Jump to content

Reloecc

Members
  • Posts

    74
  • Joined

  • Last visited

Posts posted by Reloecc

  1. 2 minutes ago, Haemimont_Vlad said:

    I'd say yes to all of the above, but most of these won't be easy. Only some of these things are editable through editors and are a matter of parameters, for everything else you'll need programming experience and knowledge of the Lua language to override/rewrite functions and add new ones.

    Doesn't need to be easy 🙂. "Possible" is well enough. Great news. Little sad about the "lua" part, as we have more modern well suitable scripting langs today, but it is what it is, thank you very much!

  2. On 7/10/2023 at 12:17 PM, Haemimont_Vlad said:

    Yeah, you can modify existing models, images, stat values of items, mercs and other content in the game.

    May I kindly ask you about "other content"?

    Will it be allowed to alter these?
    A) skills
    B) traits behaviour (not mercs' traits, but what traits do)
    C) 50 % auto-weapon dmg reduction
    D) UI components
    E) AI behaviour (interrupt conditions, stealth system, first round reposition)
    F) aiming behaviour (especially interested in getting rid of "miss can't hit other body part")

    Answers of "yes / no / not now" will be enough for me. Not going to take more of your time. 🙂

    Thank you if answered!

  3. 56 minutes ago, WolverineX23 said:

    I don't know... I kinda like Granny...can we recruit her in our team? If not maybe modders can do that after launch...

    I wasn't following any other dev diaries so close as JA3's ones. Is it very common to read "hope mods will fix this and that" from fans so often during game development? (it's not question to you personally) I am wondering..

  4. 25 minutes ago, DougS2K said:

    What part about 1.13 is it that you don't like exactly? I know some people have said they don't like customizing chest rigs and such so I'm guessing maybe it's that but not sure.

    I quote myself from another thread:

    1.13 LBE is too horrizontal for me. I'd welcome vests, backpacks and pouches. But I don't want to unequip backpacks during combat, to unzip them, and store packs in packs in pack to save a space. ~Three universal vests with vertical progression (more slots), ~three spcialized vests (grenadier, medic, ammo carrier), three holsters (pistol + mag, pistol + 3 mags, small submachine + mag), three backpacks (small, medium, large) and I am ok

    I don't need more. I don't need two types of backpacks, especially while they are not compatible together. I don't need waist bag backpacks, 15 types of vests and holsetrs, etc.

    • Like 1
  5. Just now, DonBilbo said:

    Ok I see, but is this really bad as you still have the option to just move and shoot how you want to?

    At first, you can't replace hunker-down or overwatch by corresponding actions, because there are none (no interrupts).

    And secondly.. dedicated action costs less ap. Run and gun (I named it run-and-shoot before) is 7 ap for run and 3x attack. While separately it would cost 17 AP for same distance (numbers depends on pose, weapon etc; but it's real model).

  6. 2 hours ago, DonBilbo said:

    One streamer (AldemarHD) also commented that he is wondering about the XCOM comparisons, as especially the action point system is a very distinct difference between the two and allows for much more tactical flexibility.

    It could be "distinct difference" if there would not exist one-button dedicated actions as run-and-shoot, hunker-down or overwatch, which eats all your ap and do multiple things while you can't aim, change your decision or react on the outcome.

  7. 1 hour ago, Stuurminator said:

    I need this explained to me, because I haven't gotten a clear impression from the beta videos. Can mercs pull from a shared inventory during combat? Or is the shared inventory only an out-of-combat thing?

    38 minutes ago, Solaris_Wave said:

    I'd like clarification on this as well. If it can be done during combat, so shared stuff teleports around your team, it will be silly. I likened it to a medieval supply cart being pulled up behind your team and having a squire run up to each merc with items.

    If it is out of combat, why do you not have a base of operations like in JA2, such as Drassen, where your items are stocked? Are your team relegated to being wandering nomads?

    There's no mags ingame and ammo is automatically stashed in squad inv. So in combat it MUST be pulled from the squad inv. There's no other way, no doubts. It's like ender stash, but shared.. nothing we haven't seen before /s xD

  8. 9 minutes ago, chr_isso said:



    This is how CtH should be displayed.
    you have a circle, starting in red. You spend points, you get the circle in purple. you spend max points, you get the blue circle.

    6-IronSightAiming-DoubleDistance.gif

    This image is from a 13 years old post .. it's intereseting that people back there knew how and worked hard to make a combat more rl reflecting yet enjoyable. But devs today come up with "miss can't hit other body part" and "auto-weapon dmg is halved" instead :)).

    • Like 1
  9. 38 minutes ago, Godzilla said:

    Disagree, and I dont know what modern developments have took place in JA2 modding (for last few years bears pit was pretty empty). Showing CTH doesnt make JA easier necessarily, you can just make better decisions more easily and avoid risk aversion such as putting 2 or more mercs to one enemy merc because you didnt know what the hit chances were, and could now reliably start putting  1 merc to 1 enemy unit.

    All of this can be balanced for with bigger maps and more enemies.

