real ui_showgun 0 pls!


(.Chris.) #21

[QUOTE=SockDog;327653]This topic makes me sad. A whole lot of “I’m not into it therefore others shouldn’t be allowed it” whine. In my experience, when I die the last thing running through my head is the injustice of someone being allowed to run the game at high FOV with low textures and no shadows.

My answer is quite simple. Go play on a console with no console so you can console yourself while you game on your console.[/QUOTE]

Even worse when they provide false information to justify their reasons.


(darthmob) #22

Always the same with these topics. “Mimimi others have an advantage”… the advantage is purely psychological and based on the ignorance of the player who thinks cvars give his enemies an edge.

Did you ever play with these settings? Did it make you superhumanly great? Probably not. It’s a matter of comfort. If someone feels more comfortable with these settings it may enhance his performance but that’s certainly not because of the setting*.

  • except for brightskins in the Quake series which actually do make a difference. The rest is just aesthetics.

(tokamak) #23

We’re not. I’ve made my point clear. Aesthetics should be forced up to a certain level so players aren’t presented with the choice of sacrificing it for gameplay advantages.

It takes a good amount of will to not be able to understand that. I’m impressed.

It’s really not that big of a deal in terms of giving an advantage

Very well then. We can dismiss the issue altogether. Your secondary point about aesthetics is covered above.


(Pakaa) #24

[QUOTE=tokamak;327677]We’re not. I’ve made my point clear. Aesthetics should be forced up to a certain level so players aren’t presented with the choice of sacrificing it for gameplay advantages.

It takes a good amount of will to not be able to understand that. I’m impressed.

[/QUOTE]
Haha, yeah I guess we’re done here. I can see why other posters are making off-hand comments about you instead of quoting directly, I guess there’s just no point in arguing with a brick wall.

Very well then. We can dismiss the issue altogether. Your secondary point about aesthetics is covered above.

Yes, it’s an option that’s already in the game but doesn’t have full functionality and should be fixed as it won’t unbalance the game in any way, shape or form. Improving the aesthetics by removing the gun is something everyone should be able to do without gimping themselves, we’re trying to play an aesthetically pleasant game here! It’s a no brainier that this issue should be fixed as soon as possible.

Take notes Splash Damage!


(Stormchild) #25

These kind of things should be tested a lot.

I remember people using low settings in some FPS because it didn’t show some of the plantlife, or the smoke grenades clouds were half what they should have been, etc.

So when you play on normal settings and you hide in a bush or use a smoke nade, the guy playing on low sees you like a sitting duck and murder you senseless. This should never ever happen.

Like in Crysis Wars with some settings glitching the invisibility, allowing some to see bright purple all the invisble guys. Bull***.

That’s is why I understand Tokamak.

This is a difficult discussion, because on the same arguments, one could say everybody has to have the same crosshair and same GUI size etc…
Where is the limit between customization and breaking the balance ? This is not a MMO after all…

I guess something simple as drawin gthe GUI or not, while keeping a crosshair, should be ok.


(tokamak) #26

Makes them easy to ignore as well. I’m receptive to arguments against my thesis but your whole point seems to rest on twisting my words. Cvars are fine any adjustments are fine as long as they don’t prompt me to make the game look worse.

lso, I never used to widen the FOV. I don’t want to bash the people who do, but there still should be a limit because it can obviously giving an unfair advantage over people that use the default. It is nothing cosmetic anymore, and more comfort should be ok unless it gives too much of an edge, I believe… Yet, customization is still important…

It clearly gives an advantage and it clearly makes the game look worse. People do this because they can. If the FOV limit was enforced then the field would be leveled for everyone. Or in other words, those who would change it wouldn’t suffer the slightest disadvantage.


(shirosae) #27

The only reason I can think of not to offer a proper ui_showgun 0 is if the ironsights have been designed with varying blindspot sizes as part of their balancing.

Honestly, if Brink is taking this approach, it needs to be removed ASAP along with the screen-spooge and earwax build-up whenever you get shot. Even if it’s only available on ‘hardcore’ servers. I don’t understand the need to artificially inflate the unevenness of encounters when all encounters in the game are already player-skill dependant. It’s like adding a RNG to all the guns so the first to roll a natural 20 wins.


(Pakaa) #28

[QUOTE=Stormchild;327686]These kind of things should be tested a lot.

I remember people using low settings in some FPS because it didn’t show some of the plantlife, or the smoke grenades clouds were half what they should have been, etc.

So when you play on normal settings and you hide in a bush or use a smoke nade, the guy playing on low sees you like a sitting duck and murder you senseless. This should never ever happen.

Like in Crysis Wars with some settings glitching the invisibility, allowing some to see bright purple all the invisble guys. Bull***.

That’s is why I understand Tokamak.
[/QUOTE]
Yeah, this is why I can understand them limiting cvars like r_skippostprocessing as I suspect that might interfere with flashbangs, view distortions when you get shot and such. They’d have to test and maybe change the functions of some cvars there to make it all fair. Other things like r_skipbump won’t have an effect on gameplay, only performance, and I don’t see a reason why that’s not allowed.

