Why can't FPS's get reloading right?

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Laura.

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May 30, 2009
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I wouldn't mind if they did it more realistic. I liked how many games adopted the use of the remaining 1 round the chamber to speed up reload.
It would be fun to go through your inventory and find all guns are halfway reloaded :p

But I hated how Ghost Recon managed reloading... you threw away your clips! With the remaining bullets in them! You have to be an ass to go around throwing away bullets like that. At least in Rainbow Six 3 you saved the clips with less bullets for later.
 

Supernova2000

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May 2, 2009
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Jedoro said:
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.
Would that also include pressing a button to top up partially full mags? Sounds very interesting but I can all too easily see this resulting in deathmatches slowing down because most of the players are in their hidey-holes organising their ammo instead of upping their kill/death counts. A realistic flow-breaker there. I've no objection to a sub-genre dedicated to this sort of thing but for the likes of cod4, I think it's fine as it is; that ammo management simply means keeping an eye on the counter and making your shots count.

I can only think of minor nit-picks:
1) we're not terribly spoiled for choice in the weapon selection
2) the AKS-74U is an assault rifle, not an SMG
3) the M14 is not an assault rifle.
 

jimduckie

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Mar 4, 2009
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my biggest problem isn't the reloading it's actually remembering to reload after firing half a clip because that's when i die alot
 

ProfessorLayton

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Nov 6, 2008
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Because making realistic reloading takes FOREVER. Have you ever reloaded a weapon? If you can do it as fast as some of those Call of Duty guys I applaude you foor massive skills but it isn't completely necessary to have every tiny detail exact.
 

suicideblonde

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Jul 11, 2009
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not a zaar said:
Most gamers aren't gun freaks who care about this sort of thing. Reloading in games exists specifically to create a momentary vulnerability and you should take that into account as part of your gaming strategy.
i agree with you 100% not a zaar ;) and to the user who created this post .. JUST DEAL WITH IT, if this was real life you would still have to reload.
 
Jun 11, 2008
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This is a very silly thread complaining about that yet you never mention that when you reload you never lose the ammo that was in that clip before also I'd imagine it would be so much more coding and what not if they did break the reloading process up into stages besides after the clips been dropped after that you only have 1 bullet left in the gun so thats hardly gonna save so so it a lose lose scenario its just one of those things we live with in games.
 

XJ-0461

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Mar 9, 2009
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After unlocking slight of hand in COD, the issue doesn't really exist any more.
 

Antiparticle

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Dec 8, 2008
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What always surprises me about reloading in FPS games is how fast it goes. People can reload their gun consistently in one or two seconds while walking, running, even climbing up ladders... pretty amazing!
 

Shoqiyqa

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Mar 31, 2009
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MarsProbe said:
I can't say I've ever noticed reloading to be a problem. Just make sure you always have a full clip and you'll be fine, I'm sure.
I have noticed the problem. Some games are slower than others. Some won't even let you change your mind once you start. Some will, but you have to start again from scratch. I think at least one would actually remember you taking the magazine out and let you resume from there when you switched back.

What you get in return for this awkward reloading is the amazing ability to kick the magazine out of someone's weapon and into the air, catch it in your teeth, drop the magazine out of your own weapon, transfer the ammo from the magazine in your teeth into the one in your hand in 0.01 seconds using only your tongue and then shove it back into your weapon.

By the way, a clip is a strip of metal like a miniature children's slide. You get three clips of ten rounds in each pocket of a bandolier. You have to transfer the ammunition from the clips to magazines before you can use it in most modern weapons.

Clip [http://www.gunpundit.com/2008/762_russian_clip.jpg]

Magazine [http://www.army-technology.com/contractor_images/sacil/4-Magazine-for-n30-shot-5.jpg]

Bandolier [http://www.militaryhistoryworkshop.co.uk/shop/images/uploads/mhw_03-01-08_006.JPG]

You can see people loading weapons with clips in Enemy at the Gates and Saving Private Ryan, and see the empty clip ejected from the fixed magazine in SPR and Full Metal Jacket, but modern stuff is generally loaded with magazines, belts or single rounds.
 

Shoqiyqa

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Supernova2000 said:
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.
In the firing routine:
*weapon=>chambered = 0;
animate_bolt_back(weapon_type);

if ( *weapon=>magazine )
{
if ( *weapon=>mag_ammo )
{
*weapon=>mag_ammo--;
animate_bolt_forward(weapon_type);
*weapon=>chambered = 1;
}
}
else animate_bolt_forward();
In reload:
if ( *weapon=>magazine )
{
animate_remove_mag(weapon_type);
*weapon=>magazine = 0;
*ammo_pool=>ammo_type += *weapon=>mag_ammo;
}
if ( !*weapon=>magazine )
{
animate_fit_mag(weapon_type);
*weapon=>magazine = 1;
*weapon=>mag_ammo = *next_mag=>ammo_type;
if ( *ammo_pool=>ammo_type > mag_capacity=>ammo_type )
{
*next_mag=>ammo_type = mag_capacity=>ammo_type;
}
else
{
*next_mag=>ammo_type = *ammo_pool=>ammo_type;
}
*ammo_pool=>ammo_type -= *next_mag=>ammo_type;
}
Okay, so it's a little more complicated than that if you don't want the whole game-world to freeze up while you reload, but that's pretty much it. Work out your own timing issues, damn you. I'm not getting paid for this, you know!

Ducked into cover, you should be able to load one round per second from a heap into a magazine, so if you wanted to programme multiple magazines and transfer ammo from emptiest to fullest to fill them when your pool (boxes and bandoliers) ran out, that'd be a reasonable rate.

From bandolier clips to magazines, you can use a speed-loader (until it breaks) and shove thirty rounds into a mag and change mag in maybe eight seconds.
 

nick4118

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Jun 4, 2009
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I understand your complaint but I don't mind losing a tiny bit of realism in exchange for not constantly losing ammo from dropping clips when you have to cancel a reload.
 

Gunn01

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Feb 13, 2009
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I think it would be realistic if it was done the way you said. It would be a nice touch, but the fact that we don't have it doesn't bother me.
 

Wadders

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Aug 16, 2008
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Well I think what Op suggested would work in more realistic games because, well, it's realistic.

As far as more mainstream shooters go (CoD series etc.) I think the system that they use is much more preferable. Its a case of if it aint broke, don't fix it.

If you put some kind of ultra realistic reload sequence, that varied to allow for any of the events Op mentions, then it would just end up being unnecessary, as the people who don't understand guns wouldn't really care about it, and would just whine about how their reload animations were always fucking about.