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Found 14 results

  1. TL;DR: Vehicle physics in PUBG suck. They have sucked for a long time. Please fix them so the ridiculous stuff stops happening. The vehicle physics in PUBG have been very bad for a long time, and I think they may have only gotten worse over time. I applaud the dev's attempt to change them as they have, but I feel the changes were bad if anything. The vehicles act ridiculously, and it's very frustrating. To preface, I know RNG has a place in this game. It has a place in most games, because it makes the experience different each time. That being said, there are usually ways that developers try to control how certain aspects work, so skill is important to the desired degree. In one of the patches, there was a change to how the circles spawn. It was supposed to make them more random, and this change was definitely a welcome one. Going to the center of the circle to camp doesn't make for the best experience for the camper or the person running into them. However, the further randomization of the circle along with changes to the spawn of cars has lead to some undesired consequences in my opinion. Depending on where you decide to land (and keeping in mind, the randomized circle was in part to prevent people only landing in the center, because the circle was too predictable), the circle can be extremely far from you- so far that you have no option, but to find a vehicle or constant exposure as you can to the other end of the map. Realistically, you die most of the time running across the entire length of the map, especially if the path to circle has more choke-points (e.g. if the circle lands on Sosnovka Island). Logically, if you want to survive, you need to find a vehicle. Also changed, is the ability to right vehicles back on their tires properly. This seemed a welcome addition at first, but I've found it works poorly as well. The game now rights vehicles on their sides completely unnaturally, and it leads to some pretty frustrating scenarios like in the video linked below. I was getting shot at, accidentally landed my vehicle sideways, and I got out of my car just to have it right itself and continue moving without touching it. I was trying to use it for cover, and I simply ended up covered in frustration. So, setting the stage-- we HAVE to be in a vehicle in some games. With vehicles being unavoidable, the physics become pretty important to the play of the game. I know looting is part of the game, and I have no problem with spending time looting. There are dynamics to looting that differentiate players. How much time you spend looting versus how much time you spend focusing on your surroundings can be very important. What irks me the most is when I spend 15 minutes looting for the physics to fail and kill myself for no good reason. The cars behave crazily, and they act like they are a tenth the weight they should (like in the video below). Below is another crazy experience with a motorcycle that my friend had: http://i.imgur.com/0nXoUJV.gifv When I first started playing PUBG in May (before the vehicle changes), the cars held to the ground better, but it was impossible to right them. In my opinion this is much preferable to having easily flippable vehicles that I can right, especially when it involves unnatural, crazy flips, spins, and failures like in the videos above. So, I would appreciate it if the devs would make it an area of focus to improve vehicle physics, or even just revert them to how they were before.
  2. Mechanics Thoughts

    Hey, hey, So after playing the game for a few hours, I have a few thoughts. I am welcome to comments and input. I just thought these might make some of the experience more realistic or exciting. 1.) Jumping: I feel like the jumping in this game is poorly done. A platform barely to my character's knees can be difficult to jump onto. Recent game, I was killed by side fire, due to not being able to jump over a tiny fence. I love that jumping is not as bad as games like Halo or H1Z1, where people rabbit hop all over the place. That is certainly a plus of the current jumping system. So I might suggest maybe making it so if a geometry fits a certain shape and a directional button is being pressed, make the movement more successful when moving towards an elevated platform? 2.) Lower power weapons: I am not fond of shooter games (most do this) which allow a person to take 5 rounds from a handgun, in the arm/shoulder/hands, the person turns gracefully, and gats the guy with the handgun down in one shot with a shotgun. I feel like there would be some accuracy or stability loss from being shot 5 times in the arm and wielding a weapon that takes both hands. Maybe add some kind of hit registry on the body parts to make certain body parts more interesting to hit, other than just the head? I mean, I do not like how headshots are the main goal in many shooters as it is, due to IRL teaching body shots is the way, but that is me. At least offering incentive to shoot other body parts might be something to consider. Legs reduce movement, arms reduce accuracy/stability, head reduces sight/sound, torso a tiny loss to all of the senses, etc. Just some ideas. Already have multi healing types, so it might work out. 3.) More of a minor one. Getting into vehicles is something I like with this game. You get into the seat you are facing. Though I wonder if it would be difficult to add an ability to change seats once inside the vehicle. In duos this might allow for a gunner to get from one side of the vehicle to the other in drive. In solos this would allow someone getting into the back seat (due to approaching from the rear) to get in and quickly jump to the front seat.
  3. I noticed how if you equip a grenade it is visible on the belt of your character. It would only make sense if someone where to shoot the grenade on your belt that it would explode. It would make sense since a pan on you back has an effect, why not grenades on your belt
  4. Ballistic Physics

    add wind factors when dropping for plane, furthermore you can play with wind direction or wind speed. so that no matter where a player drop he could access majority of map area if he evaluates the wind speed and direction. thanks.
  5. Pushable Vehicles

