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Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.07 16:02:00 -
[1] - Quote
Now a big thing about a FPS and how its played is its movement systems and the flexibility it gives players. I personally prefer games which allow a skillful player to take full advantage of their surroundings. But any changes to movement must flow and feel right, aswell as be balanced against overt abuse so assume CCP could make this right would you want it added?
Flow of movement, I would like are merc to be able to better move around the battlefield. Like slowly moving up hills that we cant climb now, a slight decrease and increase in speed when moving uphill or down hill, short pause when you change direction quickly(strafing) I would enjoy things like this to make movement flow a bit better.
Feel of movement, I want to be able to feel like I'm a mercenary running around fighting on some planet. Let big and heavy or long weapons sway in a realistic way, like when I snap around in one direction with a sniper let it have generous sway in that direction rather than just bobbing back and forth, To a lesser extent do this with other weapons. Let the crosshairs and screen shake some when were sprinting and bring back HUD sway.
Combat movements, I would love to be able to slide, dive, roll and in general have options avalible to me. But these should be limited so they cant constantly be used and abused. I suggested having a couple of conditions be met before they can be used, along with staminia requirments, aswell as a idea I had called stagger(below) would keep it from being abused and would make it fit it the game.
Stagger, I think when bullets or explosions hit a player it should stagger them(shake their screens and crosshairs a bit) and the more bullets that hit or the bigger the explosion the more it staggers and the longer your getting shot the more stagger builds up. Stagger should be based off suit weight compared to bullet damage. But the big thing about stagger would be it would have a increasing change to interrupt combat movements as their being used, this would stop people from using them to escape death most of the time.(suit weight bullet damage, combat movement complexity could add in variables)
Accuracy should decrease(those crosshairs should spreadout sone more) when someone is running or jumping, as well a a slight decrease in accuracy while moving in general.
ADS should walk slower when its up and a skill should be add that increase it back up.
Guns especially AR and SMG should have kick that increases the longer you fire
Now alone each one of these wont do much, but altogether they could balance out current imbalances. Overwhelmed by scouts strafing? Would mean that that slight pause when they change direction+ the slight stumble from stagger+lower accuracy while moving would mean that a scout would need to rethink charging everyone. Thus is also why I suggest changes in accuarcy in very small amounts just enough for them to be a minor nussisance by them selves but combining kick+accruarcy movement penalty+ staggger lowering accuarcy wouldn't do much alone but their effects would be felt altogether |
Hal Ryker
Villore Sec Ops Gallente Federation
1
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Posted - 2012.09.07 18:26:00 -
[2] - Quote
I second all of that and I hope to try to include my own thoughts on movements. I think there should be a form of cancelling when it comes to sprinting and crouching. Instead of sprinting-stop-crouch, we could have, like you said, a slide into the crouch. Movement feels just like MAG right now, which is kind of a good thing, but it really needs to stand on its own. Another idea is to be able to strafe a little bit while sprinting and jumping- it's not like regular gravity. Also a maybe, we could have thruster packs where instead of jumping left, right, or back, you would thrust into those directions at a fast speed. Finally, fall damage seems quite odd when jumping off a small hill and dying on impact. |
Ranger SnakeBlood
38
|
Posted - 2012.09.07 20:11:00 -
[3] - Quote
As ever i agree with posts that want to make the games core mechanics better than they currently are +1 Mr Avenger I see you crop up in these conversations alot also.
I would also like to add my thoughts on way to improve the core mechanics also,
Movement should certainly have far more camera sway while moving and much more while sprinting making it lean foward and bob up and down and sway just a bit side to side, Forward movement should not = sideward and backward mabye a 25% reduction to side to side ans backward
Weapons feel far to weithless there needs to be more of a feel of weight to them and recoil we are not only shooting guns we are shooting guns that would break a ordinary humans arms mabye its time the weapons feel like such, weapons are far too accurate while hip firing which is encouraging one playstyle to win 70% of the time in medium engage ments there is little reason to aim down sights as the slight increase in accuracy is out weighed by the loss of strafe speed note while testing this i was using the nerfed Breach which in my opinion is now balenced if people think its underpowered learn to use its strenght and it becomes a force to be reconed with.
I think that as the merc gets hit by bullets he should be slowed down to signify that he gets winded/staggered bacily the bigger the bullet the the greater the stagger in order of effectivness SMG < AR < Pistol(kick from one bullet) < Shotgun < Sniper rifle i think that a vision blurring effect to signify fear or a want to get to cover if you either get hit or bullets pass by you, explosions from gernades mass driver, forge guns, swarms, tanks ect ect would have a very simular effect only more extreme such as blurred vision shake screen rarther vilently until you recover sound is drowned out making you temperarly lose hearing and something i personaly would like to see happen would be that if you manage to survive a gernade or a tank shell or the likes you get either knocked down on your back flung around or take a knee
I think adding stuff like this will make the game more imersive
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Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.08 00:20:00 -
[4] - Quote
Support that good but I really like the idea of loss of hearing while your recovering from explosions.
