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  #1  
Old 09-11-2010, 05:33 PM
jkldogg jkldogg is offline
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i want to see BMX bikes and bmx rink to do tricks
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  #2  
Old 10-05-2010, 01:21 AM
WillaWonka WillaWonka is offline
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i want to see BMX bikes and bmx rink to do tricks

That was gunna happen but no one pulled through awhile ago
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  #3  
Old 11-25-2010, 12:25 AM
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stock market if a proper way to implement it was found
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  #4  
Old 11-25-2010, 12:29 AM
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stock market if a proper way to implement it was found
I would so be awesome at that game.
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  #5  
Old 11-27-2010, 01:02 PM
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I'd like to see Era stop turning into Unholy Nation with guns and turn back into a 2D third person shooter game.
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  #6  
Old 11-27-2010, 04:15 PM
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We need a betspar system. So we don't need to wait for inactive prs to get on and possibly watch our spars.
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  #7  
Old 11-27-2010, 08:54 PM
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Originally Posted by Tim_Rocks View Post
What all did you change, could you be a little more specific?
There's three different types of healing (each business sells a different type).
  1. Instant healing with a short "diet" period between food.
  2. Heal over time where you frozen in place (this one heals the most)
  3. Heal over time where you can run around (very slow, small increases in HP over a longer period of time)
Some food also has a chance of healing wounds. Wasser might be able to provide a list of what each food does exactly...I just set up the system.

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Originally Posted by Donark View Post
We need a betspar system. So we don't need to wait for inactive prs to get on and possibly watch our spars.
This has been tried (twice?) before, but hasn't ever worked out. I'd like to say it failed because of poor implementation, and that it can be done, but I have a few other projects I need to finish before giving this a shot again.

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I'd like to see Era stop turning into Unholy Nation with guns and turn back into a 2D third person shooter game.
Elaborate?
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  #8  
Old 12-04-2010, 02:25 AM
WillaWonka WillaWonka is offline
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I wish we got paid for general pking instead of contracts. Like its all based off a skill factor, both your K/d (mostly affects) and your score (Given score ranges on killing higher skilled players) The higher the skill the more it pays out which will promote more activity to all players, and all players want money. Right?

It would be something like this:
Player A: 10:0 K/D Ratio = Score 100 (Highest for negative K/D, 200 is highest for positive K/D)
Player B: 10:1 K/D Ratio = Score 90 (11:1 would average back to 100 and so on, based on if they have more then 10 kills compared to deaths)
Player C: 1:10 K/D Ratio = Score -90 (Highest is -100 Regardless)
Player D: 5:5 K/D Ratio = Score 0

Those with 200 Score (100 for negative K/D) get paid the most, compared to those with -100 who sparsely gets paid.
If Player C were to somehow kill Player A, Their K/D will change to 2:10 + The new score (-80) + 1/4 of Player A's Score (25) = Overall score is -55. (Capped at 100 unless they become positive in K/D)

Now on a bigger scale, one would have 45,000:2,000 K/D, the ratio would average to 45:2, which would award good players (Only up to 200 Score Regardless), but this high wouldn't be counted right off the bat, the scores are all set at 0:0.

This system can be arranged more wide spread so that instead of 10:0 its 100:0:
Player A: 100:0 K/D = 100 Score
Player B: 100:10 K/D = 90 Score
Player C: 10:100 K/D = -90 Score
Player D: 50:50 K/D = 0 Score
Player E: 45000:2000 = 200 score

Regardless They must have either 20 (small scale) or 200(Large scale) more kills then death to be 200 Score, Vise Versa if they have less then 100 kills to deaths (0:100) it would cap at -100 Score.

To keep it interesting there should be a "Overall Score Leaderboards", so those who have 200 Score don't get bored other then competing for the top position. (Friend Board, Daily Board, Weekly Board, Monthly Board, Overall Board)
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  #9  
Old 12-04-2010, 06:13 PM
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Quote:
Originally Posted by WillaWonka View Post
I wish we got paid for general pking instead of contracts. Like its all based off a skill factor, both your K/d (mostly affects) and your score (Given score ranges on killing higher skilled players) The higher the skill the more it pays out which will promote more activity to all players, and all players want money. Right?