    Are you saying you haven't played JA 1.13 with NewCTH system? Stop wasting time here making 10 post per hour and go play it, make an opinion and come back. Tell us if playing with NewCTH is or isn't harder. Go now. Release Latest (unstable) · 1dot13/source · GitHub (there is a latest 1.13 downloadable at the bottom of page, under Assets)

    • Thanks 1
  10. I wonder how some guys mention "1.13 CTH" while NewCTH system is exactly fighting percentage (red bar) system 1.13 brought at first. So what are these guys even talking about?

    JA1: No CTH
    JA2: No CTH
    JA2 1.13: CTH visible
    newest JA2 1.13: No CTH

    Are you guys aware of NewCTH calculations? Based on bidirectional weapon sway, merc strength to reduce it, aiming, weapon accuracy, weapon condition. WITHOUT CTH SHOWN!

    Why was NewCTH created? Because community realized that showing hit chance had its flaws! Making game easy, predictable and ammo dependent. Case closed.

    • Like 1
    1. I believe it should be AIM we order weapons from.. they are supposed to cover their mercs backs. Make sense for me. + local vendors.
    2. 1.13 LBE is too horrizontal for me. I'd welcome vests, backpack and pouches. But I don't want to unequip backpacks during combat, to unzip them, and store packs in pack in packs to save a space. ~Three universal vests with vertical progression (more slots), ~three spcialized vests (grenadier, medic, ammo carrier), three holsters (pistol + mag, pistol + 3 mags, small submachine + mag), three backpacks (small, medium, large) and I am ok.
    3. yes
    4. yes
    5. yes
    6. not for me.. I don't like having too similair weapon types with no purpose .. especially when I don't want to use 80 % of them. It's just clutter. Weapons in Zero Sievert are great imo; only few base types (10 subs, 10 auto, 5 semi, 5 snipers, 5 pistols) but they all can be heavily modded, so you can build them endlessly.
    7. nvg yes, around 70 % of game progression, not before. sunglasses are just clutter imo
    8. I don't care
    9. mines yes.. selling to vendors yes.. selling magically to sector no.
    10. I don't care if it's balanced around ways of healing them.. 
    11. too early to judge
    12. ofc yes
    13. REMOVE IMMEDIATELY
    14. no if you need to restrict gameplay development because of money going to mercs' assets (portraits, models, voices etc.)
    15. whatever.. minor issue
  11. 20 hours ago, Solaris_Wave said:

    Also, if you are able to just run up, knife someone in the throat while they are facing you and not really suffer, that needs fixing. Anyone that enters close combat shouldn't just get to attack and that is it. There should be a chance for the assaulter to be countered in some way, as if they are able to resist, dodge, overpower or shove the assaulter back. Maybe even from some calculation, it could go seriously wrong for the assaulter and they are stabbed themselves.

    There is a perk Hit and Run.

    Hit and run
    - Gain free move after making a Melee Attack

    I am very sure it's a root of said "full melee build is op". Things like this just throw you off (as you said) for being not realistic at all.

  12. If you ask me, I'd balance auto weapons around crit chance:

    • Reduce bullet dmg so it does around ~20% enemy hp in average (hits that just scratch).
    • For aimed single shots, increase crit chance greatly (like +20 % per aim) and increase crit damage to ~80% of hp (direct face / heart hits).
    • For auto weapons, reduce accuracy only slightly but keep crit chance very low, like 5 % (you can't aim to face with such recoil).
    • For snipers, make the setup ap cost high (scoping + aiming) and reduce accuracy greatly for a first shot.
    • For melee, keep damage and crit chance considerably low, but keep crit damage high enough (for neck / heart stabs).
    • Like 2
  13. 1 hour ago, Xeth Nyrrow said:

    It was revealed on the stream today that they settled on a 50% damage penalty for multi shot attacks for balance reasons after having tried other methods, including accuracy penalties. In testing they said the go to tactic had become rushing up point blank and unloading in to enemies. This means there another, bigger design problem:

    Why are mercs allowed to be able to rush up point blank in the first place without being picked apart by overwatching enemies? This is a large design problem that also extends to making melee too powerful as it's the same thing with a different weapon. Based on how the dev today said melee feels OP and might get nerfed, I have a feeling it's still an issue. If they have addressed this since then then they should go back to testing accuracy penalties instead of counter intuitive damage reductions.

    If they haven't, then there needs to be better overwatch/reaction shot mechanics in the game. Allowing such risk-less movement by the players is not good and further creates a comic book game play vibe of dashing around the battlefield without any fear of being shot. I really would love for them to make a demo for us to test and give feedback on before release but I know that can take away from dev time. With some of these weird balancing decisions though I feel it's probably worth it.

    I will copy paste this multiple times in the future I believe:

    This game is not meant to be serious nor tactical. It's meant to be "fun" in the chaos. Do not expect anything logical or realistic from the game. It's clear they're just patching issues with another issues.