    tl;dr: Vehicles should be pushable forward by multiple players for fun tactics In general, vehicles can be used as a cheap cover in fields, but also, it would be fun if cars could be pushed forward, as movable cover or pushed down a hill for an ambush or as a trap, so you don't actually have to be in the car and jumping out when it's fast enough. This is probably only interesting for squad players, but it would be fun to watch people play around with that option.
  6. I swear, wonky vehicle physics are my number 1 nemesis are the biggest cause of ruined games. Having played with it myself, I feel the issue stems largely from it takes to long for gravity to start taking effect, causing parts of cars to remain raised for much longer than is realistic, causing even minor bumps to do horrendous things to your car. I am no expert, but either way, this NEEDS to be looked at soon.
  7. So I've noticed this multiple times, and maybe it's just me, but has anybody else noticed that you can't shoot out of the windows that have the bars on them? Yet you are fully able to shoot into them. This completely screwed my teammate and I in our last match, we were holed up in a house and instead of killing one of the attackers outside, my bullets couldn't pass through the window- his bullets, however, passed clean through and killed (downed) me. Anybody else experience this? I'd love a confirmation, and I really think it's something they should look at. Here is a link to a video showing what I'm talking about. Thanks!
  8. Subtle Movement Change

    Currently, players hit top speed as soon as they sprint in any direction. It results in a very angular and cartoony movement pattern. If an acceleration-to-maximum were implemented, this would add a great deal of realism and immersion to the game. Note that this could also slightly change playstyle.
  9. Физика в игре и есть ли она вообще? Столкнулся с такой ситуацией в многоквартирных домах около Рожка, столкнулись с противником в лестничном проеме, он сидел полностью за деревянными перилами, открыл огонь по нему, выпустил весь магазин в ПЕРИЛЫ, ни одна пуля не попала в него. Сложилось ощущение, что это бетонная стена какая то!)))Далее пришлось стрелять без препятствий. У кого какие мысли с чем это связано, почему в игре 2017 года, пуля 7,62 не пробивает дерево, кривые руки разработчиков или что то с движком? Нет разрушаемости объектов. Какие мысли о движке игры или на каком хотели бы видеть игру?
  10. Driving along on the grass: Guess I must have hit an IED:
  11. Backstory: Our squad was stuck waaaaay outside the safe zone, found one buggy, came across a lone player who promptly flipped his buggy when we started shooting at him. So now with time running out we were faced with trying to get the second buggy right-side-up. We succeeded, but only after launching the buggy high into the sky. Enjoy. https://www.twitch.tv/videos/150679594
  12. Hello Community, Preface Follows - Not necessary to read I've been playing the game for a while now and I thought it would be nice of me to add my two cents on where I personally would like to see the game go. I understand that not everyone might see eye-to-eye with me on a lot of these suggestions and I think that many of my "wants" while not necessarily universally wanted by everyone can be good quality of life improvements that could be implemented in new game modes if not to the standard gamemode that everyone has come to enjoy so much. What I mention could just be used as brainstorming ideas, or a good way to start conversation amongst the fans of the game, I know that I like thinking about how the game could evolve and I hope that many of you do too, I would love to see myself playing this game for years down the road. Server Options I would love to see PUBG's have a server browser option, it would be great if Bluehole were able to setup a fair and versatile server structure that allowed fans and groups to rent a server and run the game using a number of developer chosen presets such as allowing or disallowing certain weapons, vehicles, map rotation (when new maps are added), game modes (if and when they are added), damage modifiers (2x damage servers, 0.5x damage servers?). I think I read that there are thoughts of adding ranked/casual servers - maybe have two tabs to choose from each? Gamemodes This might be controversial for some players and I'm not necessarily in love with all these ideas but I thought I'd add them in for the sake of conversation. Please feel free to spit poison in my face if you see me in the street. Standard Battleground - This is what we're familiar with already, give or take some advanced options that hopefully will become available when server options are added (fingers crossed). Arcade Battleground - A faster paced version of standard battlegrounds, maybe a smaller map size, maybe a section of the map quartered off using invisible walls or *turn back you're leaving the battle* area. This is for players that are on a time crunch and just want to knock a game out before heading to their child's baseball game or appendectomy. Land and Sea - Imagine if boats and other more dexterous vehicles were available and there were maps built around their versatility for movement (say an island based map), now think about major jumps in the play area I'm talking about the play area not just decreasing in size but switching from area to area or - as in the example island to island. I think this could encourage some really frantic action gameplay. Sudden Death - Basically the same as Standard Battlegrounds but the blue zone could be instant death. This could even be a server option added to any gamemode perhaps? HPT (High Priority Target) - I'm a little proud of this one, but at the same time I could see it being completely unreasonable. Imagine you could play with teammates, or solo and all the sudden the server decides that one of you or the entire squad is a HPT and you're