First, let me start with the list of weapons we have. First, let’s look at the weapons list. At the beginning of development, we had 17 different types of weapons: two pistols, one revolver, one classic pump shotgun, one double barreled shotgun, one semi-automatic shotgun, four assault rifles, three submachine guns, one light machine gun and three sniper rifles.
We choose these weapons in the hope that players can experience all kinds of weapons in the survival of Jedi. We may add to this list in the future, but it’s a good entry weapon at this stage. We also plan to add different types of melee weapons at some stage in the future.
Players in the game can get most of the weapons in the environment, except for some powerful weapons that can only be obtained through the airdrop supply package in the game. Players can also use a variety of accessories tPUBG o modify these weapons, such as muzzle suppressor, muffler, sight glass, auxiliary grip, extended clip, and so on.
Besides weapons, as shown in the picture above, we also have different levels of helmets, body armor and backpacks. Helmet and body armor can reduce head and upper body injuries respectively, and backpack can provide more carrying space. Please note that the sizes of the items in the above figure are not accurate. I have enlarged them a little to show them clearly.
With different weapons, accessories, helmets and bulletproof vests of different levels, players will be able to upgrade the level of character equipment and weapons in the game.
When we design the combat system, we think that reality and fluency are the top priority of the game experience. Because this type of game is essentially a battle between players, we hope that our combat system will not affect as much as possible, so that players can concentrate on the battle.
For the bullet trajectory, we use the actual muzzle velocity and gravity simulation strategy to make it close to the actual trajectory, so the shooting experience in the game is close to the performance of the real weapon at the corresponding distance. The power of the bullet will also decrease as the flight distance increases.
By observing the actual impact point of the bullet after shooting, players can understand the trajectory. For this reason, we specially ask our designer in charge of special effects to ensure the authenticity of the bullet hit effect and the obvious effect, even from a long distance.
We also made a change: remove the random swing of weapons in the game, because random swing may make some players have a bad game experience.
We also introduce recoil pattern system for automatic weapons. When shooting, players will find that there is a grip mode that can be used. Although we expect that more than 50% of the fighting will take place in the medium and long range, it is still a way for you to understand and improve your close combat ability.