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royaltyinexile

Former Developer
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Everything posted by royaltyinexile

  1. royaltyinexile

    Weapon Resting & Deployment Feedback

    Currently, Weapon Deployment is not planned to be dependent upon attachments; rather, bipods offer additional handling / stability advantages.
  2. royaltyinexile

    Weapon Resting & Deployment Feedback

    Yes, that would be consistent with the general approach to Weapon Inertia, an extension of this approach could be to link weapon type / 'dexterity' to some rotation/resting threshold. However, we might ask how intuitive such additional mechanics would feel, and whether the penalty applied via Inertia would be satisfactory in and of itself in terms of creating a similar output. We might also argue that resting as a physical action doesn't map directly to the proposed mechanics. One may 'brace' the weapon to a surface and turn with relative ease; on the other hand, that might be closer in principle to deployment, and we could think about resting as something suited to more static aiming benefits (and deployment as beneficial to pivoting). In that case, relative to deployment, your proposal could offer a nice differentiation between the advantages of deployment vs resting, which tie back into some of the inherent disadvantages of deployment (e.g., longer to activate). Thanks for the feedback!
  3. royaltyinexile

    Weapon Resting & Deployment Feedback

    That approach begins to touch upon the idea of Weapon Deployment, where rotation around a pivot is possible, but exceeding certain limits could 'undeploy' you, and you must elect to deploy once again. The idea of forcing players to 'reset' resting by changing stance is interesting in principle but, ultimately, could lead to frustration (if you're under fire, the last thing you'd want to do is be forced to stand up to regain the possibility to rest). Best, RiE
  4. royaltyinexile

    Development Branch Changelog

    23-02-2015 EXE rev. 129431 (game) EXE rev. 129431 (launcher) Size: ~192 MB Read: pretending not to be back at work.
  5. royaltyinexile

    General Discussion (dev branch)

    reddit.com/r/BANGREP :rolleyes:
  6. royaltyinexile

    General Discussion (dev branch)

    Correct. (twice in one day?!) This data relates to the progress vaguely outlined in the Audio Roadmap on improving the connection between weapons sounds and the location of the shot. Once there's legitimate progress to report, we'll be sure to drop it into a 'REP. Best, RiE
  7. royaltyinexile

    Development Branch Changelog

    20-02-2015 EXE rev. 129407 (game) EXE rev. 129407 (launcher) Size: ~45 MB Read: hoping that British rule has not left too much of a mess in Dutch territory.
  8. royaltyinexile

    Weapon Resting & Deployment Feedback

    Correct. Where Resting is 'passive', Deployment is an 'active' state; i.e., you need to make an additional choice to be in it. We describe the approach as pivot-based aiming, and we went into a bit more technical detail in a previous (NL Edition) SITREP - in the 'Operations' section. Incorrect. :cool: The feature is still being prodded at by programmers so - aside from the general intention to stage it on Dev-Branch before Marksmen DLC - we don't have any concrete dates. Best, RiE
  9. royaltyinexile

    Weapon Resting & Deployment Feedback

    Well, that's definitely not impossible, but at least in the short term, we'll likely let the feature 'settle in' for a few days before making any reactive changes. A day or two of experimentation seems potentially useful, though, and would make the most of the dev-branch update cycle, for sure. We'll have a chat and let you guys know! Best RiE
  10. royaltyinexile

    Weapon Resting & Deployment Feedback

    Yes, animations are a bit out of scope, in part due to the flexibility / scope of detection. We've also tried some audio feedback, but the first iteration was so unsatisfying, we decided not to go with it this dev-branch release. There may yet be hope for it. It's also fair to say that we've not ruled out some more specific feedback (there definitely situations where some additional indication is appropriate, given the constraints of mouse and keyboard, etc.). In truth, we're only now at a point in development where we'd be implementing it anyway. We thought we'd stick in out on the wild, gather some feedback over a few days, and see how the 'au naturel' mechanic holds up on its own. We're all ears for your preferences / suggestions! Best, RiE
  11. royaltyinexile

    General Discussion (dev branch)

