Pavlov VR

Pavlov VR

Aileta's CoDz Parity test map
Alex 28 Apr, 2023 @ 1:05am
Some suggestions that could make this better.
Been loving the new Parity version of the gamemode. Was just wondering if a couple things could be added:

Limited Ammo Settings
Personally I'm not a fan of Ceezy's limited ammo system. I never liked the fact that you just get a maximum of full magazines and that's it so if you reload partially then you just wasted a mag. I would prefer having an option to use Pavlov's built-in limited ammo system, where instead you have a bullet pool, and you can place mags on your chest which put the remainder of its bullets back into your pool. This is basically the same thing CoD does anyways, is use the bullet pool system rather than a mag system like your typical mil-sims. And even then mil-sims let you store partial mags and reuse them later. So if you want to make CoDZ more similar to the real thing, this is your best bet in that regard.

I know you can technically store unused mags on your chest without Pavlov's limited ammo on, but it's really finicky, especially with Oculus controls since you use trigger to grip the magazines from the gun, but then you have to let go of the magazine, regrab it with grip, and then that will let you store it on your chest. Otherwise if you just grab it with trigger, then it'll drop the mag to the floor when you hover over your chest.

I also dislike that I have to set the difficulty to Normie to disable limited ammo mode. I'd rather it just be a separate option like it used to be. I mean if I wanna do a hardcore difficulty with unlimited ammo, I don't see why not. Though it bothered me how in the original Nacht Der Untoten, you didn't even have a settings menu to begin with (where you could toggle ammo, infection, and damage multipliers), it just put you straight in. At least with the Parity version you get the menu back.

Reloading Bugs
Noticed custom weapons are a little finicky. Sometimes me and fellow players with Wonder Weapons, for example, will notice our guns occasionally breaking. Like I got a Thunder Gun in one session, but after a while the disc cartridge didn't eject. The gun was empty and because I couldn't get rid of the disc, I couldn't reload it, and thus the gun was useless. Having a mag eject button to remove it that way might help solve the issue in the future. I don't know what the other Wonder Weapons are like. Someone had an issue reloading the Ray Gun at one point in time, I don't know if that one also just auto-ejects when empty, or if it has an eject button. If it doesn't, it probably should.

Also noticed custom weapons chambering extra rounds when they shouldn't. Guns like the double barrels and revolvers seem to store an extra round even though that isn't possible, resulting in 3 shots from two barrels and 7 shots from a 6-round cylinder. The custom open-bolts like the Thompson and MP40 also store an extra round even though they're open-bolt.

I've always noticed most if not all custom guns over the years using AK-47 sound effects for the reloads. It got me wondering if custom guns are built on an AK-47 base, and if there's a reason for why they've always used the AK. I don't know if it's possible to build custom guns off of other weapons instead, but if so, it'd obviously make the most sense to have the custom open-bolts be built off of Pavlov's already existing open-bolt weapons.

Same thing with revolvers and double-barrels. Both of which exist in vanilla Pavlov, so why not just use those as the bases, give or take with some extra scripts where needed (i.e. ejectors for double-barrels, and speedloaders for revolvers)?
Last edited by Alex; 28 Apr, 2023 @ 1:08am