In The Case Of Halo
#20112 posted by RickyT33 on 2011/03/11 02:29:49
I would say the cutscenes are shit. Mostly just a few NPC's talking in a room in a ship etc.
#20113 posted by Zwiffle on 2011/03/11 02:41:35
I dunno, Halo has a pretty ridiculous jump height (and also feels super damn floaty). And if a super soldier can jump that high why not be able to run pretty fast too? There's a logical disconnect there that I can't reconcile.
As for tiny FOV - sure we don't see all that fisheye as, say, some extreme QuakeWorld configs. But then there are some incredibly simple things that could be done to make the game more 'realistic' like ... move the gun away from that awkward angle that it's always in. You know, where you're holding it right around your shoulder ... like a real soldier wouldn't. I don't see things like that happening, processor independent.
10 minutes of shit gameplay = 10 minutes of shit gameplay. We could discuss HalfLife 2 gameplay/cutscenes vs Call of Duty gameplay/cutscenes - it would be pretty interesting actually.
Weapon limit
Yeah that might be more console-driven. Lack of buttons and all. Sounds logical.
I'm glad that admist the mudslinging and name calling of the Thinly Veiled thread that some funcers are still able to hold a serious and honest tone while having disag... HEY WAIT A MINUTE!!!
Sm82
#20114 posted by Yhe1 on 2011/03/11 03:31:47
why is sm82 missing for quaddicted?
I don't think it's entirely based around redesigning the FPS for consoles. But I think it had more of an impact than just the weapon limit thing. At the end of the day, you couldn't play a really fast game of Doom 2 or Painkiller on a pad. You just can't. You can't play Quakeworld on a pad either. Games have to be slower to make up for this weakness.
The other alternative is to have a very aggressive auto-aim but such a feature is even more looked down on :p
FoV is getting better due to widescreen, but in CoD the FoV is something like 65... I find it pretty hilarious to have such a zoomed view AND have ironsighting to zoom further :(
#20116 posted by necros on 2011/03/11 04:58:08
re: FOV and consoles, i'm pretty sure i recall hearing exactly what zwif said from some dev interview.
Yhe1
#20117 posted by necros on 2011/03/11 04:59:33
#20118 posted by yhe1 on 2011/03/11 05:02:08
thx
FOV.
#20119 posted by Shambler on 2011/03/11 10:19:53
Errrr. I just tested by waving my hands either side of my head. I think my FOV for perception is about 160', admittedly we don't focus on the fringes, only perceive motion. 90 for general focus / vision would seem about right.
Than.
#20120 posted by Shambler on 2011/03/11 10:20:56
Hope you're okay. Just watching the news. Giant walls of water and debris carrying houses, cars, and burning buildings are usually pretty worrying...
#20121 posted by Kinn on 2011/03/11 11:36:33
But then there are some incredibly simple things that could be done to make the game more 'realistic' like ... move the gun away from that awkward angle that it's always in. You know, where you're holding it right around your shoulder ... like a real soldier wouldn't. I don't see things like that happening, processor independent.
Isn't that the whole point of the "aim-down-sights" thing that most FPS's do nowadays? So it feels like you're aiming down the sights instead of just firing from the hip, Clint Eastward-style, all the time?
Shambler
#20122 posted by Vondur on 2011/03/11 11:40:21
Pics of you measuring FOV in real life, or that didn't happen.
Shakin All Over
#20123 posted by ijed on 2011/03/11 11:57:59
Yeah, hope everything's good than.
Anyone else out there?
Apparently a tsunami will hit here at 5pm.
Also
#20124 posted by ijed on 2011/03/11 12:58:21
Dev videos are incredibly carefully vetted. There is a script provided by the publishers.
I did one recently that was rejected, I suspect, for not being cool enough.
#20125 posted by Zwiffle on 2011/03/11 14:35:03
Isn't that the whole point of the "aim-down-sights" thing that most FPS's do nowadays? So it feels like you're aiming down the sights instead of just firing from the hip, Clint Eastward-style, all the time?
I meant why is that still there at all ? Try positioning your hands so that you get the same position as a character in an fps -you basically have to tie your hand to your shoulder to get something like that. Why not just model the rest of the arm pointing straight out? That's my rant against the realism of FPSes.
Tue Dat
#20126 posted by RickyT33 on 2011/03/11 14:46:54
Check out the way you see the players arms in this game:
http://www.youtube.com/watch?v=YtB_zqysPBA&playnext=1&list=PL0BACBD98FC8C199B
Anyone remember it? I remember thinking it was cool, but not having a good enough PC to run it smooth.
Guns
#20127 posted by Kinn on 2011/03/11 16:55:27
I think the standard gun position in FPS games is fine, realistic or not. You've got to balance a few factors
"Does it look cool?" (yes)
"Does it get in the way of the view?" (no)
"Is it completely realistic?" should be way down the list.
As for aim-down-sights (ADS), I can take it or leave it, depending on the game really. It's a good mechanic if it's in there for a reason, i.e. if a game is mostly long range combat (e.g. CoD) having ADS on every gun probably makes sense; for something more corridory, maybe you only need ADS on one or two rifle-type weapons, if you need it at all.
OMG Than
#20128 posted by biff_debris. on 2011/03/11 19:09:21
I forgot he was over there. Hope you're safe buddy, and can stay that way.
Than Is Fine
#20129 posted by Spirit on 2011/03/11 19:23:30
#20130 posted by Yhe1 on 2011/03/11 21:00:01
Hi Spirit, can you answer why sm82 is missing from Quaddicted?
About ADS
#20131 posted by necros on 2011/03/11 22:47:01
this has always confused me in shooters.
the games ADS shows up in have gun accuracy. and that is represented by that dynamic expanding crosshair.
but when you use ADS, the crosshair goes away, so i've never really understood-- is there some advantage to using it? does it reduce accuracy degredation? it's just strange and seems redundant when you've got the dynamic crosshair.
Yhe1
#20132 posted by Spirit on 2011/03/12 09:03:45
pick one or two
-lazyness
-oversight
-censorship
-SMEF
-file a TRAC report
-func_notquaddicted
You Missed:
#20133 posted by rj on 2011/03/12 11:18:29
-not quake enough
Lol
#20134 posted by Tronyn on 2011/03/12 11:41:04
wouldn't that be filed under censorship?
Necros
#20135 posted by Kinn on 2011/03/12 13:34:32
In general, when you ADS, your gun accuracy is always better than when you are "firing from the hip" (even when stationary)
When you ADS, the HUD crosshair is removed because you're now lining things up with the "real" modelled crosshair on your weapon. It would look messy to show both. Also, any further accuracy modifiers (due to player movement or camera turning) when in ADS are usually small so it's not necessary to visualise them to the player with an expanding HUD crosshair.
Whether there's any overlap between "worst ADS accuracy" (due to player movement and turning) and "best firing-from-hip accuracy" (due to being completely still), is more of a game-specific question and in any case probably of little consequence or interest to anyone other than the most neckbearded FPS-realism aficionados.
#20136 posted by Trinca on 2011/03/12 17:06:33
I pic
-lazyness
:)
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