This is a difficult discussion, because on the same arguments, one could say everybody has to have the same crosshair and same GUI size etc…
Where is the limit between customization and breaking the balance ? This is not a MMO after all…

I guess something simple as drawing the GUI or not, while keeping a crosshair, should be ok.

Yes it is. But as people have said removing the gun is more of a comfort thing, it hasn’t broken the balance in any games prior, it’s allowed even here and people are already using it. I think it would be an easy fix if they’d bring the weapon model back in when zoomed, that way the game isn’t really changed at all. I also think ui_showgun should be in the options menu for easy access to everyone who wants to use it.


(Ashog) #29

[quote=shirosae;327696]The only reason I can think of not to offer a proper ui_showgun 0 is if the ironsights have been designed with varying blindspot sizes as part of their balancing.

Honestly, if Brink is taking this approach, it needs to be removed ASAP along with the screen-spooge and earwax build-up whenever you get shot. Even if it’s only available on ‘hardcore’ servers. I don’t understand the need to artificially inflate the unevenness of encounters when all encounters in the game are already player-skill dependant. It’s like adding a RNG to all the guns so the first to roll a natural 20 wins.[/quote]

Ha! Shir is back! Where have u been old tart? Got Steam? (pm me yr account). Also join Nirvana today, biatch!


(Ashog) #30

Relax, it’s talk’o’mat :slight_smile:


(Shadowcat) #31

I think that doing this would make red dot sights pretty useless, and a disadvantage, as the main reason to use them is if you dont like iron sights. Why take the hit to equip speed when you can just turn off parts of your ui and get free crosshairs?


(Pakaa) #32

The laziest and easiest way to fix it is to keep the weapon models by setting ui_showgun 1 whenever you’re aiming down the sights. You can’t do that through scripting right now as far as I know, but it would be a fully acceptable option for most people I think.

Would be pretty jarring though I think, but like you said any other way would make the different sights kinda useless.


(tokamak) #33

That’s even worse that would totally nullify the myriad of sights customization.

Why does it always take someone else to make the same point before someone agrees with me?


(Pakaa) #34

Why do you keep ignoring solutions that make your arguments null and void? I mean that bit was right at the end of my post, you must’ve read the rest of it already.


(tokamak) #35

It was one of the multiple arguments. I even thought this was the way it worked as I mistakenly believed ETQW had it this way.

In any case, I’m glad it doesn’t work like this in Brink as it obviously discourages people from turning of the gun draw.

The only moment disabling the draw-gun actually made sense was in W:ET where in certain positions the MG on it’s standard (while prone) completely obscured your targets lower than you.


(Pakaa) #36

[QUOTE=tokamak;327831]It was one of the multiple arguments. I even thought this was the way it worked as I mistakenly believed ETQW had it this way.

In any case, I’m glad it doesn’t work like this in Brink as it obviously discourages people from turning of the gun draw.

The only moment disabling the draw-gun actually made sense was in W:ET where in certain positions the MG on it’s standard (while prone) completely obscured your targets lower than you.[/QUOTE]
Right so tell me this, what’s preventing me from just putting a dot on my screen right now? That’d give me a crosshair while zoomed, but it wouldn’t be an option in the game.

Keeping in mind now that SD seems to have chosen to have ui_drawgun 0 available to players as it is not cheat protected, should players be forced to put dots on their screens or should SD fix ui_showgun 0 so that it works the same for all players either with an in-game crosshair or by bringing up the sight models while zoomed in-game?


(legend123) #37

[QUOTE=tokamak;327831]

The only moment disabling the draw-gun actually made sense was in W:ET where in certain positions the MG on it’s standard (while prone) completely obscured your targets lower than you.[/QUOTE]

Thats nice and all but it made “sense” to a lot of players to have it turned off too.
The less things on screen the more likely it is you focus on the crosshair (and hence you aim better).


(tokamak) #38

That’s a VERY good point and to be honest, I have no answer to this. I’ve had this discussion frequently on the Quake Wars forums and this argument always stumped me. There’s nothing you can do as a developer to stop people from using external, physical aides.

Keeping in mind now that SD seems to have chosen to have ui_drawgun 0 available to players as it is not cheat protected, should players be forced to put dots on their screens or should SD fix ui_showgun 0 so that it works the same for all players either with an in-game crosshair or by bringing up the sight models while zoomed in-game?

I agree that what’s going on now is an inconsistent approach, but it’s an inconsistency that favours the way I like to see the game run as the disadvantage of having a useless ironsight mode completely discourages people to turn off their gun models.

My biggest point here though is that, who is really harmed by not being able to turn of their weapon? I don’t see anyone suffering a disadvantage, I only see a leveled ground for all players.


(DarkangelUK) #39

Wouldn’t having it in the UI as a selectable option bring it to a personal preference level rather than an advantage gained via cvar knowledge? In all the previous games I’ve known how to remove the gun, but I personally prefer to have it on screen and it works for me better than not having it there.


(INF3RN0) #40

I just like to be able to see my crosshair without getting sea sick from gun bob?? Wasn’t really necessary in ETQW since the guns weren’t very bobbly l0l. Anyway, I already got this cvar on toggle (since iron sights removes the crosshair).