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The random gun from the F8 menu Utility Line perk can give you a gun that you already have from your loadout. AKA potentially doing nothing if you have one of the guns from the potential random gun pool. EG I have an DC-15se as part of my loadout. The perk gave me a DC-15se. Therefore the perk did not work :)

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Can't be perfect every time, most regiments have weapons similar or exact weapons that are apart of the Random Weapon Perk ie Storm Commands & the NT-212C

I don't see much of a point of removing or even trying to implement a check for loadout in order to successfully give people a random weapon each time however, if it random weapon did indeed try to give you a weapon you already had, I am certain it would've just given you pulse ammo; more ammo for your guns, instead.

 

 

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I think at the moment people have enough guns in their load out as is.

the perk states a random gun not a random gun you don’t currently have. If you wanted to change the perk to that then that’s a different suggestion and I’d say no personally people have enough guns as is and ruins the RP and exclusively of certain weapons. Why join a reg that specialises in a role when you can spin a fucking wheel and magically become specialised in that weapon or tool.

Edited by Nana_
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The perk isn't actually giving you a gun. Before the perk has applied I have guns x, y and z. If after the perk I still have x, y and z with the same ammo then the perk has done fucking nothing and has not in fact given me a random weapon. Therefore the perk is not working

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Last I remember they way that it is set up is extremally scuffed to say the least but long story short, it is pretty much a set table of different guns and theres some sort to cool down to stop people suiciding to get a Smart Launcher ect. Some guns are more and more rare. The table doesn't doesn't include every available gun in the point store or the armoury.

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I sometimes got the smart launcher as a random gun and it gave me extra ammo, I don’t know what you’re on about with it “not giving any extra ammo” and “not working.”

They can’t just pull guns from loadouts because they’re in the random weapon thing.

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21 minutes ago, Hamish said:

It's called random for a reason, you just so happened to pull out a random weapon that you had

Because you apparently failed high school maths.

If: a + b = a

(sub a from both sides)

a + b - a = a - a

b = 0

AKA if I already had something before hand. And then get given "something". And then end up with the exact same thing that I had before. Then I was in fact given nothing

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30 minutes ago, Dane said:

Because you apparently failed high school maths.

If: a + b = a

(sub a from both sides)

a + b - a = a - a

b = 0

AKA if I already had something before hand. And then get given "something". And then end up with the exact same thing that I had before. Then I was in fact given nothing

exactly

its random so there's a chance you can get nothing. If if the 'random' weapon revolved around your inventory it wouldn't be random. You get 2 dc-15ses and thats that

 

also dont cry and downvote

Edited by Hamish
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I don't think we need a back and forth on the issues. Put simply you're getting unlucky every time that you receive a random weapon that happens to be in your loadout.

4 hours ago, Neptune said:

It is what it is...

 

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6 minutes ago, Banana said:

Imagine making a bug report and the devs go "It is what it is..." yikes

Okay let me put it like this then. IIRC the current way that the random weapon works is pretty much like this:

weapontable = {
  -- Rare Weapons
    "weapon1",
    "weapon2",
  -- Common Weapons
    "weapon4",
    "weapon4",
    "weapon4",
    "weapon5",
    "weapon5",
    "weapon5",
  }

The way that current system wasn't designed with rare weapons and common weapons in mind so you'd have an equal chance of getting each weapon that was listed in the table. To get around this and make it so you'd get better weapons less than other common weapons that are available then there was a sneaky work around that was done as seen above where you just have more of a chance to roll onto the weapons under common weapons. This is universal for all people on the server.

If we were to add a check to see if someone already has a weapon upon spawn then two of the following would happen; 

1. You'd get a new custom table in which it doesn't include whichever weapon you currently have and is supplemented, meaning that you have access to weapons other people don't.

2. You'd have a table in which the gun isn't in it, meaning you have a better chance at getting one of the rare weapons as there aren't as many guns to draw from.

I could be wrong on some of the details but from what I know that is how it works. If you have any suggestions on remedies other than remove the gun you're getting then that would be appreciated. 