    In short, the new recoil has a number of small adjustments (e.g., the introduction of sight misalignment) together with new parameters (e.g., adjustable limits for lateral sway), plus a different way of handling animations. To paraphrase my colleague, this means that the shooter's body should respond more fluently to the series of consecutive kick-backs (e.g., not always switch back to the default position instantly when the next kick-back occurs). We try to use OPREPs to offer more specific details, but we've not found the time to thrash out a blog post on recoil; however, a new thread popped up over here to gather / discuss recoil. I encourage you to share any additional observations / concerns over there, thanks! Best. RiE
  12. royaltyinexile

    General Discussion (dev branch)

    Apologies for the confusion, we outlined this in a bit detail in the previous BRITREP: You can try it out for yourself now... :cool: Yup, we're still considering this. In the first instance, we wanted to see if the mechanic could be intuitive enough on its own right (i.e. the reduced sway, etc, is enough to signal that you're benefiting from being 'rested'), without any additional UI clutter. No, not yet, this should be rolled out together with 'Weapon Deployment', which needs a little more time in the oven. Best, RiE
  13. royaltyinexile

    Development Branch Changelog

    19-02-2015 EXE rev. 129399 (game) EXE rev. 129399 (launcher) Size: ~180 MB Read: intensive research on new resting mechanics.
  14. royaltyinexile

    Development Branch Changelog

    18-02-2015 EXE rev. 129361 (game) EXE rev. 129361 (launcher) Size: ~90 MB Read: yet to discover that the BRITREP has moved to Wednesday afternoon.
  15. royaltyinexile

    Development Branch Changelog

    17-02-2015 EXE rev. 129341 (game) EXE rev. 129341 (launcher) Size: ~55 MB Read: wondering why the British changelog is always delayed in the afternoon.
  16. royaltyinexile

    Development Branch Changelog

    16-02-2015 EXE rev. 129316 (game) EXE rev. 129316 (launcher) Size: ~45 MB Read: Improving diplomatic relations in Thai 't Land.
  17. royaltyinexile

    Development Branch Changelog

    12-02-2015 EXE rev. 129267 (game) EXE rev. 129267 (launcher) Size: ~80 MB KNOWN ISSUES Virtual Armoury fails to load Read: Exploring the new world (in search of Holland's missing World Cup winners medals?).
  18. royaltyinexile

    OPREPs

    Full Report
  19. royaltyinexile

    Development Branch Changelog

    11-02-2015 EXE rev. 129251 (game) EXE rev. 129251 (launcher) Size: ~205 MB Read: topping up his sun tan.
  20. royaltyinexile

    General Discussion (dev branch)

    It was drawn in 3rd person camera, but was 'fixed' to be seen in 1st person as of today's dev-branch update. I'll ping our audio guys about the revolver note, thanks! Some small creative bottleneck sometimes gets in the way of splendid progress. :rolleyes: Best, RiE
  21. royaltyinexile

    Development Branch Changelog

    10-02-2015 EXE rev. 129214 (game) EXE rev. 129214 (launcher) Size: ~132 MB Read: re-stocking supplies of to improve development productivity.
  22. royaltyinexile

    General Discussion (dev branch)

    Some changes to our implementation of recoil are part of the planned features for Marksmen DLC. We expect to publish these adjustments to dev-branch within the next week or two (subject to internal testing!). We'll likely outline the design goals in some sort of 'REP. First post, congrats! ;) Best, RiE
  23. royaltyinexile

    Development Branch Changelog

    09-02-2015 EXE rev. 129195 (game) EXE rev. 129195 (launcher) Size: ~460 MB Read: Attempting to re-establish Colonies while pretending to be on holiday.
  24. royaltyinexile

    General Discussion (dev branch)

    Side effects of blue pill may vary.
  25. royaltyinexile

    General Discussion (dev branch)

    All this FFV turret talk is confusing things. The reason there may be some confusion is because, in technical terms, 'person turret' is the correct configuration name for positions, in vehicle cargo, that are able to use their personal weapons. This is related to the way simulation is handled. Of course, 'turret' is used in a number of other ways, so I can see how there could be some confusion. So, for the avoidance of doubt: players, such as commanders sitting in lovely armoured vehicles, who have an action available to stick their fleshy vulnerable heads out of certain hatches, will soonâ„¢ be configured in the same way as other 'FFV' positions. But not yet. When there are more changes - actual configured positions - we will be sure to announce them specifically. :) Best, RiE
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