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Sarakin:
But what might happpen if everyone would be aware of someone hostile behind walls ? Surprise element - gone, while camping element (=not to make a single move because of sounds) would flourish.

T-888:
Surprise element would still be there , i guess i didn't mention that walking would render your character undetectable ( i thought that's natural to understand ) , unless of course you give away your position by fire and only your POSITION , it's not like you are going to shoot and be visible all the time from that point on. These are extra factors how to be aware of other players , i think current field of view does a poor job of that , that's why there are enough players that prefer no field of view at all. This feature would have it's part in player interaction , as well make PvP more tactical what certainly isn't a bad thing.

In the end i seriously would call field of view complete , finished with the implementation of this feature. Superior to both current and no field of view.

John Porno:
The current fov (I mean the working, pre wipe one) can of course br improved on, but I very much dislike the idea of revealing an enemies exact location as someone pointed out already.

People who played cod/cs in a ladder know how important sound is and a good headset and soundcard was mandatory in cod2. However, you still dont have the enemies exact location, you could only roughly tell where he was but not if he was in front of behind a wall, if he was on top of a building or on ground level.

I think a better solution would be to grant every player auditory perception based on his PE, but not hindered by walls. After that we would only need a sound that only plays when somebody is running. Compared to t888 idea this is more realistic as you couldnt tell what weapon the enemy is wielding and the number of enemies would also have to be estimated.

On top of that it should be implemented together with an on/off switch with the default set to off, so that it doesnt bother anyone who doesnt want it and can only be turned on if you have pvp (obviously the perception of the sound, not the emission). Walking would have no sound.

With this idea you would also give away your location with the idle animations when the char is checking his guns, could also be fun.

T-888:

--- Quote from: John Porno on April 28, 2012, 11:14:47 pm ---I think a better solution would be to grant every player auditory perception based on his PE, but not hindered by walls. After that we would only need a sound that only plays when somebody is running.

--- End quote ---

Now this would be very confusing if you heard everyone's sound who shoots and runs nearby , i disagree sound for running isn't necessary. Sound gives away position , in this case it reveals it for you for a small period of time what is completely acceptable by me , due to this clunky field of view that is a blind run all the time unless you have scouts in each corner of the city. When a player shoots and reveals himself for that second the animation sound will be played anyway , so you need to have good awareness of what's going on , to not mistaken it by friendly fire for example. Tactical ... when you hear a player in counterstrike , cod and whatever , you pretty much know his position already ( the only thing that is really difficult is to predict where exactly he is moving , same shit would be in fonline , that because someone is revealed for 1 second , doesn't mean that he will be at the same position next time you go there ). I have played tons of FPS.


--- Quote from: John Porno on April 28, 2012, 11:14:47 pm ---Compared to t888 idea this is more realistic as you couldnt tell what weapon the enemy is wielding and the number of enemies would also have to be estimated.

--- End quote ---

Realistic is not the goal. If weapons animations sound is played , you pretty much know his weapon already. :)

John Porno:
I just really prefer a true line of sight to a permant line of sight. this season's sneak detection and fast relog has already ruined the information gathering anyway, back in the day killing the enemy sneak still meant something.

I'm afraid that your concept is too radical though, we'd just have a gameplay with a pretty much permant line of sight, except that there's more camping. It also makes sneaking less mandatory and it would finally boil down to trolling as its sole reason of existance.

But I guess it's impossible to implement stero sound into fonline anyway and without it even my idea is pretty much impractical.

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