 

Hope that clears it up :)

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38 minutes ago, Twist said:

Okay let me put it like this then. IIRC the current way that the random weapon works is pretty much like this:


weapontable = {
  -- Rare Weapons
    "weapon1",
    "weapon2",
  -- Common Weapons
    "weapon4",
    "weapon4",
    "weapon4",
    "weapon5",
    "weapon5",
    "weapon5",
  }

The way that current system wasn't designed with rare weapons and common weapons in mind so you'd have an equal chance of getting each weapon that was listed in the table. To get around this and make it so you'd get better weapons less than other common weapons that are available then there was a sneaky work around that was done as seen above where you just have more of a chance to roll onto the weapons under common weapons. This is universal for all people on the server.

If we were to add a check to see if someone already has a weapon upon spawn then two of the following would happen; 

1. You'd get a new custom table in which it doesn't include whichever weapon you currently have and is supplemented, meaning that you have access to weapons other people don't.

2. You'd have a table in which the gun isn't in it, meaning you have a better chance at getting one of the rare weapons as there aren't as many guns to draw from.

I could be wrong on some of the details but from what I know that is how it works. If you have any suggestions on remedies other than remove the gun you're getting then that would be appreciated. 

 

Hope that clears it up :)

Are you telling me you guys don't know how to check a value before using it?????

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5 hours ago, Dane said:

The random gun from the F8 menu Utility Line perk can give you a gun that you already have from your loadout. AKA potentially doing nothing if you have one of the guns from the potential random gun pool. EG I have an DC-15se as part of my loadout. The perk gave me a DC-15se. Therefore the perk did not work :)

unlucky. try again in the next 5 minutes. you could have most likely gotten a new weapon by the time you have spent writing this up

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Ok, there's some major issues with this one. Before I get into that though, I’d just like to say that, as developers, we always value your feedback, and it plays a crucial role in shaping the server. However, of late, it seems that a certain demographic of the player base seems to have nothing but gripes with the devs. I want to make it really clear that we put a great deal of our time and effort into making content for the server (all of which is voluntary) and sometimes it can feel like a real slap in the face when we get nothing but complaints.

As for your issue, coming right out of the gate and saying that “the perk does not work” is simply not right. The way the random weapon perk is implemented, which is outlined previously by Twist, while not ideal, is the same for all regiments. It’s been discussed previously within the dev team, but when we weighed up the cost and benefits of reworking the system and making it more complex, it was simply more trouble than it’s worth. If it ain’t broke, don’t fix it.

Sure, we could implement a simple check that just rerolls you a weapon if you’ve been given a random one that already exists in your loadout, but you’re not thinking about it in the same way we have to. It’s no lie that the server starts to lag pretty decently when we get above 100 players. The reason for that is the sheer number of calculations the server has to do. If we have 100 players on during an event, most of them are going to be dying quite a bit.

When they respawn, the server runs the code to give them a new weapon if they have the perk. Right now, all that does is check if the player received a random weapon more than 5 minutes ago, pull a random value from a table, and give it to them. Simple. Now let’s say, as you just suggested, we implement a check to see if the random weapon we just generated is already apart of the players loadout. Well, that’s adding a few extra steps.

First, the same as before, we’d just check if the player last received a random weapon more than five minutes ago. If they did, we then continue on to generate the random weapon, however, instead of just giving it to them and moving on, we’d need to look up the players loadout and check if the weapon we generated is already in there. If it is, we’d need to go back and generate a new weapon, then check again.

Before you say “But HenDoge, that doesn’t seem like a big deal!”, stop and think of it from a devs perspective. We’ve just established that the server is lagging because it’s got copious operations running simultaneously. What happens if the player rolled one of the common random weapons and it’s in their loadout, say for example the dc-15se. There’s the chance that we might have to reroll them a random weapon several times over. At a low scale this wouldn’t be an issue, but as we scale up, funnily enough, it all adds up on the server load. If we get into the mindset of “hey, it’s not a big deal if we do this a few times”, before we know it, we’ve written a bunch of inefficient code and the server chugs more and more.

A number of regiments on the server face the issue you're worried about, as has already been stated in this thread. It's such a non-issue that honestly -

5 hours ago, Neptune said:

It is what it is...

