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RUNNING WITH RIFLES Multiplayer

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PostPosted: Tue Apr 21, 2015 6:18 pm 
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Joined: Tue Apr 21, 2015 4:09 pm
Posts: 3
Apst wrote:
3. The unintuitive and completely invisible damage/health mechanics.

The health system doesn't have to be visible, because it doesn't exist. You're either alive, or you're not. That's pretty transparent. If you have a Vest which grants you extra lives, you do have a health indicator of sorts, in the form of the holes visible on the vest which tell you how many more times it can protect you.

Apst wrote:
There's nothing fun about hitting someone, or being hit, and then having a random number generator that is completely out of your control decide whether it's going to be a kill or not, potentially negating any sort of tactical advantage you might've had. Why not just go for a simple 1-2 hit kill health system instead?

I've had to make the case for RNG in going on a million games now, which I won't detail too much here. As stated above, RNG does add an element of unpredictability to the game, but moreover in this case, it provides more survivability in long term firefights, while still essentially guaranteeing demise in spontaneous open area, and short range engagements. No weapon has less than a 50% chance to kill, so three shots (which fire in a second or so in most arms) is a sure thing anyway. Shotguns fire several bullets simultaneously, all with their own individual percent chances to kill(I've never seen somebody survive one in under 5 meters). Explosions do 100% lethal AoE (as they rightfully should) and are a dependable if seldom contributor to combat. Plus, sniper rifles always kill if they hit, but their slow fire rate and reload balance this out, and make the user helpless in short range.

Understanding statistics is important when examining RNG concepts. For example, if you fire 5 shots from your AK, each with a 1/2 chance to hit, there's only a 1/64 (1.5% chance that he wouldn't die, since contacted shots murder instantly. {explained= 1/2^5=1/64 | or one half(probability of non-lethal shot) to the power of five (shots fired)}

The problem you have here is that you're dying from things that are out of your control. If you have a problem with this, than RWR isn't really your thing. You're going to die, there's no way around it. Not only are you going to die, you're going to die often, and you're going to die unfairly. You'll be blow up with out of nowhere artillery. You'll be mowed down and surrounded by superior numbers. You'll be forced to spawn and charge endlessly into a guaranteed massacre of MG fire. Dying is inevitable, and we all have to do it. The game is designed to be this way, and it makes a significant contribution to the pace of the game.


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