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Author Topic: Advanced FoV  (Read 2813 times)

Sarakin

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Re: Advanced FoV
« Reply #15 on: April 28, 2012, 05:05:13 pm »

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.
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[19:41:06] <@JovankaB> einstein said we dont need name colorizing
Re: Advanced FoV
« Reply #16 on: April 28, 2012, 06:10:11 pm »

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.
« Last Edit: April 28, 2012, 06:13:51 pm by T-888 »
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Re: Advanced FoV
« Reply #17 on: April 28, 2012, 11:14:47 pm »

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.
« Last Edit: April 28, 2012, 11:16:39 pm by John Porno »
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Re: Advanced FoV
« Reply #18 on: April 28, 2012, 11:22:46 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.

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.

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.

Realistic is not the goal. If weapons animations sound is played , you pretty much know his weapon already. :)
« Last Edit: April 28, 2012, 11:34:58 pm by T-888 »
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Re: Advanced FoV
« Reply #19 on: April 28, 2012, 11:34:11 pm »

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.
Re: Advanced FoV
« Reply #20 on: April 28, 2012, 11:44:52 pm »

Don't over exaggerate , there would be no permanent line of sight. Please , have some imagination. Walking would have it's purpose , and especially that there is constant movement while fighting , that second that you were revealed for someone behind a corner , doesn't make you seen all the time , only provides more information. Provides information that is usually gained by proxy sneakers. Seriously , cheating bad teams would have less advantage from scouts.
« Last Edit: April 28, 2012, 11:46:27 pm by T-888 »
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Sarakin

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Re: Advanced FoV
« Reply #21 on: April 29, 2012, 02:20:08 am »

He eithers moves and you exactly what is he doing or he stops and you can be sure that hes in the same spot as he was before. I dont think walking will be used in large scale, fast-paced actions.
« Last Edit: April 29, 2012, 02:23:57 am by Sarakin »
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[19:41:06] <@JovankaB> einstein said we dont need name colorizing
Re: Advanced FoV
« Reply #22 on: April 29, 2012, 09:51:31 am »

Would it ruin running through doors and around corners one hexing?

On the other hand it might help with higher ping players loading other players faster.
« Last Edit: April 29, 2012, 10:03:13 am by Simon »
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Re: Advanced FoV
« Reply #23 on: April 29, 2012, 09:55:24 am »

Would it ruin running through doors and around corners one hexing?
One more use for sneak skill, if "hearing" will be the same as current FoV, but much less radius and independent on directions, then not-so-high sneak skill may allow to you to stay unnoticed from "hearing" FoV and you still can ambush others, especially if your victim isn't 10PE+SS sniper. In other words, hearing FoV will have some penalty to max distance and work the same as current FoV, but ignore obstacles.
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Re: Advanced FoV
« Reply #24 on: April 29, 2012, 10:03:59 am »

But I am 2 or 3 int powerbuild ape RavenousRat, My 3 int can only afford few points in sneak, my 2 int can't at all :\
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Re: Advanced FoV
« Reply #25 on: April 29, 2012, 10:05:15 am »

But I am 2 or 3 int powerbuild ape RavenousRat, My 3 int can only afford few points in sneak, my 2 int can't at all :\
Then you will be unable to do unexpected 1hex bursts! Easy.
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Re: Advanced FoV
« Reply #26 on: April 29, 2012, 10:20:47 am »

One of the main reasons I play on 2238 is because this server has the best combat mechanics with none of this see through walls crap and you can run in combat, nothing is more satisfying than running around a corner and blasting the first person you see for 300 damage and killing him instantly then running back and doing it all over again, even with my shitty ping it's much easier to land a one hex than out in the open moonwalking all over the place.

But if you want to implement something like this then I will suggest another thing to build to it: add some feature to a radio like item where you can type a command "/decoy" and then the radio will play a recorded gunshot sound for a few minutes and you can drop this radio behind a wall or corner, where other plays will see the image of some player shooting until they run around the wall and see it's just a radio on the ground with pink writing over it *bang bang bang*.
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Re: Advanced FoV
« Reply #27 on: April 29, 2012, 01:37:41 pm »

But if you want to implement something like this then I will suggest another thing to build to it: add some feature to a radio like item where you can type a command "/decoy" and then the radio will play a recorded gunshot sound for a few minutes and you can drop this radio behind a wall or corner, where other plays will see the image of some player shooting until they run around the wall and see it's just a radio on the ground with pink writing over it *bang bang bang*.

Well if this advanced fov is ever implemented , save this for another topic. There's already very much to this suggestion.

Everything that is possible now , will be possible with the implementation of this feature. Read below.


He eithers moves and you exactly what is he doing or he stops and you can be sure that hes in the same spot as he was before. I dont think walking will be used in large scale, fast-paced actions.

This can be used very tactically to confuse enemy , run up to a corner and then walk away , changing your position. Though i was thinking like only 5-8 ( 5 for 1 PE and 10 for 10 PE , each 2 PE raises it's range ) hex for a average BG out there to hear footsteps. So for one hexing , you will be able to walk to the corner those 5-8 hexes and if someone else will run , you will be ready for him , but he certainly not. So i think walking will be used very much , at least smart players will. :) It's not like all game consists around corners and 1 hexing big gunners , so don't push this too hard. :)
 
One more use for sneak skill, if "hearing" will be the same as current FoV, but much less radius and independent on directions, then not-so-high sneak skill may allow to you to stay unnoticed from "hearing" FoV and you still can ambush others, especially if your victim isn't 10PE+SS sniper. In other words, hearing FoV will have some penalty to max distance and work the same as current FoV, but ignore obstacles.

This.

I was thinking that any amount of sneak should render your character completely undetectable by footsteps. This all is just revolutionary.

tag skills

bg , sneak , doctor

put enough sneak for silent running , use doctor bag and go 1 hexing around corners like a boss. Be aware of the possibilities , i think all this is very cool. :)
« Last Edit: April 29, 2012, 01:46:12 pm by T-888 »
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Re: Advanced FoV
« Reply #28 on: April 29, 2012, 03:34:36 pm »

You said they would be detectable when talking. That would make sense in the the context of field of hearing BUT it would be unfair for some. Because a lot use mumble or other voice-chat so they're able to communicate with each other without talking in-game. While for others, voice-chat is disruptive in their home environment and they don't use it.

So, those using voice-chat software that's not even part of the game will have even greater advantage over those who talk in-game.
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