Edited by HenDoge
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2 minutes ago, HenDoge said:

Ok, there's some major issues with this one. Before I get into that though, I’d just like to say that, as developers, we always value your feedback, and it plays a crucial role in shaping the server. However, of late, it seems that a certain demographic of the player base seems to have nothing but gripes with the devs. I want to make it really clear that we put a great deal of our time and effort into making content for the server (all of which is voluntary) and sometimes it can feel like a real slap in the face when we get nothing but complaints.

As for your issue, coming right out of the gate and saying that “the perk does not work” is simply not right. The way the random weapon perk is implemented, which is outlined previously by Twist, while not ideal, is the same for all regiments. It’s been discussed previously within the dev team, but when we weighed up the cost and benefits of reworking the system and making it more complex, it was simply more trouble than it’s worth. If it ain’t broke, don’t fix it.

Sure, we could implement a simple check that just rerolls you a weapon if you’ve been given a random one that already exists in your loadout, but you’re not thinking about it in the same way we have to. It’s no lie that the server starts to lag pretty decently when we get above 100 players. The reason for that is the sheer number of calculations the server has to do. If we have 100 players on during an event, most of them are going to be dying quite a bit.

When they respawn, the server runs the code to give them a new weapon if they have the perk. Right now, all that does is check if the player received a random weapon more than 5 minutes ago, pull a random value from a table, and give it to them. Simple. Now let’s say, as you just suggested, we implement a check to see if the random weapon we just generated is already apart of the players loadout. Well, that’s adding a few extra steps.

First, the same as before, we’d just check if the player last received a random weapon more than five minutes ago. If they did, we then continue on to generate the random weapon, however, instead of just giving it to them and moving on, we’d need to look up the players loadout and check if the weapon we generated is already in there. If it is, we’d need to go back and generate a new weapon, then check again.

Before you say “But HenDoge, that doesn’t seem like a big deal!”, stop and think of it from a devs perspective. We’ve just established that the server is lagging because it’s got copious operations running simultaneously. What happens if the player rolled one of the common random weapons and it’s in their loadout, say for example the dc-15se. There’s the chance that we might have to reroll them a random weapon several times over. At a low scale this wouldn’t be an issue, but as we scale up, funnily enough, it all adds up on the server load. If we get into the mindset of “hey, it’s not a big deal if we do this a few times”, before we know it, we’ve written a bunch of inefficient code and the server chugs more and more.

A number of regiments on the server face this issue as has already been stated in this thread. It's such a non-issue that honestly -

TLDR: we cant do it cos adding one checksum is gonna be what lags the server out

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33 minutes ago, Dane said:

TLDR: we cant do it cos adding one checksum is gonna be what lags the server out

TLDR: We avoid lagging the server out by not adding in unneeded code.

Now, in an effort to avoid this becoming a back and forth, if you'd like to discuss the issue with me further, feel free to shoot me a private message.

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1 hour ago, Dane said:

Are you telling me you guys don't know how to check a value before using it?????

Happy for you to send us some code if you want :-)

But really we aren't checking for weapons on the random list because you might already have it because it gives people who already have these weapons a disproportionate advantage over others who aren't in a regiment who have these guns. If you have a serious issue that you aren't getting one of x amount of random guns which isn't specifically stated anywhere when buying the perk AKA there is no T&Cs saying "You will receive a random gun from x amount of guns" then I suggest you put a formal request into management instead of flexing your algebra ability and arguing pointlessly

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29 minutes ago, Ragetank said:

But really we aren't checking for weapons on the random list because you might already have it because it gives people who already have these weapons a disproportionate advantage over others who aren't in a regiment who have these guns. 

This is exactly how I see it and why it is how it is, for the few that don't have a loadout or ones who don't particularly have the credits to get new guns, like me. Even with putting a lot of time into the server and as a consequence gaining a lot of credits and points, some of the costs are still quite large and can potentially be a pain to deal with.

59 minutes ago, HenDoge said:

TLDR: We avoid lagging the server out by not adding in unneeded code.

Basically, checking something many times over in quick succession for multiple clients can cause major strains on already limited server resources (from what I have noticed from playing anyway) and sometimes adding the code isn't always an optimal solution cause it could push it over however small it may seem. It could certainly be the thing that fixes it but the developers seem to know what's going on, give them some time.

3 hours ago, Dane said:

Because you apparently failed high school maths.

