Board Thread:Suggestions/@comment-29781728-20180216232836

The accuracy stat is extremely annoying and unneeded. Its only purpose is to serve as another stat to compare between guns, but...

1. We still don't know what it ACTUALLY DOES (not-yet confirmed by Place).

It's highly likely that accuracy effects how much "spread" a weapon has (this is an issue within itself), but there are also misconceptions in the community like that it makes aiming trivial.

If this has been confirmed, please tell me. We know how damage works, we know how range works (in studs), but accuracy? No official confirmation.

Higher accuracy != extremely easy shots.

2. It's stupid.

Most modern shooters deal with automatic weapons differently.

Some have a set spray pattern (CS:GO, Phantom Forces, Battlefield).

In some you basically just pull straight down a little bit (cartoonish games).

Others are random (R2DA). It's highly likely this is based on accuracy.

Random spread is cancer.

Games should reward skill. Random spray patterns do not reward skill.

When I tap fire in R2DA, due to accuracy (probably, again, who knows if it's because of that), my bullets still aren't 100% accurate, because R2DA has random spread. Something more relatable to this would be Fortnite, which also has this (and the developers are working towards removing it, because they know it's bad, and the community says it's bad).

When I spray in R2DA, I have no idea where my bullets are going to go. The crosshair doesn't increase in size to signal bloom, the gun recoils a little bit but that doesn't tell me anything.

This may not be so horrible with automatic weapons. Sure, maybe it balances them a little bit.

But this is the same case with semi-automatic weapons like the Steyr M.

So, so, so stupid!

CS:GO has a spray pattern for pistols, yes. Skill means you can DEAL with this spray pattern.

R2DA does not. It is completely random, like automatic weapons. Pistols are weak enough already, and they get another piece of sadness thrown right on top.

Now, I can see how this is good. Place doesn't have to deal with complex scripting (I believe) to make these spray patterns, and this makes the game more appealing to beginners.

But the amount of skill required to play R2DA is already small, and adding another way to benefit higher-skilled players would be really nice.

This leads in to my main argument.

3. R2DA itself is already built too much around luck.

The game takes luck into factor in way too many places. Survivors have to worry about how often Brutes spawn, they have to worry about if their teammates will help them if they get pinned, they have to worry about if the laggy zombie thirty studs away is going to hit them due to ping and ROBLOX's shitty netcode.

So many things in R2DA are already built around luck, and we don't need essentially the most important part of the game to also have luck factor into it as well.

Perhaps you could call the random weapon spread "PR Logic". Now first of all, we don't need to call this "PR Logic". It's stupid. Glorifies it. It's just creative liberties, the same as EVERY OTHER VIDEO GAME IN EXISTENCE. What PR does, certain water killing you, guns having different amounts of ammo compared to real life, "unrealistic zombies", is not special, it's just like every other video game.

So how about dealing with that?

Remedies

1. Grant benefits to tap-firing.

Make tap-firing 100% accurate. Simple as that. Holding down remains random, tapping every 0.5 seconds or so is accurate

2. Remove spread from pistols.

Unneeded and unsatisfying. When you start out with the Steyr M only, you have enough to worry about. Randomness from your own weapon shouldn't be one of them.

3. Add a universal set spray pattern to guns.

'''Not recommended. The random but "mostly accurate" spread we have currently is good and fits the majority of the playerbase well.'''

4. idk dude something else im out of ideas

comment ur stuf down below   ff 