It would be something like this:
Player A: 10:0 K/D Ratio = Score 100 (Highest for negative K/D, 200 is highest for positive K/D)
Player B: 10:1 K/D Ratio = Score 90 (11:1 would average back to 100 and so on, based on if they have more then 10 kills compared to deaths)
Player C: 1:10 K/D Ratio = Score -90 (Highest is -100 Regardless)
Player D: 5:5 K/D Ratio = Score 0

Those with 200 Score (100 for negative K/D) get paid the most, compared to those with -100 who sparsely gets paid.
If Player C were to somehow kill Player A, Their K/D will change to 2:10 + The new score (-80) + 1/4 of Player A's Score (25) = Overall score is -55. (Capped at 100 unless they become positive in K/D)

Now on a bigger scale, one would have 45,000:2,000 K/D, the ratio would average to 45:2, which would award good players (Only up to 200 Score Regardless), but this high wouldn't be counted right off the bat, the scores are all set at 0:0.

This system can be arranged more wide spread so that instead of 10:0 its 100:0:
Player A: 100:0 K/D = 100 Score
Player B: 100:10 K/D = 90 Score
Player C: 10:100 K/D = -90 Score
Player D: 50:50 K/D = 0 Score
Player E: 45000:2000 = 200 score

Regardless They must have either 20 (small scale) or 200(Large scale) more kills then death to be 200 Score, Vise Versa if they have less then 100 kills to deaths (0:100) it would cap at -100 Score.

To keep it interesting there should be a "Overall Score Leaderboards", so those who have 200 Score don't get bored other then competing for the top position. (Friend Board, Daily Board, Weekly Board, Monthly Board, Overall Board)
I might do this for Iphone- so it can be quite competative... thanks ng
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  #10  
Old 12-04-2010, 07:13 PM
fowlplay4 fowlplay4 is offline
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Originally Posted by xAndrewx View Post
I might do this for Iphone- so it can be quite competative... thanks ng
System seems easy to flaw though.
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  #11  
Old 12-04-2010, 07:54 PM
WillaWonka WillaWonka is offline
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System seems easy to flaw though..
If there are kinks to iron out that can be done but usually under testing.
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  #12  
Old 12-04-2010, 06:12 PM
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Okay, after some heavy moderation, I have literally halved this thread's page count and got it back into a respectably clean suggestions-only looking thread. It is to be kept this way. The minute this thread veers off-topic or breaks forum rules further, it's locked.

Don't even reply to this post, just get back to suggesting ideas.
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  #13  
Old 12-04-2010, 08:53 PM
deathbarrier99 deathbarrier99 is offline
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Require staff to actually log on.

There's 66 people on and only 2 RCs. It's completely disheartening.
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  #14  
Old 12-04-2010, 08:59 PM
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Better than logging on UN where there's like 12 players 83 RCs.
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Old 12-04-2010, 09:42 PM
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Better than logging on UN where there's like 12 players 83 RCs.
At least that means staff are somewhat involved.

When you barely see the Manager or Co-Manager on for several days, it sucks. I hope it'll change soon.
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  #16  
Old 12-04-2010, 10:51 PM
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At least that means staff are somewhat involved.

When you barely see the Manager or Co-Manager on for several days, it sucks. I hope it'll change soon.
Kinetaro's internet has been out for like a month, but I'm not sure what Darg's excuse is. Kinetaro is supposed to get his internet back on the 9th, so we'll see what happens.
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  #17  
Old 12-04-2010, 11:41 PM
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Old 12-05-2010, 01:22 AM
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When Graal v6 is officially released the minimum timeout will be decreased from 0.05 to 0.01 seconds, which makes a lot of things possible.

At the moment bullet speed is at its limit because in the 0.05 second timeout that bullets check for onwall a faster bullet could travel over a whole blocking tile and seem like it is going over the wall. So with a 0.01 second timeout bullets could be made up to 5 times faster without becoming glitchy.

The lower timeout means that it'll also be possible to speed up ammo being deducted from your clip when firing, so now wallers won't be able to hold D and create a wall of 70 bullets from what should be a 32 bullet clip.

And gun stats will be able to be a lot more diverse than just the standard 0.10 freeze, 0.20 fire rate.

Shotguns will be able to shoot a cloud of bullets, which wasn't possible before because when we tried it just looked like 1 row of bullets and then another row 0.05 seconds later. And instead of just getting hit by 1 bullet out of the 5 and taking 20 damage, it could be made so that each bullet does 4 damage and if you get hit by 4 of them you take 16 damage, but if you get hit at point blank range by all 12 of them you take 48 dmg.

