Raven Tesio
Liandri Hel-Jumpers Liandri Covenant
40
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Posted - 2013.09.07 00:58:00 -
[1] - Quote
The problem is they've been thinking about this from a Statistic / Skill-based Perspective rather than a First Person Shooter one, that is where almost all of the damn problems come from as well.
This game was never made as a Competent Shooter First, before trying to shoe-horn in the EVE Skill System, which quite frankly even after several redrafts is still going about it in the wrong way just as it is in EVE for the most part; where despite balancing they do because Skills apply to the core base attributes instead of just the Augmentations there is a massive discrepancy between someone 'new' and someone who is a 'vet'
Still back to the Aim Assist itself, realistically this would be less of a requirement should the controls be solid to begin with. Sure there needs to be some compensation for Latency, but the games that do Aim Assist better (such-as Frostbite, Source and Unreal Engine 3 Default System) you never notice them.
As they are really subtle 'snapping' mechanics that combat the lack of fine precision the controllers lack, or are designed to Smooth & Accelerate the Mouse Movement to combat the lack of target holding that the Mouse often suffers from.
With the PlayStation Move, god knows what happens that because it's just an inaccurate mess that shouldn't be supported. Motion Controls have absolutely NO place in a First Person Shooter, sometimes like in Killzone 3 they are passable with heavy assists; but for the most part if I wanted to play Quick Draw Magraw or House of the Dead ... I'd be playing those, part of being a good game designer is knowing when to say "This feature is stupid and doesn't work with what we're trying to do, cut it"
Still the whole point is that the Aim Assist doesn't make it any 'easier' to be awesome, but rather is merely a means to address a shortfall with the Control Device that the player is using. As soon as Mathematic Equations on Hit Chance are thrown around for Aim Assist ... seriously YOU ARE DOING IT WRONG!
Really CCP has to accept here that some point are not going to be able to aim to save their lives (literally in the case of an FPS) in-fact I have a number of friends who play Battlefield 3 that are frankly complete garbage when it comes to actually shooting AT people; but the game itself is fun for them because there is more than simply shooting at people to be useful in a fight.
Being a Medic and reviving 'downed' teammates or healing everyone, which frankly is just broken still as clients don't update body positions and physics is not done the same on each system (seriously share the damn Server Physics Seed using that for all calculation, it's not that damn hard!)
Being the Logistics guy, who provides ammo, covering fire, etc... I mean that is something that drives me crazy that really you don't have /covering fire/ here. In Battlefield 3, it is common for one of our guys when we need to extract and fall back to simply pepper a hallway with bullets to force people to take cover often causing the "suppression" effect that makes it a ***** to see what is going on. Regardless of if they get a kill or not those bullets were not wasted as they kept the enemy pinned long enough for us to GTFO.
Quite frankly they're trying to fix an issue of they have caused by relying on RPG Mechanics for how the Weaponry works. They are looking and working on the wrong solution to a problem that should not be there period. |