Why can't FPS's get reloading right?

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fix-the-spade

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Feb 25, 2008
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If games did reloading properly you would not be able to cancel it, you've just dropped the magazine out and unless you had a round in the chamber you are completely bloody defenceless.

Anyway, right is a subjective thing. I prefer the method TF2 and Killzone 1 took where cancelling is impossible because it's your gun's ammunition, games where your magazine magically zaps back into place strike me as utterly retarded, they may as well use the Goldeneye down up system.
If it's a game where you have to reload then it's a tactical factor and should be treated as such, reloading should equal unable to fire unless using a weapon that can be partially laoded like a shotgun.
 

Zersy

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Nov 11, 2008
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Choppie6 said:
What's with FPS's and reloading guns? On cod4, for example, when you reload you have to do the whole process in one go instead of in a few stages. It's just annoying in multiplayer when you start to reload, realize you're not safe, have to cancel it, and then when you resume reloading you start from the beginning even if you already dropped the clip to the floor, or maybe even inserted a new clip but failed to pull the firing pin! The timing could be a matter of life or death. Is it just to hard to program clever reloading? What do you think? Has reloading like this ever resulted in your untimely demise?
I thought walking over ammo and magically absorbing was a more bigger issue ?
 

elitecrewer

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Apr 22, 2009
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I'm actually in agreement with the OP -> it's something that should be fairly easy, and would constitute a big improvement in FPS gaming. Imagine if the first gameplay video for COD:MW2 showed *proper* reloading, how impressed would we be? Counter Strike tends to be quite good with minutiae of things like that, one of the reasons I love it. For a 1999 mod anyway.
 

Twilight_guy

Sight, Sound, and Mind
Nov 24, 2008
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Ugh, because that would mean having to add variables to determine where in the stage of reloading you are and segment the animation. Its possible for developers to do it, but I'd rather they worked on something else with there time.
 

matnatz

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Oct 21, 2008
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Now that you've pointed this out it's really going to annoy me. Thanks alot OP.
 

Supernova2000

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May 2, 2009
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Choppie6 said:
What's with FPS's and reloading guns? On cod4, for example, when you reload you have to do the whole process in one go instead of in a few stages. It's just annoying in multiplayer when you start to reload, realize you're not safe, have to cancel it, and then when you resume reloading you start from the beginning even if you already dropped the clip to the floor, or maybe even inserted a new clip but failed to pull the firing pin! The timing could be a matter of life or death. Is it just to hard to program clever reloading? What do you think? Has reloading like this ever resulted in your untimely demise?
At least cod4 gets it right where it counts. In most fps's you have to do the whole thing ie. pulling the firing pin even when the gun's not empty! Battlefield 1943 is a prime example; if for example you have a sniper rifle, fire 1 shot and press reload, the rest of the bullets mysteriously vanish and you end up having to reload all 5! Bullshit!

If magazine >0 then you only need to replace the magazine because there's still 1 bullet in the chamber. If magazine = 0 then you need to replace the mag AND pull the firing pin because, since it was empty, you have to chamber the 1st bullet. The only game's I've played that get this right are the Call of Duty series, Rainbow 6 Vegas 2 and Crysis.
 

Jedoro

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Jun 28, 2009
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Supernova2000 said:
At least cod4 gets it right where it counts. In most fps's you have to do the whole thing ie. pulling the firing pin even when the gun's not empty! Battlefield 1943 is a prime example; if for example you have a sniper rifle, fire 1 shot and press reload, the rest of the bullets mysteriously vanish and you end up having to reload all 5! Bullshit!

If magazine >0 then you only need to replace the magazine because there's still 1 bullet in the chamber. If magazine = 0 then you need to replace the mag AND pull the firing pin because, since it was empty, you have to chamber the 1st bullet. The only game's I've played that get this right are the Call of Duty series, Rainbow 6 Vegas 2 and Crysis.
You could also have the option to merely push the reload button to perform a rapid reload (drop the partially empty magazine) or hold it for a tactical reload (place partially empty magazine into an empty ammo pouch on you) and then just regulate how many magazines players can hold, full or not. Could get annoying, but a possibility for more realistic reloading.
 

MiracleOfSound

Fight like a Krogan
Jan 3, 2009
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OK, everyone do this right now:

Load up Gears 2.

Get Marcus into cover against a high wall.

Get a hammerburst.

Fuck up your active reload and watch Marcus try to slot the magazine in like a retarded chimpanzee.

Comedy gold.
 

Xojins

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Jan 7, 2008
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I think I'd rather have the unrealistic reloading. Something tells me that a real reload takes at least slightly longer than a game's reload... so I'll use that to my advantage.
 

rockingnic

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May 6, 2009
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Choppie6 said:
What's with FPS's and reloading guns? On cod4, for example, when you reload you have to do the whole process in one go instead of in a few stages. It's just annoying in multiplayer when you start to reload, realize you're not safe, have to cancel it, and then when you resume reloading you start from the beginning even if you already dropped the clip to the floor, or maybe even inserted a new clip but failed to pull the firing pin! The timing could be a matter of life or death. Is it just to hard to program clever reloading? What do you think? Has reloading like this ever resulted in your untimely demise?
Either:
A) GET A SHOTGUN!
or
B) Get some ammo management skills or stop playing FPSs

Honestly, if you can't manage your ammo, get better or don't play. Ammo management ADDS the strategy into FPSs. In many FPSs, I find myself waiting for the enemy to either run out of ammo or reload to go in for the kill at time to time.
 

HentMas

The Loneliest Jedi
Apr 17, 2009
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this is a mater of realism against game play, they make the reload as a part of a vulnerable spot you get into, so that you have to take into account how much amo in a mag you are carring and not just shoot at everything untill you waste all your bullets. strategy man, strategy
 

Bigeyez

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Apr 26, 2009
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Why was this dead thread brought back to life? lol

Anyways, definitely not a big enough deal to actually matter and/or waste development time dealing with.
 

Eagle Est1986

That One Guy
Nov 21, 2007
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I can't remember what game it was, but basically if you reloaded while you still had ammo in your clip, you'd keep that clip. So come to later in the mission and you reload, only to find that the clip is only half full, you emptied the other half testing out your gun at the start.
Was quite annoying if you didn't know but once you did, it just made you a bit smarter when it came to reloading.

I kinda like OP's idea, I wouldn't want it in multiplayer but I think it could have it's place in a single player or co-op campaign.
 

Daedalus1942

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Jun 26, 2009
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Vrex360 said:
What the hell, he thought, a man is a fool to fight his own desires.
So after a final reflective pause he finally began typing:

....The Halo series has always been one of the best games for quick reload times.

Then he waited for the response.
Did I really say it, he asked himself pensivley.
Yes I believe I did and it feels good to tell the truth, he stubbornly reminded himself.
Halo is a retarded example as it's set in the future.
I think this thread is referring to realistic type reloading of firearms in first person shooters, like Far Cry, Crysis, Call Of Duty 4, FEAR 2, Metal Gear Solid.
Not disrespecting Halo, just stating it's not a good example.