

 

So the game looks at the damage of the bullet and the protection of the vest, and calculates how much of the bullet's damage is absorbed. Anything leftover penetrates the vest, hitting whatever's in the pocket.

 

In this case, the player decided to stick a square piece of metal in that pocket, which will absorb 1 or 2 extra bullets.

 

Here, we -could- try to make the game even MORE specific by trying to calculate where on that piece of metal the player got hit, but honestly I feel that's going too far. It'd be too difficult to do, unless they decided to make the physical models actually be represented on the player when they're stored. So if you put a can of beans in your pocket, the beans don't just disappear and are assumed to be in your pocket, the avatar would actually open his pocket and shove them in, then you'd have a bulge in your pocket, and from the right angle might even be able to see the can of beans. If they did that, then maybe that could be done.

 

But that's wishful thinking. So, what this system would do is, every time the player gets shot in that destroyed pocket, it'll take away durability from whatever's in that pocket. So the piece of metal absorbs a couple hits, and after that if the player gets shot there, it'll tear through his shirt and damage him.

 

What do you guys think?

Edited by Varlun
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Rocket has said the values are being worked out at the moment with how damage affects clothing.

 

I do agree that it should be precise as you said. The thing I don't like is how you shoot at clothing that has pockets, all contents would be damaged along with it. I worry about if someone shoots me in the sleeves of my raincoat, my canned beans would get damaged. This should only affect in the region of where pockets are then again, this purpose is to somewhat reduce "Shoot-On-Sight" mentality even though people follow the motto of "Don't trust anyone" these days

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It would be too hard to implement.

 

Imagine the hundreds upon hundreds of clothing items. Now imagine making an individual part for each of those hundreds of items. A simple t-shirt.

 

- Front 

- Back 

- Left sleeve

- Right sleeve

- Lower back half

- Upper back half

- Upper front half

-Lower front half

 

Ugh. No thanks.

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It would be too hard to implement.

 

Imagine the hundreds upon hundreds of clothing items. Now imagine making an individual part for each of those hundreds of items. A simple t-shirt.

 

- Front 

- Back 

- Left sleeve

- Right sleeve

- Lower back half

- Upper back half

- Upper front half

-Lower front half

 

Ugh. No thanks.

Or it could be broken into 8 parts:

 

(Front)

Top-left, top-right, bottom-left, bottom-right

 

(Back)

Top-left, top-right, bottom-left, bottom-right

 

Or into 4 major groups (just top left/right bottom left/right) without front-back distinctions.

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Or it could be broken into 8 parts:

 

(Front)

Top-left, top-right, bottom-left, bottom-right

 

(Back)

Top-left, top-right, bottom-left, bottom-right

 

Or into 4 major groups (just top left/right bottom left/right) without front-back distinctions.

 

Still, its too much to do with hundreds of items.

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Still, its too much to do with hundreds of items.

 

Not it isn't. There would be 4-8 slots (depending on which system) for the shirt/jacket/pants. 4 slots for the helmet (front/left/right/back). 1 for shoes. If a shot hits a damaged slot, inventory is hurt. If 2 slots reach "Destroyed" or 3 slots reach "badly damaged" the overall item is "destroyed"

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Would be nice to have this. But yeah, pretty tricky system to put in place and have work with no bugs etc.. In regards to this, I think it is a wait and see kinda thing. What can be done, and what are they willing to do?

 

Would also be cool if say you got shot in the backpack from the side.. bullet goes through your water bottle, or canteen, water soaks your backpack and ruins things like your matches etc..     or if the bullet happens to hit a frag grenade..  :D

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I think all of you are wrong when it comes to how difficult it would be to implement. They already have a system where you'll bleed from exactly where you got shot. Couldn't they use that exact same system?

 

I'm studying to be a Computer Programmer myself, and I think it would work something like this. I'll try to make it as non-techie as possible.

 

Instead of what you guys are proposing, where you'd have to create all the different parts of clothing, this system would kinda create itself.

 

As said before, the game can already tell exactly where you were hit. So what it would do is this:

 

When hit, it'll tell what piece of clothing is covering that spot, or whatever else is covering that spot, and it'll save data based on that exact same spot.