There are a lot of possibilities that could make PKing really fast paced CoD style action, rather than the slow paced run-fest that we have now.
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  #19  
Old 12-05-2010, 01:30 AM
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Quote:
Originally Posted by Demisis_P2P View Post
When Graal v6 is officially released the minimum timeout will be decreased from 0.05 to 0.01 seconds, which makes a lot of things possible.
You sure? I know Stefan said "it is possible", but can you link me to something where he says that this feature is certain?

Quote:
Originally Posted by Demisis_P2P View Post
At the moment bullet speed is at its limit because in the 0.05 second timeout that bullets check for onwall a faster bullet could travel over a whole blocking tile and seem like it is going over the wall. So with a 0.01 second timeout bullets could be made up to 5 times faster without becoming glitchy.
Faster speed is already possible with custom projectiles (which I've already made with the help of cvimes), you just have to check for walls between the bullets current location and where it will move to before the next frame. The only difference is that the bullets are still only drawing every .05 seconds.

Quote:
Originally Posted by Demisis_P2P View Post
The lower timeout means that it'll also be possible to speed up ammo being deducted from your clip when firing, so now wallers won't be able to hold D and create a wall of 70 bullets from what should be a 32 bullet clip.

And gun stats will be able to be a lot more diverse than just the standard 0.10 freeze, 0.20 fire rate.
All of the .17s and .18s that noobies put will actually mean something!


Quote:
Originally Posted by fowlplay4 View Post
Being able to cause timeouts at a 0.01 won't help that much when everything else still runs/draws at 20 FPS / 1F per 0.05 S.
I'm assuming you'd set a serveroption to adjust the frame rate so that everything would run at 100FPS
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Old 12-05-2010, 02:04 AM
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Originally Posted by salesman View Post
You sure? I know Stefan said "it is possible", but can you link me to something where he says that this feature is certain?
I can't remember where the post was. But the feeling that I got was that it'll be possible in v6 but it won't be enabled on every server by default.
I image it'll be introduced the same way as gmaps and GS2, where you need to ask Stefan to enable them on your server at first and then eventually it gets pushed out to all servers.
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  #21  
Old 12-05-2010, 08:27 AM
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Talking my thoughts

Quote:
Originally Posted by Demisis_P2P View Post
Shotguns will be able to shoot a cloud of bullets, which wasn't possible before because when we tried it just looked like 1 row of bullets and then another row 0.05 seconds later. And instead of just getting hit by 1 bullet out of the 5 and taking 20 damage, it could be made so that each bullet does 4 damage and if you get hit by 4 of them you take 16 damage, but if you get hit at point blank range by all 12 of them you take 48 dmg.
I don't like the idea of multiple bullets hitting at once doing damage for each bullet. It's extremely lame and becomes very tiresome. For example, shotguns such as the PBP and PL9 shoot say 8 bullets, and do 8 damage each, that's 64 damage. Players would die extremely fast when lamed.

my thoughts:

1.) make unstick me completely PK-mode, and make many more buildings pk zones. Make only a select few buildings no-pk mode, and after 10 minutes you're automatically put into pk-mode. Graal disconnects players after roughly 12-14 minutes I think, so you'd be able to kill them before they were disconnected, and this would get rid of a lot of idlers that just lag up the place, and take up space.

2 make gmap smaller, or just get rid of all the empty space and buildings that aren't being used
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  #22  
Old 12-05-2010, 01:28 AM
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Being able to cause timeouts at a 0.01 won't help that much when everything else still runs/draws at 20 FPS / 1F per 0.05 S.
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Old 12-05-2010, 01:29 AM
WillaWonka WillaWonka is offline
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The idea of 0.01 will just make era lame and will never be played again.

unless you make every gun 0.01 freeze....

then it would be bad for a 0.01 freeze gun against a average .13 freeze gun.

And increased laming will be a result of 0.01 rate of fire..
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Old 12-05-2010, 04:50 PM
Supaman771 Supaman771 is offline
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Quote:
Originally Posted by WillaWonka View Post
0.01 rate of fire.. QQ
I believe they mean intervals of .01. Currently only every .05 registers, making .14 and .16 technically the same freeze. If it were to be with .01's then .14 and .16 would have a slight difference.

They don't mean every gun would be .01 freeze.