    It's a long chain of snowballed decisions:

    • We have conical overwatch instead of sound/vision based interrupts. >
    • > We have active perks that allow free movement and bypass the overwatch. >
    • > We need enemies to reposition to mitigate ambushes thx to free movement and overwatch bypass. >
    • > We need 50 % dmg reduction on auto weapons because mercs are too close because of bypassed overwatch. >
    • > We need melee nerf because everything we did to stop mercs coming close is not working.
    • Like 2
  14. 15 minutes ago, Woody said:

    Not sure what you meant, sorry.

    Devs say that showing CtH leads to "player tends to seek best spot to shoot". You are saying "And what?". I am agreeing with you. And I'm adding: Make the AI and maps well balanced, so if players seeks the best spot, he risks a lot. Make it so the best sposts are where the enemy can shoot you as well.

  15. 14 minutes ago, Woody said:

    Yeah this is a massive mistake. And if Ian is responsible. Oof. Poor Ian.

    "Everyone was hunting for the right spots" Ok. And?

    How is that bad. How is that ... not every last tactical strategy in existence.

    Every single tactical strategy is built around the idea that you want to find a way to do maximum damage with maximum accuracy. What's the problem with this.

    Everyone hunting for the right spot? I say: Make the enemies strong enough you greatly risk when hunting the spot. That's all I need.

  16. 7 minutes ago, IceKing said:

    Hello,

    Long time Jagged Alliance fan here

    I can appreciate a lot of the design choices taken by the development team, but I think things like CtH should be implemented and other design choices like cooldown skills like the one on the Kalyna character should be probably not put in place.

    The emphasis of Jagged Alliance should, and always was, on the stats and the items that are the property of the merc.

    Thank you for listening

    Stats and items over skills and actions.. yes. How to name this system? Hot to properly call it? I am not sure..

  17. 1 hour ago, Woody said:

    First I don't think its a good idea because it just generates random misfirings or random hits even when you missed the part you were aiming for, like Boiyan said. I mean I actually don't think this is the worst case in the world as long as you clearly communicate why a shot didn't hit a particular body part but still hit another body part. But the cone approach is unnecessary. Just ask how close the hand is to the chest, if it's not close enough, then you can't miss by hitting the hand but hitting the chest.

    It appears that you're doing circle based measurements, but this is just unnecessary and may be very expensive computationally (or may not).

    And the second part of what I said was that what people should be thinking about is potentially having an organ impact system, where you can aim at specific organs, or things like joints, and then model that.

    Because if you think about it, hitting the hand, hitting the leg, this is just so silly, imo, if you think about it. There's no reason why hitting the hand just through the virtue of hitting the hand should do anything, inherently.

    But hitting the joint of the wrist? Yes, absolutely will have massive consequences. While if you hit the muscle, well now it's lesser consequences. Organ modelling would be the cool and correct way to make JA more complex etc.

    Now I am sure you didn't get what my image represents. It's NOT a PROPOSAL. I am not suggesting it should work this way! I draw how I think it's working now and what's a statistical outcome of a rule "miss can't hit another body part".. key?

  18. 49 minutes ago, Woody said:

    I don't think this is a good idea, or necessary, or the best way to do tactical strategy.

    Just assign hit percentages to body parts, if they don't hit, oh well.

    You don't even have to do what you're proposing, all you have to do is to ask "this body part is within 1 feet of this other body part, which means there's a corresponding amount of chance to hit another body part. No fancy cone based calculation necessary.

    If you really want to be 400 IQ and intelligent, what you should really be thinking of, not just "what body part I can hit" but instead of that, organ modelling, and body part modelling like "I want to hit the bones of the arm" or "I want to hit the knee", which would obviously lead to vastly different results.

    Also create accompanying conditions, due to, for example, bullets hitting a knee, bullets hitting a leg bone and shattering that leg bone, bullets not doing any of the above and only hitting the muscle, bullets grazing the skin and fat layer which should be mildly uncomfortable but otherwise alright, bullets hitting the eye and disabling or limiting vision, bullets kicking up dust that can go into the eye without adequate eye protection...these are the ideas you should be thinking of, imo.

    I am sorry, but I am not sure how to get you. You are saying "I don't think this is a good idea" .. but I am not sure what you mean, as I didn't propose anything. I am just pointing to flaws current implementation could have. Please explain.

  19. 21 hours ago, anon474 said:

    I just mean JA: flashback style overwatch, no cone. Cone of fire-based overwatch, imo, is ridiculous. If the merc can see an enemy npc, then they should trigger the overwatch then and there. Narrow cones, imo, are not that strong.

    It's not about cones specifically. Cones may be ok. But their sizes needs to represent what soldier sees. E.g. when scoping, cone is narrow (I know, soldiers doesn't close an eye while scoping, but it's still a game and balance is needed somewhere).

    And also.. difference from JA2 is that after an interruption you may decide what to do. While in overwatch, you just shoot.. and without aiming (or with unspecified aiming).

  20. 12 hours ago, anon474 said:

    A concise-ish list of requests, to potentially make JA3 more like JA2:

    We should get the list going and keeping it for a modding community. Like making a github and issues already. Even I am afraid modding is very very far away. 

×
×
  • Create New...