Hey, I wanted just to give a quick apology for taking so long to get back to this mod. I've been dealing with a few IRL things but I'll try and get back to find time to expand this mod and especially fix the balance of the ammo as soon as possible (it's abysmal currently, I know.) Thank you to everyone for supporting my mod.
Keeping this tracked for when I finally get the money for this game. I've become obsessed with guns in games they're not supposed to be in as of late, (i.e. Skyrim, Mordhau, Stardew, etc. etc.,) and this seems like a perfect addition. You're very heartfelt in your want to make a fun mod for people to enjoy and I respect that. If/when you get around to it, ya got supporters. Thanks for being the only dude to do this.
So after a little more time using this mod I've come up with a few complaints that have relatively easy fixes, and would lead to a lot more of an enjoyable experience with these guns.
-Wimpy sound, I bought the King Maker and it sounds like a peashooter. Add in some simple gunshot SFX when a player fires the gun. Makes the gun feel weighty, like it has power behind every shot. Additionally, it's sometimes hard to tell if you've actually shot the gun if there are conflicting sounds around you, like the music or ambiance.
-Wimpy presence, the bullets are very small projectiles on your screen, and very dark-colored, they frequently blend into their surroundings and aren't that satisfying to use. If you're not gonna massively improve the bullet's speed (or make it a hit-scan projectile), then make the bullet a brighter color, and add in some muzzle flashes to further accentuate the firing. Also, as said before, the bullets are very small, they seldom hit anything smaller than the Dinosaurs. Maybe make their hitbox larger or something.
-Hassle to reload, so for some reason, you have to hold down the LMB to reload, but only once you're fully out of ammo in a single clip. A simple fix for this would be to add an option to (or automatically) keybind the reload function to something like the 'R' key. As well as make it so that reloading is possible even if you still have live rounds in the current clip.
-Relatively pointless to use. Final point, let's be real, the guns are cool, but you do not need to use them. Most enemies have too small a hitbox or move too fast for the guns to be effective against them. So in order to make them better...make them more powerful, straight-up damage increase, speed increase, the whole 9 yards. There's no reason for them NOT to be OP, these are guns we're talking about here. The cost of ammo alone should be enough of a balance.
Thanks for the feedback. I'm currently working out a better balance for ammo prices, going to drastically decrease the price. Sounds I'm currently investigating a way to improve, likely going to have to include a sound pack with the mod for such purposes. Presence is mostly a balance between not appearing ridiculous or ugly and figuring out some of the light effects in the system. Things like bullet speed can be improved easily, will keep that in mind.
You know, it's funny, because just the other day I was wondering if there was a mod for gun in SDV, but I was thinking more along the lines of a slingshot retexture instead. Anyways this mod is great! Though I wish there was a way for a player to keybind reloading, or perhaps automatic reloading once you're out of ammo.
Also the guns feel a bit wimpy to use, and it's easy to see why, maybe a sound pack is in order? Just some regular gunshot SFX would do wonders. Maybe also some muzzle flare.
Thanks. Feel free to leave feedback for ideas or suggested changes. This is going to be a WIP over time as I get a better understanding of the Archery Source mod.
As far as I've tested, the Snapshot skill is pretty useless, as it take a moment to take aim, and the fire rate is even slower than normal attack, also 7500 gold per shot with iridium bullet is too costly even for end game player, so probably noone will bother to use it, hope you will adjust them in the future.
yeah, most of the existing abilities are pretty useless for the guns. I'll probably settle for lowering both prices and damage over time since the benefit of the guns is that you can fire more shots, so both cheaper and lower damage ammunition, but you can fire more in one go type deal. I will probably add more variety to that concept when I diversify to different gun concepts or find another way to make things work.
EDIT: To clarify, I mean I will tie most of the damage to the weapons themselves and lower the ammo damage additions dramatically, so that way, a sniper could do 100 damage in one shot, but have a longer reload/low mag, while an automatic weapon would do low damage but fire a lot quickly, making some ammo more viable for different guns than others.
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You're very heartfelt in your want to make a fun mod for people to enjoy and I respect that. If/when you get around to it, ya got supporters. Thanks for being the only dude to do this.
-Wimpy sound, I bought the King Maker and it sounds like a peashooter. Add in some simple gunshot SFX when a player fires the gun. Makes the gun feel weighty, like it has power behind every shot. Additionally, it's sometimes hard to tell if you've actually shot the gun if there are conflicting sounds around you, like the music or ambiance.
-Wimpy presence, the bullets are very small projectiles on your screen, and very dark-colored, they frequently blend into their surroundings and aren't that satisfying to use. If you're not gonna massively improve the bullet's speed (or make it a hit-scan projectile), then make the bullet a brighter color, and add in some muzzle flashes to further accentuate the firing. Also, as said before, the bullets are very small, they seldom hit anything smaller than the Dinosaurs. Maybe make their hitbox larger or something.
-Hassle to reload, so for some reason, you have to hold down the LMB to reload, but only once you're fully out of ammo in a single clip. A simple fix for this would be to add an option to (or automatically) keybind the reload function to something like the 'R' key. As well as make it so that reloading is possible even if you still have live rounds in the current clip.
-Relatively pointless to use. Final point, let's be real, the guns are cool, but you do not need to use them. Most enemies have too small a hitbox or move too fast for the guns to be effective against them. So in order to make them better...make them more powerful, straight-up damage increase, speed increase, the whole 9 yards. There's no reason for them NOT to be OP, these are guns we're talking about here. The cost of ammo alone should be enough of a balance.
Sounds I'm currently investigating a way to improve, likely going to have to include a sound pack with the mod for such purposes.
Presence is mostly a balance between not appearing ridiculous or ugly and figuring out some of the light effects in the system. Things like bullet speed can be improved easily, will keep that in mind.
Also the guns feel a bit wimpy to use, and it's easy to see why, maybe a sound pack is in order? Just some regular gunshot SFX would do wonders. Maybe also some muzzle flare.
EDIT: To clarify, I mean I will tie most of the damage to the weapons themselves and lower the ammo damage additions dramatically, so that way, a sniper could do 100 damage in one shot, but have a longer reload/low mag, while an automatic weapon would do low damage but fire a lot quickly, making some ammo more viable for different guns than others.