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Will we eventually get different reloading 'tiers'?

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Wet (round in chamber) and dry (empty weapon) reloads to be specific.

Its a pretty minor thing in the grand scheme of DayZ, but itd be nice to see. Take the cz527 for example, there's no real benefit (relative to the mosin) in game to having box magazines, other than the ability to reload by pressing R or using the context menu.

Does the engine even support it?

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Wet (round in chamber) and dry (empty weapon) reloads to be specific.

Its a pretty minor thing in the grand scheme of DayZ, but itd be nice to see. Take the cz527 for example, there's no real benefit (relative to the mosin) in game to having box magazines, other than the ability to reload by pressing R or using the context menu.

Does the engine even support it?

 

Uhh the benefit to having a mag for the cz527 is that you get 5 shots instead of 1.  It doesn't have an internal mag like the mosin.

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Uhh the benefit to having a mag for the cz527 is that you get 5 shots instead of 1.  It doesn't have an internal mag like the mosin.

 

 

CZ without mags = 1 shot, inventory reload

CZ with mags = 5 shots, 'R' reload

 

Mosin without mags = 5 shots, inventory reload

Mosin with clips = 5 shots, 'R' reload

 

 

Detachable magazine loses...

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1. I would like to see reloading dry take an extra second or so to chamber a new round

2. I still advocate completely disabling the ability to reload via a keystroke or context menu

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1. I would like to see reloading dry take an extra second or so to chamber a new round

2. I still advocate completely disabling the ability to reload via a keystroke or context menu

 

copy irl loading process

???

everything just works

no more two-mag setups

 

I would still support keybinded reloads. Leave the inventory system to the pre-battle ammo management.

Edited by hotcakes
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SKS magazine: 10round 1 slot

SKS box/stack: 20round 1 slot

 

sks magazine loses, as it is half as efficient at storage capacity.

 

M4 60round mag used to be useful for condensing 30round stacks into 1x60round stacks, but not sure if this can still be done and haven't held an M4 for a few weeks.

 

I'd also like to see it take a little longer to reload from single loads, and it should take an extra second to cock the weapon once loaded dry.

 

Also, not sure, but can you conserve the chambered round when reloading?

ie: AKM 30 round

fire 29 - last round chambered

reload fresh 30 round

do i have 30 or 31 in capacity, in the game, or does it just rip the chambered round out magically and bring me back to a round 30?

Not safe practice, i know, but it should speed up reload time and allow me an extra shot.

 

I still support a keystroke magazine reload process, as it *should* be an unconsious effort to get to your mag and put it in.  You shouldn't be digging down to the bottom of your bag to fish it out and clip it in.  Loading rounds in without mag in the case of SKS and Mosin, and chambering the weapon should still be drag and drop imo...

 

BUT: although the game doesn't really put too much emphasis on organisation of pack (other than there is a moderate advantage to keeping your ammo in the upper part of your gear close to access of magazines and the appropriate weapon if you've got a large backpack and 'full' inventory slots to allow for swift loading of magazine/weapon, but if you wanted to restrict the keystroke reload usage, maybe have dedicated magazine slots in tac vest etc that aren't compatable with other item types, and can only be R reloaded from here?  just a thought.

Edited by q.S Sachiel

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CZ without mags = 1 shot, inventory reload

CZ with mags = 5 shots, 'R' reload

 

Mosin without mags = 5 shots, inventory reload

Mosin with clips = 5 shots, 'R' reload

 

 

Detachable magazine loses...

^ Pretty much this.

 

If the needs a magazine feed to keep a steady amount of rounds coming into players or infected and the magazine itself is to rare its pretty much a useless weapon unless your some kind of master marksman.

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1. I would like to see reloading dry take an extra second or so to chamber a new round

2. I still advocate completely disabling the ability to reload via a keystroke or context menu

Why do you think there should be no button for reloading? Is it immersion? Because going into your inventory and right clicking ammo isn't exactly realistic.

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SKS magazine: 10round 1 slot

SKS box/stack: 20round 1 slot

 

sks magazine loses, as it is half as efficient at storage capacity.