 

So, let's say for example someone is wearing an armored vest, with a little square piece of metal in a front pocket. (This isn't built in, it's just something the player put in the pocket for added protection.)

 

The player gets shot in that front pocket. The game knows the player got shot there, so it creates a... "variable" with the data of that exact spot. It looks at what the character's wearing. It recognizes that there's a pocket in that spot. It recognizes that there's something in that pocket. If there is no previous data for something, it is assumed to be in perfect condition, so it'll take from a default value, aka best condition.

 

So the game looks at the damage of the bullet and the protection of the vest, and calculates how much of the bullet's damage is absorbed. Anything leftover penetrates the vest, hitting whatever's in the pocket.

 

In this case, the player decided to stick a square piece of metal in that pocket, which will absorb 1 or 2 extra bullets.

 

Here, we -could- try to make the game even MORE specific by trying to calculate where on that piece of metal the player got hit, but honestly I feel that's going too far. It'd be too difficult to do, unless they decided to make the physical models actually be represented on the player when they're stored. So if you put a can of beans in your pocket, the beans don't just disappear and are assumed to be in your pocket, the avatar would actually open his pocket and shove them in, then you'd have a bulge in your pocket, and from the right angle might even be able to see the can of beans. If they did that, then maybe that could be done.

 

But that's wishful thinking. So, what this system would do is, every time the player gets shot in that destroyed pocket, it'll take away durability from whatever's in that pocket. So the piece of metal absorbs a couple hits, and after that if the player gets shot there, it'll tear through his shirt and damage him.

 

What do you guys think?

Edited by Varlun

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It would be too hard to implement.

 

Imagine the hundreds upon hundreds of clothing items. Now imagine making an individual part for each of those hundreds of items. A simple t-shirt.

 

- Front 

- Back 

- Left sleeve

- Right sleeve

- Lower back half

- Upper back half

- Upper front half

-Lower front half

 

Ugh. No thanks.

 

Or it could be broken into 8 parts:

 

(Front)

Top-left, top-right, bottom-left, bottom-right

 

(Back)

Top-left, top-right, bottom-left, bottom-right

 

Or into 4 major groups (just top left/right bottom left/right) without front-back distinctions.

I made a post about an alternative. What do you think?

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I don't think it would be too hard to program items to be damaged based on where the clothing is shot.

 

You could just select a 2D area on a 3D object (like a texture) to be an "item damage" zone for that specific clothing.

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As someone who knows a thing or two about programming, this would not be too hard to integrate. As OP just said before me you could just select and area of and item and just designate it as one, certain area. This could be done on several items at once because there are mainly just similar type-groups of clothing (e.g. T-shirts, long pants, shorts, jumpers, etc.) That have the same amount of player model coverage.

I think this idea would be excellent, though yesterday Rocket did say that the values were being worked on.

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As someone who knows a thing or two about programming, this would not be too hard to integrate. As OP just said before me you could just select and area of and item and just designate it as one, certain area. This could be done on several items at once because there are mainly just similar type-groups of clothing (e.g. T-shirts, long pants, shorts, jumpers, etc.) That have the same amount of player model coverage.

I think this idea would be excellent, though yesterday Rocket did say that the values were being worked on.

I believe what he meant by "the values are being worked on", was simply things like, how durable things are, and how much damage things do. I definitely don't think he meant that they were reworking the entire system.

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I think there should just be a percentage chance of damage carrying over to an item.

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I think there should just be a percentage chance of damage carrying over to an item.

That's definitely the lazy way of going about it. That's definitely not as realistic, though. I'd figure in a game like this, centered around realism, you guys would be more supportive of a more realistic system.

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That's definitely the lazy way of going about it. That's definitely not as realistic, though. I'd figure in a game like this, centered around realism, you guys would be more supportive of a more realistic system.

 

A lot of items, especially valuable ones, could be damaged when the player falls. Bullets aren't the only things that can cause damage.

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A lot of items, especially valuable ones, could be damaged when the player falls. Bullets aren't the only things that can cause damage.