7 hours ago, Dane said:

The random gun from the F8 menu Utility Line perk can give you a gun that you already have from your loadout. AKA potentially doing nothing if you have one of the guns from the potential random gun pool. EG I have an DC-15se as part of my loadout. The perk gave me a DC-15se. Therefore the perk did not work :)

1 hour ago, Dane said:

TLDR: we cant do it cos adding one checksum is gonna be what lags the server out

Also, I don't believe acting hostile doesn't help solve the issue and being a sarcastic smartass only causes more problems individually. If you want things to change on something you think might be a tad scuffed then at least try to act civil which we all can do. I can get the frustration if something may not work out for you as the perk itself is quite expensive, surely took me a long time to get but this seems to honestly be a fairly small issue currently only a few experience, as it should still give you weapons you don't have. Adding heat to a fire will just make it bigger so please let them do their thing, I am sure they appreciate any feedback given but this seems to have turned into a spitting match.

 

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Ok I’ve met some pretty rude fucking people but god damn my man ain’t you a special little boy. At first I thought this was just a genuine complaint and a suggestion not this hatefilled spew fest your having. This isn’t the only time you’ve been a cunt to dev’s before 

I understand being unhappy or displeased by something but to be so fucking hateful (ironic I know) because your Star Wars space man can’t get an extra gun it’s a bit sad. I honestly wouldn’t be going at you if this was a once off or if you were having a bad day but from what it seems like your a big old meanie. I hope and believe you could work on yourself to get over what ever problems your facing but I believe how you communicate is completely inappropriate you fucking sped <3

btw if your so fucking good at coding please tell me how you check a table against another table with out using any more resources I’m sure the tech world would love to hear xx. 

on a side note to big sexy man Bailey or other forums staff I suggest what happened to his previous post, lock it and tell him to fix his attitude xx

I understand or attempt to understand your dislike of the management and devs on server as discussed in previous posts as they don’t appear to listen too you (what I believe your interpretation of the matter is) but I still believe there is a civil way to do things and no need to be rude and aggressive and yes I understand the hypocrisy of me saying this while calling you mean names. I believe your points could be contributors and valid but your limited by your aggressive communication.

I think at this point all your going to get is hate for your comments which could of been legitimate feedback or conversation but you alone derailed into a this fuck fest by starting it with your sas and rudeness. Obviously me calling you a cunt doesn’t help that but 

9 hours ago, Neptune said:

It is what it is...

 

Edited by Nana_
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16 minutes ago, Nana_ said:

Ok I’ve met some pretty rude fucking people but god damn my man ain’t you a special little boy. At first I thought this was just a genuine complaint and a suggestion not this hatefilled spew fest your having. This isn’t the only time you’ve been a cunt to dev’s before 

I understand being unhappy or displeased by something but to be so fucking hateful (ironic I know) because your Star Wars space man can’t get an extra gun it’s a bit sad. I honestly wouldn’t be going at you if this was a once off or if you were having a bad day but from what it seems like your a big old meanie. I hope and believe you could work on yourself to get over what ever problems your facing but I believe how you communicate is completely inappropriate you fucking sped <3

btw if your so fucking good at coding please tell me how you check a table against another table with out using any more resources I’m sure the tech world would love to hear xx. 

on a side note to big sexy man Bailey or other forums staff I suggest what happened to his previous post, lock it and tell him to fix his attitude xx

I think at this point all your going to get is hate for your comments which could of been legitimate feedback or conversation but you alone derailed into a this fuck fest by starting it with your sas and rudeness. Obviously me calling you a cunt doesn’t help that but 

 

Bruh half the issues in that post had been raised and fixed in 2018. And then apparently broken again :)

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3 minutes ago, Dane said:

Bruh half the issues in that post had been raised and fixed in 2018. And then apparently broken again :)

Obviously this is frustrating but still gmod is a game that breaks every 10 seconds still not an excuse for development not to try and fix it  (which they said they where fixing) but nevertheless I believe your aggression both then and now limits your suggestion and point your trying to make.

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1 minute ago, Nana_ said:

Obviously this is frustrating but still gmod is a game that breaks every 10 seconds still not an excuse for development to try and not fix it  (which they said they where fixing) but nevertheless I believe your aggression both then and now limits your suggestion and point your trying to make.

All these things were brought to their attention multiple times. Nothing happened :)

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