Quote:
Originally Posted by WillaWonka View Post
In my opinion.
I couldn't understand the point you were trying to make with this. You just said 'if this... then this... and that's lame... imo"


I agree with dem/dusty/jkl's posts on shotguns, lets do it!
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Old 12-05-2010, 07:40 PM
WillaWonka WillaWonka is offline
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I couldn't understand the point you were trying to make with this. You just said 'if this... then this... and that's lame... imo"

The whole post was based on my opinion just to clarify so nobody QQs about what i just posted.

But it was all about what things may happen if each bullet were counted towards damage. Example if you were to spray someone with m16 they only get hit once every 2-3 bullets.
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  #26  
Old 12-05-2010, 08:45 AM
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Eh, shotguns SHOULD shoot out a spread. I mean, that's how shotguns work. And yes, damage should be a matter of how much of the spread hits the player. The farther away the player, the less amount of the spread is going to connect. If you're close enough for a full spread to hit you, you SHOULD take heavy damage. Again, that's the purpose of shotguns -- close combat.

Though that said, the spread should be high. High enough so that you need to be relatively close to take heavy damage. Otherwise you could just calculate the distance the bullets travel so you could make the damage fade over a distance. Also, the spread shouldn't travel too far.

That's just my opinion.
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Old 12-05-2010, 10:38 AM
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Originally Posted by DustyPorViva View Post
Eh, shotguns SHOULD shoot out a spread. I mean, that's how shotguns work. And yes, damage should be a matter of how much of the spread hits the player. The farther away the player, the less amount of the spread is going to connect. If you're close enough for a full spread to hit you, you SHOULD take heavy damage. Again, that's the purpose of shotguns -- close combat.

Though that said, the spread should be high. High enough so that you need to be relatively close to take heavy damage. Otherwise you could just calculate the distance the bullets travel so you could make the damage fade over a distance. Also, the spread shouldn't travel too far.

That's just my opinion.
Yep, he was assuming that guns like the PBP would stay the same as they are now, but they're only like this because it was the only way to make a kind-of-decent shotgun with the existing system.

Giving shotguns a limited range is something that I've always wanted to do as well, but I think they need to be brought up to par with other guns before adding more limitations to them again.
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  #28  
Old 12-05-2010, 03:17 PM
WillaWonka WillaWonka is offline
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Quote:
Originally Posted by DustyPorViva View Post
Eh, shotguns SHOULD shoot out a spread. I mean, that's how shotguns work.
So he should also make the Famas shoot roughly 1000 shot per minute since thats how famas should work. Same with M4, M16, P90, Mp5, etc.

Everything is slowed down and leveled to make the game fair, even when its not.

The spread that is already present is good enough because it covers a larger radius of tiles then any other gun.

Either people would start using shotguns cause they are good at laming or shotguns would not be used because they are useless as hell, no one cares about the back side of the shots because of we successfully dodge the first line of bullets then no worries about the others.

And it would become lame if say a PBP shoots 24 dmg, and its a player five times because they tried dodging, adding up to a instant death.

If your gunna do the spread with each bullet counting lower the guns damage before anything.

But each bullet counting per hit then the osiris minigun would become the ultimate laming weapon.

In my opinion.
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  #29  
Old 12-05-2010, 09:50 PM
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Originally Posted by WillaWonka View Post
Either people would start using shotguns cause they are good at laming or shotguns would not be used because they are useless as hell, no one cares about the back side of the shots because of we successfully dodge the first line of bullets then no worries about the others.

And it would become lame if say a PBP shoots 24 dmg, and its a player five times because they tried dodging, adding up to a instant death.

If your gunna do the spread with each bullet counting lower the guns damage before anything.

But each bullet counting per hit then the osiris minigun would become the ultimate laming weapon.

In my opinion.
I never said get rid of the immunity time between hits.
You would only take damage from the bullets that hit you at the exact same time, which is already possible to do with dual handguns for 40dmg.

And if you'd read the previous posts I mentioned making the bullet damage a lot lower, around 4-6 per bullet depending on the amount of them. So if you just stand back and try to wall with it you're just going to be doing 6 damage.
The point is to spice things up a bit because at the moment PKing and sparring is mostly just a 'dodge and return fire until somebody makes a mistake' sort of affair, which is slow and boring after a while.
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  #30  
Old 12-06-2010, 08:26 PM
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Originally Posted by DustyPorViva View Post
Eh, shotguns SHOULD shoot out a spread. I mean, that's how shotguns work. And yes, damage should be a matter of how much of the spread hits the player. The farther away the player, the less amount of the spread is going to connect. If you're close enough for a full spread to hit you, you SHOULD take heavy damage. Again, that's the purpose of shotguns -- close combat.