 

 

SKS stripper clip loses if you have more than 1 or 2, other than that it's good to have the option of at least one quick reload in a stressful situation. In fact it's saved my life a couple of times. 

 

They should totally have to different reload animations for clips/mags and loose rounds, especially in the case of the SKS. 

Edited by Capo
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SKS stripper clip loses if you have more than 1 or 2, other than that it's good to have the option of at least one quick reload in a stressful situation. In fact it's saved my life a couple of times. 

 

They should totally have to different reload animations for clips/mags and loose rounds, especially in the case of the SKS. 

I would like to see this but it would be pretty much a beta or close to launch polish routine if anything.

Edited by Deathlove
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Why do you think there should be no button for reloading? Is it immersion? Because going into your inventory and right clicking ammo isn't exactly realistic.

Immersion and difficulty. An inventory-only reload system promotes careful inventory management and forces players to think critically about where they want to put their most important items

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CZ without mags = 1 shot, inventory reload

CZ with mags = 5 shots, 'R' reload

 

Mosin without mags = 5 shots, inventory reload

Mosin with clips = 5 shots, 'R' reload

 

 

Detachable magazine loses...

 

I misinterpreted his post, since he was talking about what the benefit of having a round in the chamber is.  It seemed like he was implying there was no reason to use a mag when you could just chamber the rifle when I first read it.

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1. I would like to see reloading dry take an extra second or so to chamber a new round

2. I still advocate completely disabling the ability to reload via a keystroke or context menu

I don't know why. The system is great as it is now.

Loading the SKS without a stipper clip is opening inventory, dragging the cartridges onto the rifle, then the character loads them with a stripper clip.

Maybe force someone to drag one at a time if you don't like it as it is now. The stripper clip should be a very fast way to reload.

Same with a magazine, you're not digging into your pack and grabbing one after looking for it, I like that magazines are just a stroke of the R key as you can easily grab and load one without looking out of the game.

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Reloading in this game is so messed up, and I hope they fix it. 

First, we need different animations for loading lose rounds and loading rounds in clip/speedloader. Now there is same animation for reloading SKS. 

Second, why the f*ck do we need to drag ammo trough inventory to weapon and then confirm "Load"?? No, I dragged 20 rounds to SKS just to chamber one, and 5 zombies are chasing me. We should be able to reload lose rounds with "R", but only under condition they are in "front inventory" - shirt/jacket/vest (like in mod). If you arrange ammo in your pockets before going to action, you can reload without opening all clothes you have

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Immersion and difficulty. An inventory-only reload system promotes careful inventory management and forces players to think critically about where they want to put their most important items

 

Why not make it more realistic?

I would so wish if we could add items to hotbar only from jackets and pants. Those would then allow for quicker reloads.

Any stuff in backpack should trigger backpack animation, so player kneeling and shuffling through backpack.

 

I find it ridiculous when you are running and still be able to access backpack and reload weapon or whatnot.

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Once again people are trying to make the interface more difficult when it should be made more fluent.

if you want realism, go unpack a real backpack. This is a videogame meaning that I have to be able to do it by the press of a button. Just because they slap on twenty more steps with a mouse does not mean it's more realistic.

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Why not make it more realistic?

I would so wish if we could add items to hotbar only from jackets and pants. Those would then allow for quicker reloads.

Any stuff in backpack should trigger backpack animation, so player kneeling and shuffling through backpack.

 

I find it ridiculous when you are running and still be able to access backpack and reload weapon or whatnot.

 

I'd like to see backpack usage more like Last of Us, where you crouch, unsling it, and rifle through it with your focus on the ground (but with some peripheral perception). But no, it should be more difficult to reload than it currently is.

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I don't know why. The system is great as it is now.

Loading the SKS without a stipper clip is opening inventory, dragging the cartridges onto the rifle, then the character loads them with a stripper clip.

Maybe force someone to drag one at a time if you don't like it as it is now. The stripper clip should be a very fast way to reload.

Same with a magazine, you're not digging into your pack and grabbing one after looking for it, I like that magazines are just a stroke of the R key as you can easily grab and load one without looking out of the game.

 

I'm not talking about the SKS. As long as you have to open your inventory, look for your ammo, and put it in the weapon, that's great. I'm talking about the M4 or any of the pistols that can be reloaded via context menu.