all the sudden visible on the map - or maybe you're blinking or if you're standing still for too long you'll show up as a blip. The rest of the server has a task to kill you or a team member in a 2 minute timeframe in order to obtain additional bonus points. The rest of the game plays out as normal but with this one caveat. I could see big rushes of players and squads grouping together in a certain part of the map, converging all at once guns blazing - teams taking out other teams, some focusing on the HPTs some not! Calamity. Feast or Famine - Standard Battlegrounds but just a lower drop rate for loot. Death from Above - A helicopter-centric game mode? Yes I want helicopters added - kinda. Another cool idea with "Death from Above" in mind is that teams will gradually be dropped from the transport aircraft - maybe even start with gear the later you are dropped in. This will lend itself to people being shot while parachuting and or being able to shoot those on the ground when parachuting in. Warning Very Controversial Borderline Stupid Capture the flag, Deathmatch, Team Deathmatch, and Squad Deathmatch. I only add these because I want to hear what the community thinks of them, I am in no way fond of the idea that these game modes detract from Bluehole's progress towards the foundation of Standard Battlegrounds. I think that these game modes are played out but at the same time, if I'm giving you my laundry list of things I want from the game why not put a golden toilet in my atrium's washroom on the top floor of my beach house in Hampton. Weapons/Attachments If you're anything like me - you're not fussy with weapons or attachments in your FPS as long as they're real world weapons and not some crazy-assed laser devastator experimental weapon from the world war 2124 era. I'm happy with the way things are going, the crossbow and the Thompson are meh - doesn't really bother me, they're just sane enough not to agitate my cynicism and while I think the melee weapons need to be balanced or the mechanics need to be reworked, I think they're fine, maybe add a bat and a broken bottle or something. All that being said I have a few suggestions and I'll throw in a few weapons that I think are one-offs that might be entertaining. I'll also introduce a new class of weapons which people will probably have a problem with and I'm not necessarily hooked on the idea either. Assualt Rifles Galil Ace 23 M&P10 AN94 FN F2000 FAMAS-G2/F1 variant(?) Steyr AUG-A3 Ak-12 SAR-21 ACR G36 Tavor TAR-21 Carbines You can pick and choose the aforementioned assault rifles and swap in their carbine variant if that applies. But here are some I think are interesting: SG552 Hi-Point 995 Kel-Tec SUB-2000 L22 Carbine (My Bae) Sniper Rifles AR-50 M98B Blaser 93 C14 Timberwolf (love to my Canadians) KNT-308 SV-98 Submachine Guns Bizon (Why not?) Scorpion Evo3 (Edgy) Carl Gustav M45 MP5, MP7, UMP whatever from H&K Vector (Too edgy! I don't really want it but if they bring it I know a lot of people would be thrilled) PP-90 FN P90 (Someone wants it) 93R (Please, just for fun) TEC-DC9 (...) PP-2000 Rocket Propelled Grenade Launchers/Anti Tank This might be a little controversial and I'm not sure if they'd fit into the game, but I'm sure given the right balancing and the rarity they could work - they might also be fun in game modes that are more vehicle-centric if that ever ends up happening. SMAW RPG-29 RPG-7 M79 Attachments Range finder FLIR (On the fence with this one... it would be very hard to balance, maybe make it ultra rare?) Underslung Grenade launcher GP-25 (Gotta make this rare too or have some serious balancing) Bayonet (I guess...) Bipods Speed loader (kind of pointless but thought I'd throw it out there) Sling (Maybe have this increase run speed when rifle is still equipped... hey I like this idea) Slugs and or Hollowpoint (Interested to see what people think of this) Others Please take these with a grain of salt, just throwing shit at the wall seeing what sticks. Lady Pistol (just a novelty) Improvised shotgun (another novelty) Never, please never claymores please. Never. Taser Handcuffs/zip ties/cable ties .950 JDJ AA-12 Vehicles This is just spitballing as well - but I would love to see a helicopter in game as well as more variety for just civilian ground vehicles. Helicopter or Helicopters - R22 Beta, Sikorsky S-300C,MH-6, Mi-17 Motorcyles, maybe even a sidecard motorcycle? Jeep with mounted LMG Gunboat Van Hybrid car (super quiet) ATV 3-Wheeler Anyway, I'm exhausted - this ended up taking way too long my creative juices were flowing and I had the day off but I work so much this was a real drain on my time... I have more things I want to talk about, if this engages a lot of people maybe I'll do another one. Hope everyone is having a great day. Peace, love, don't be a sinner, winner winner chicken dinner.
  13. Bullet Physics

    I have read this in the FAQ, and I would like some elaboration about this: Q: Bullet physics? | A: "We are working on implementation of drag, penetration and deflection." I am not sure what you exactly mean about drag, as there is a couple different things it could mean: The farther the target is, the less damage the bullet deals The farther the target is, the slower the bullet arrives to the target (as it has a speed limit) The farther you shoot, the more gravity pulls the bullet down, so you have to aim higher. In another words, will the bullet have a trajectory, or will you implement a hitscan system. Penetration is straight forward. Deflection is also foggy as a quick google search reveals, it can mean two different things: The bullet gets deflected by wind: (http://www.shootingtimes.com/files/2011/06/flights1.jpg) The bullet ricochets off a wall, and continues its trajectory in a deflected path: (https://www.bevfitchett.us/ballistics/images/3112_131_96-projectile-ricochet.jpg) Can I get a clarification on these?
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