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Chronic loading syndrome in the game

Chronic loading syndrome in the game

Hội chứng nạp đạn mãn tính 1 - Emergenceingame

The first thing is to admit you’ve been through this. Next, you also have to admit that you have ever been on the counting board while reloading.

Post Author: Luke Winkie

Hội chứng nạp đạn mãn tính 1 - Emergenceingame

Here are the silliest reloading moments of my gamer life.

2003. I’m sitting at the internet cafe near my house, connected to the CS LAN server. I watched helplessly as my CT character was shot dead while changing the magazine of my machine gun.

2007. I was playing Halo, and for some reason I decided to replace the full magazine with a new one while jumping in mid-air from the jump pad. A beautiful 50-caliber bullet ‘piercing the skull’ while floating high up, I felt like the dumbest idiot in the world.

2017! I was playing Battlegrounds, and I loaded each shotgun in the middle of a survival battle. Maybe I forgot what game I was playing.

Those are pretty egregious examples, but my worst moments were in Destiny. Bungie’s game features the mechanics of traditional FPS games – health, movement and, of course, reload speed – all with an RPG-like stats system. Sometimes, letting go of those principles leads to very bad decisions. The pistols in the game are the most powerful weapons. The player characters reload their pistols as long as they can’t. I may have forgotten that quite a few times in the face of an enraged army. Sorry Father reload, I made a mistake.

The term ‘Chronic Loading Syndrome’ sounds pretty funny but applies to all games with guns and bullets. You know what I’m talking about: you shoot exactly 2 shots from your gun, and you can’t help but press the ‘R’ button on your keyboard. It seems that the number ’48/50′ in the corner of the screen makes you itch unbearably. Real soldiers in real life will never throw away a magazine that is mostly intact. This is very silly and unsafe. But there’s something about the game that makes us paranoid. Maybe we think we’ll need all 50 at some point, maybe you want to feel useful, or just feel like pushing a button to maximize effectiveness.

What I do know is that this disease affects millions of gamers around the world, so much so that a Steam member named Richard wrote his own defense against this problem in Left 4 Dead 2. One One of the tips is to change the reload key to something else instead of ‘R’, “so you’ll feel more lazy to press that key unless you have to.”

Learn ‘Chronic Loading Disease’

“The thought of dying in an FPS game just because you lack a few bullets puts a lot of pressure on you. Sometimes it comes in handy when you reload the magazine…it’s still up to 80%. However, in the vast majority of cases it will be more harm,” he told me about the matter via Steam. “You will find yourself dying more by revealing your location due to the sound of reloading and will definitely be caught by surprise when it does. The truth is, it only takes a few bullets to finish off a player.”

Indeed, game studios have done nothing to cure our reload addiction. Sometimes, they even support it. Game developers give us magic guns with magazines that always fill up and never disappear from the inventory. Did you just drop the 30-round magazine on the floor? Don’t worry, they will automatically go to the next magazine you are about to reload.

This explains a bit about early fantasy shooters like Doom and Duke Nukem – because really who cares about ammo management while they’re busy shooting with the devil from hell. – but it becomes absurd in more realistic and serious games, like Battlefield for example. This thing has been in the game for so long, and now if the game developer decides to fix the magazine, I will be completely ‘disoriented’ when I find out that my ammo has disappeared during each cartridge change. bullet. Admittedly, being able to reload immortality is what remains in the game design tradition – can be seen as a common feature of titles from Counter-Strike to Overwatch.

“The game is about paying attention to every little detail, always being prepared for surprises, and overcoming unexpected challenges,” said Rainbow Six:: Siege game director Leroy Athanasoff. “From playing Pac-Man on the arcade machine to playing Siege at home, you have to look at the screen and try to reflect, calculate and predict as many situations as possible in order to win. Make sure you don’t run out of ammo in a dangerous situation by pressing “R” after each encounter seems like a good trade-off.”

Athanoff takes Rainbow Six: Ravenshield as one of the few shooters that uses real-life ammo management. That’s understandable because there was a time when Rainbow Six branded itself as a SWAT simulation game – a game where you can plan missions extremely detailed down to the bullet. These days, you probably only see realistic reload patterns in military simulation games like Arma 3 and Squad. Rainbow Six almost abandoned this principle a long time ago, and Athanasoff chose the ‘magic magazine’ for Siege because he wanted gamers to enjoy the game.

“In our case, it was just a matter of design decisions; What do we want players to focus on and what experiences do we want them to go through while playing Rainbow Six: Siege?” he said. “We decided to challenge destruction and the aspects that go with it: the speed and tension of the action, which requires good aiming skills, rather than focusing on management. your ammo.”

His direction is completely understandable. You can hardly control your troops if you apply the loading system like in real life. I mean there’s still a community that wants their Arma game to be harder, more lifelike, but that’s a separate market. As for the vast majority, game developers have nothing to gain by giving up the ‘magic magazine’, so why should they take the risk?

“Because the game doesn’t punish you [khi nạp đạn], it’s the best way to make sure you always have enough damage to your target when you encounter an enemy,” said Tripwire Entertainment creative director Bill Munk. And certainly when adding this mode, people with ‘chronic reloading’ symptoms will be disadvantaged the most. “Watching the magazine in a game adds complexity to teamfights.”

Unfortunately, with such a mindset, we gamers will never be able to cure this harmful habit and can’t hold ourselves back from pressing the ‘R’ key in inappropriate cases. If the developers of FPS games get together and decide to ban the use of ‘miracle magazines’ in their games, then maybe we will get rid of our ‘chronic reloading disease’ in just a few months. there. But don’t expect it to happen, because Bill Munk would rather let us continue to have this disease than find an ‘antibiotic’ for us gamers.

“With a game like Killing Floor 2, I don’t think [quản lý băng đạn] will suit the gameplay. I love the ‘chronic load’ disease. That’s why we added a gun ‘inspect’ mode (which allows players to see their gun), when a full magazine is loaded,” Munk said. “I wish the games I play had that feature, so I can’t resist what makes that syndrome more interesting and part of Killing Floor 2.”

I stopped worrying, and “falling in love all over again”

We’ll probably continue toss our loaded magazines on the ground, and curse ourselves every time we lose our lives while reloading. I won’t leave you, though, and here are a few tips to help you heal yourself.

1: Take Richard’s advice and change the reload key. Of course you will be a little different, but in the long run you will have to thank this.

2: Punish yourself every time you waste a magazine. I chose to whip myself, but you can do what you like.

3: Hire a hypnotist to help you break this habit. Honestly, giving up reloading is as difficult as giving up smoking.

Honestly, chances are I’ll go with this ‘chronic reload’ syndrome for the rest of my life. After years of getting used to the ‘miracle magazine’, I couldn’t get rid of the habit on my own. Luckily the game makers don’t tease me for this inexplicable psychological habit, but I’ll probably still feel like an idiot every time I throw away the four remaining rounds in my Destiny pistol.

Source: pcgamer

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