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I'd like to see backpack usage more like Last of Us, where you crouch, unsling it, and rifle through it with your focus on the ground (but with some peripheral perception). But no, it should be more difficult to reload than it currently is.

 

Why would you need to go through backpack, if you have bullets in pants or hoodie?

There should be a difference of having items in easily accessible pants pockets or hoodie contrary to unslinging backpack and shuffling through it.

 

My suggestion is it to allow only stuff from jackets and pants into hotbar.

Say you have mosin rounds in hoodie. You put mosin rounds to slot 1. You have mosin in your hands, you want to load a bullet, you press 1 and you put 1 bullet into Mosin's internal magazine. Obviously you would need to press it 5x to load all 5 bullets.

 

If it was AK and there was ak mag in slot 1, you would reload whole magazine by pressing 1.

Edited by Hombre
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reloading process should be written by the player in chat...like "take out mag from bag"...""lift weapon and hold mag with other hand"..etc...its simulating thought processes cos its arma and authenthic

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Why not make it more realistic?

I would so wish if we could add items to hotbar only from jackets and pants. Those would then allow for quicker reloads.

Any stuff in backpack should trigger backpack animation, so player kneeling and shuffling through backpack.

 

I find it ridiculous when you are running and still be able to access backpack and reload weapon or whatnot.

 

Whenever a player goes into his backpack, he should kneel and take the pack off his shoulder and open it. In you're inventory screen, the backpack should remain closed and unviewable with a button "Open Pack". When you click this, it starts the animation of you kneeling and taking off your back pack.

 

Once you are in this state, the backpack becomes a separate object on the ground from you. Anyone can access the inventory and when they do, they'll go into a kneeling animation with their hands inside it or holding the top open to show they are looking at it.

 

Once you are finished with looking, you need to pick the pack up just like you would any other object in game. The pack acts like all other packs on the ground in game terms (but can be accessed by other players when it's on your back).

 

This is how back packs work in reality,

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Also calm vs shaky hands. If you're under a lot of stress there's a chance you'll drop the mag/round.

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Whenever a player goes into his backpack, he should kneel and take the pack off his shoulder and open it. In you're inventory screen, the backpack should remain closed and unviewable with a button "Open Pack". When you click this, it starts the animation of you kneeling and taking off your back pack.

 

Once you are in this state, the backpack becomes a separate object on the ground from you. Anyone can access the inventory and when they do, they'll go into a kneeling animation with their hands inside it or holding the top open to show they are looking at it.

 

Once you are finished with looking, you need to pick the pack up just like you would any other object in game. The pack acts like all other packs on the ground in game terms (but can be accessed by other players when it's on your back).

 

This is how back packs work in reality,

 

But why completely ignore my suggestion about jackets and pants having items easily accessible?

I know how backpack worked in DayZ mod or in reality.

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Nobody can give a clear, reasonable or good argument for not being able to reload loose rounds from your jacket or pants using a key. As long as the times reflect reality then do it, don't make me go into an unrealistic inventory system just to satisfy some peoples perception that for some inexplicable reason, loading one bullet should be 10 times as many steps as loading 10 bullets :rolleyes:

 

Anyone want to try and shoot me back an actual argument?

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Whenever a player goes into his backpack, he should kneel and take the pack off his shoulder and open it. In you're inventory screen, the backpack should remain closed and unviewable with a button "Open Pack". When you click this, it starts the animation of you kneeling and taking off your back pack.

 

Once you are in this state, the backpack becomes a separate object on the ground from you. Anyone can access the inventory and when they do, they'll go into a kneeling animation with their hands inside it or holding the top open to show they are looking at it.

 

Once you are finished with looking, you need to pick the pack up just like you would any other object in game. The pack acts like all other packs on the ground in game terms (but can be accessed by other players when it's on your back).

 

This is how back packs work in reality,

 

Yeah, I could dig that because it would feel real without being overly complex.

 

Also calm vs shaky hands. If you're under a lot of stress there's a chance you'll drop the mag/round.

 

No. That's just as bad as having a skill system. The guy will just have to man up and be calm 24/7.

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