Though that said, the spread should be high. High enough so that you need to be relatively close to take heavy damage. Otherwise you could just calculate the distance the bullets travel so you could make the damage fade over a distance. Also, the spread shouldn't travel too far.

That's just my opinion.


u obviously dont play era
in a raid u would just die after 1 second if every bullet affects u

and changing from .05 to .01 would mean having to change ALL of the gun stats

i hope developers rnt as dumb as some of u who r posting this bs

the most important thing that MUST be done on era is NOT ALLOWING ANY1 WITHOUT A GANG TAG TO ENTER A GANG BASE
letting these useless pkers enter just fks up the point system and allows "spies" to give information to the opposing gang
if u dnt have a gang tag go raid era mafia with the noobies

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  #31  
Old 12-06-2010, 08:38 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by bloodykiller View Post
u obviously dont play era
in a raid u would just die after 1 second if every bullet affects u
If you're right up against someone? Sure. Don't get so close to someone holding a ****ing shotgun.

There are more balancing factors that contribute to guns that people don't seem to realize. Bullet damage is not the only thing, there is so much you can tinker with. Clip size, bullet speed, reload speed, damage dropoff. All these things can be balanced to make shotguns a gun with purpose.

Clearly Era is so awesome and unique that it's the only game with guns I know that would be absolutely broken if shotguns were to act as the way they have always acted in every other game ever.
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  #32  
Old 12-06-2010, 08:45 PM
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Originally Posted by DustyPorViva View Post
If you're right up against someone? Sure. Don't get so close to someone holding a ****ing shotgun.

There are more balancing factors that contribute to guns that people don't seem to realize. Bullet damage is not the only thing, there is so much you can tinker with. Clip size, bullet speed, reload speed, damage dropoff. All these things can be balanced to make shotguns a gun with purpose.

Clearly Era is so awesome and unique that it's the only game with guns I know that would be absolutely broken if shotguns were to act as the way they have always acted in every other game ever.

era is not supposed to be a realistic game
and how do u not get close if ur in a small place (i.e. elevator) or someone is holding a door?? u cant give a good opinion, simply cuz u dnt play era
i can assure u that shotguns r fine as they r

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Originally Posted by salesman View Post
A shotgun would shoot a cloud of bullets, but each bullet would only do 1 dmg or some very small amount. The closer you are, the more damage you take because more bullets will hit you.

Everything would have to be rebalanced, and if done properly, it could definitely work.
shotguns r the opposite now..they r used for far ranging due to the spread of bullets
i understand it isnt realistic but i dnt think era should be realistic, anyone who wants to play a realistic game wouldnt play graal

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  #33  
Old 12-06-2010, 09:49 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by bloodykiller View Post
era is not supposed to be a realistic game
and how do u not get close if ur in a small place (i.e. elevator) or someone is holding a door?? u cant give a good opinion, simply cuz u dnt play era
i can assure u that shotguns r fine as they r
Who ever said realistic? I said EVERY OTHER game. Cartoony, realistic... it doesn't matter, they all implement shotguns in roughly the same manner. Why? Because it works.

Last edited by TSAdmin; 12-07-2010 at 07:56 AM.. Reason: Reply to deleted post
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  #34  
Old 12-07-2010, 03:15 AM
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Quote:
Originally Posted by DustyPorViva
If you're right up against someone? Sure. Don't get so close to someone holding a ****ing shotgun.

There are more balancing factors that contribute to guns that people don't seem to realize. Bullet damage is not the only thing, there is so much you can tinker with. Clip size, bullet speed, reload speed, damage dropoff. All these things can be balanced to make shotguns a gun with purpose.

Clearly Era is so awesome and unique that it's the only game with guns I know that would be absolutely broken if shotguns were to act as the way they have always acted in every other game ever.
The only way this would work on Era would be, as Salesman already suggested, to lower each shotgun bullet to about 3 damage.

Era isn't a game where shotguns, or any gun for that matter, do damage in that fashion. It just doesn't happen. There's nothing wrong with the way they function now.

On Era, shotguns aren't supposed to be overpowered. They're not a PKing weapon. Their purpose on Era is to bust doors down, to deter or isolate a group of people, and to taunt. It's literally embarrassing to lose against a shotgun. This is the Era we know, and I see no reason for it to change. "Because other games do this" isn't very persuasive.

