Why can't FPS's get reloading right?

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Supernova2000

Shivan Sympathizer
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.
 

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

Shivan Sympathizer
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

Elite Member
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.