I disagree. Solid objects are much more durable than people. Even cellphones can be dropped from the top of buildings and be fine. The fact that a cellphone for example would be in your backpack or pocket, would make it virtually immune to damage. Clothing, however, might be -slightly- damaged, but in this game you're probably only going to land on your feet, which means only your boots/shoes/feet will be damaged as a result of fall damage. Maybe your legs, from absorbing the shock. Definitely no item damage, though.

Edited by Varlun

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I actually meant when a player falls to the ground after being shot. I think it's quite possible that things like night-vision goggles, GPS, etc. could be damaged.

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I actually meant when a player falls to the ground after being shot. I think it's quite possible that things like night-vision goggles, GPS, etc. could be damaged.

Maybe. But that could be a for-sure thing, to a degree, rather than a random percentage chance. The game could keep track of where those items are, and if you actually land on them when you fall, then sure, they should take a little damage. If something is in your backpack and you fall forward, though, it should be fine. Night vision goggles, if they're sitting on your head, should only be damaged if you're crouched and you run into a wall, for example. I definitely don't think that if you trip and fall belly first to the ground, your head never touching it, that there should be a 10% chance for your NV goggles to be damaged. That would be infuriating. Sort of like the bug where repair would randomly not work. People hate that.

 

Don't be lazy and give things a % chance of happening. Make it a realistic scenario or leave it alone, in my opinion.

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I actually meant when a player falls to the ground after being shot. I think it's quite possible that things like night-vision goggles, GPS, etc. could be damaged.

What's your point, anyway? This doesn't really have anything to do with what I'm proposing, unless I'm missing something.

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What's your point, anyway? This doesn't really have anything to do with what I'm proposing, unless I'm missing something.

 

My point is that a random chance of items taking damage when you shoot and kill another player does actually make sense.

 

Your suggestion is infinitely more complicated and just adds yet another massive job to be completed before the alpha can be rolled out, whereas this would be much easier to execute and makes more sense than the current system.

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My point is that a random chance of items taking damage when you shoot and kill another player does actually make sense.

 

Your suggestion is infinitely more complicated and just adds yet another massive job to be completed before the alpha can be rolled out, whereas this would be much easier to execute and makes more sense than the current system.

I disagree about the difficulty.

 

As someone who knows a thing or two about programming, this would not be too hard to integrate. As OP just said before me you could just select and area of and item and just designate it as one, certain area. This could be done on several items at once because there are mainly just similar type-groups of clothing (e.g. T-shirts, long pants, shorts, jumpers, etc.) That have the same amount of player model coverage.

I think this idea would be excellent, though yesterday Rocket did say that the values were being worked on.

And I myself am going into programming, -just- beginning actually, and I'll tell you that this wouldn't be too hard to implement. I virtually even explained how it would work, look at my quoted post in the first post.

 

You're also wrong about something else. If they started work on this system, they wouldn't have to finish it before they could release the Alpha. They've said many many times, that the moment the network bubble is done, unless something random comes up, then they'll release. Even with other stuff unfinished. For example, vehicles.

Edited by Varlun

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But it's not that simple.

 

Where would you have to hit, for example, to destroy the items carried in a shirt? These don't have any obvious storage yet are able to carry items in the game.

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But it's not that simple.

 

Where would you have to hit, for example, to destroy the items carried in a shirt? These don't have any obvious storage yet are able to carry items in the game.

I believe they plan to have realistic storage spaces. Rocket said they plan on adjusting them. Right now, as a placeholder, everything has six slots. I think, for example, if you have the typical shirt with one pocket in the front, then it'll only have one storage slot. So there won't be any magical storage spaces.

Edited by Varlun

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I feel like a percentage chance of damage received to a player also damaging items is good enough.  Your purposed system would technically be more realistic but the game play value of this added realism is marginal at best.   I am no expert but I feel you are underestimating the time required to do this.  Also note that most of the programmers and designers are very busy with other projects that have significant game play value like the network bubble.

 

 

The way I see it,  the first bullet should be stopped by the vest depending on the caliber (7.62 or larger rounds should penetrate all armor).  The second bullet would get through the vest and damage the player.  The clothing the player was wearing under the vest should take damage and any items stored in that clothing should have a % chance of also taking damage. Larger items would have larger % chances of being damaged.  

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