Clip size and reload speed are already level; and altering the bullet speed of any gun is laughable. It's been done before, and failed miserably. 65% of PKing on Era revolves around dodging bullets. This includes weaving in and out of bullets, matrix-style. This weaving is possible because the bullets move slightly faster than your player. Changing the speed of bullets would ruin this game- period.

And in case you're wondering where I distribute the other 35% of PKing:
25% of it is timing your shot, and 10% is knowing what guns to use in each situation.
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  #35  
Old 12-07-2010, 04:16 AM
WillaWonka WillaWonka is offline
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Originally Posted by Meph View Post
and 10% is knowing what guns to use in each situation.
or knowing how to effectively counter-attacking another player, as knowledge as how your guns work instead of having to change like a cheap bastard.

Just like your pk style change from neo rifle to sten to shipka to mp5.
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  #36  
Old 12-07-2010, 04:45 AM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Meph View Post
On Era, shotguns aren't supposed to be overpowered. They're not a PKing weapon. Their purpose on Era is to bust doors down, to deter or isolate a group of people, and to taunt. It's literally embarrassing to lose against a shotgun. This is the Era we know, and I see no reason for it to change. "Because other games do this" isn't very persuasive.
Making it viable in PK would make it overpowered? I guess if it's better to have a gun on a gun server whose purpose is not to actually kill but degraded to just bust down door's, whatever. It doesn't HAVE to serve that purpose, it just has to be balanced.
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  #37  
Old 12-07-2010, 06:57 AM
bloodykiller bloodykiller is offline
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Originally Posted by Meph View Post
The only way this would work on Era would be, as Salesman already suggested, to lower each shotgun bullet to about 3 damage.

Era isn't a game where shotguns, or any gun for that matter, do damage in that fashion. It just doesn't happen. There's nothing wrong with the way they function now.

On Era, shotguns aren't supposed to be overpowered. They're not a PKing weapon. Their purpose on Era is to bust doors down, to deter or isolate a group of people, and to taunt. It's literally embarrassing to lose against a shotgun. This is the Era we know, and I see no reason for it to change. "Because other games do this" isn't very persuasive.

Clip size and reload speed are already level; and altering the bullet speed of any gun is laughable. It's been done before, and failed miserably. 65% of PKing on Era revolves around dodging bullets. This includes weaving in and out of bullets, matrix-style. This weaving is possible because the bullets move slightly faster than your player. Changing the speed of bullets would ruin this game- period.

And in case you're wondering where I distribute the other 35% of PKing:
25% of it is timing your shot, and 10% is knowing what guns to use in each situation.


i agree 100% with meph
changing shotguns would defeat the purpose of era, players play this game to dodge bullets, not cuz it's realistic or other games work in different ways

Last edited by TSAdmin; 12-07-2010 at 07:59 AM.. Reason: Evasion of the swear filter will earn you an infraction, and don't attack other players.
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  #38  
Old 12-06-2010, 08:44 PM
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Quote:
Originally Posted by bloodykiller View Post
u obviously dont play era
in a raid u would just die after 1 second if every bullet affects u
A shotgun would shoot a cloud of bullets, but each bullet would only do 1 dmg or some very small amount. The closer you are, the more damage you take because more bullets will hit you.

Everything would have to be rebalanced, and if done properly, it could definitely work.
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  #39  
Old 12-06-2010, 09:21 PM
Demisis_P2P Demisis_P2P is offline
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Originally Posted by bloodykiller View Post
shotguns r the opposite now..they r used for far ranging due to the spread of bullets
Maybe by retards.
Stand on the opposite side of the level from me and shoot at me with a shotgun. You will never land a hit. I'll just walk through the gaps in the single wall of spread out bullets. You'd get a better and more constistant long range spread with an uzi.

Shotguns are made for close range, but at the moment they do the same damage per shot as a handgun, fire slower, have smaller 2-8 bullet clips, and have more freeze. I don't see how there is ANY balance there.

Shotguns at the moment are for breaking doors, and that's all.

I realise Era isn't meant to be realistic, but it's also not a ****ing fantasy RPG with dragons and magic spells. Handguns shouldn't shoot faster than AKs and shotguns shouldn't do less damage than handguns, you ignorant c#nt.
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  #40  
Old 12-05-2010, 10:16 PM
WillaWonka WillaWonka is offline
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o i c, but if dual handguns get 40dmg neo rifle must get 80dmg.
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