I would love for the camera to sway as a walk around and sprint would make it worse, this would also fall into my beleive that each nusiance wouldnt bother a person but all them added together start having an effect by making this bobbing motion while moving slightly lower accaurcy.
The guns do feel weightless Ive noticed that to and I think doing a quick movement in any direction or doing a sharp turn would cause a smal bit of sway before your gun realigns, just to give the guns a bit of feel to them.
But glad someone else want some of this stuff too maybe CCP will take note |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.09.08 01:32:00 -
[5] - Quote
Good post. +1 |
Zoey Kiato
Algintal Core Gallente Federation
15
|
Posted - 2012.09.08 03:25:00 -
[6] - Quote
i also wan to add that i think current movment is all together too slow and movement speed in merc HQ is painfully slow at best |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.08 15:46:00 -
[7] - Quote
I think movement speed overall can be tweaked some.
So any more support or arguments against? |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.09 16:36:00 -
[8] - Quote
So I was thinking and combat movements would have to be brought in a early so they could be properly balanced therefore a few core movements should be added to form the foundation for a more later.
Sliding Would require a player to be sprinting in a straight line for atleast 3 seconds so player can't just bring it up whenever. The distance of the slide would be decided by the speed of the suit and weight. When the slide comes to a halt the player comes up into a crouch position. A player has a 200% decrease in accuracy while sliding and they can't ADS while sliding.
Sprinting for 3 sec and then hitting the crouch would send a player into a slide
Diving Would require the player to stand still for a few second or just spawned in before it could be used once activated it would do a short animation for a little of 1 second and then when it landed it would go into another animation of you character getting up, this way people can't just use it has a quick escape. The distance of the dive would be decided by what suit they were wearing. Player couldn't shoot while diving but they could shoot while they are in the final animation of pulling them self's off the ground.
Standing still for 2 second/spawning and then holding crouch would cause the player to dive in what ever direction there facing.
Climbing If a player is near certain object double tapping the jump button would make them climb it.
The above would form the base for future movement types and combination of movements and they should be added in soon so the game could be balanced with them in it if CCP is interested in this.
Rolling If a player were standing still they could at a high cost of stamina roll left or right. There would be a short animation before the roll to give stagger a more changes to interrupt, by short I mean less than or at a second.how far you rolled would be based off the suits weight.
Once a player is not longer moving, holding crouch and doing a hard left or right movement would cause them to role in that direction.
Any more Ideas?
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Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.15 16:20:00 -
[9] - Quote
i am very much of the opinion that this system must be brought in within beta so it can be properly tested and balacned and wont feel taced on |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.19 14:20:00 -
[10] - Quote
i know other people support this could i get some +1 even a -1 so i can no who one what side and why? |
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Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.21 12:12:00 -
[11] - Quote
I had givin up but with the reassurgence im interest in this I figured id bump this. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.09.21 13:13:00 -
[12] - Quote
I'm in favor of a more immersive feel. |
gabriel login
CrimeWave Syndicate
8
|
Posted - 2012.09.22 05:23:00 -
[13] - Quote
the biggest problem for me is the strafing speed its way to fast an as it is now a close in gun fight is more of a dance off and a rush to see who can get the other guy to empty his mag first by side steping left an right super fast. this is a problem as it has the chance to make some drops suites to over powered ever tho the suite itself is not that great its faster. now i am not saying we all need to move as slow as the heavy but the side to side strafing dance off needs to go an bad this is ment to be a game of skill an team work not who can jig or can do river dance the best . |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.22 15:23:00 -
[14] - Quote
The devs had said there changing the strafing mechanic a bit it wont be as much a problem.
I would want the combat movements to be limited enough that they arnt used to fly aound in battle but rather to get into or change positions quickly, if there were limits and certian requirements then a suit would only be able to use one or two combat movements before the bullets start flying dont think of it as a way to dodge bullets but rather as a way to position your selfbefore the fight.
Stagger since it would cancel combat movements would pretty much mean people couldnt use this in the thick of it |
Ranger SnakeBlood
38
|
Posted - 2012.09.22 20:12:00 -
[15] - Quote
+1 for the movement needing over haul and +1 for the advanced combat movement i can see people finding ways to abuse the system so i think its something which would have to be put in during beta to fix exploits and so on.
Iam delighted to hear ccp are working on straffing and hit detection, these thing are making the gun game damn right fustrating |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.23 19:40:00 -
[16] - Quote
I agree it need to be tested and abused in the beta to balance so it doesnt feel taced on |
THUNDERGROOVE
ZionTCD Legacy Rising
33
|
Posted - 2012.09.23 20:00:00 -
[17] - Quote
All great ideas but I think I can speak for most by saying that I'd rather see them fix the many bugs and finish implementing the things that aren't in game before polishing up the movement. I would imagine that if the movement was actually "flowing" ( can't think of a better word ) Trying to kill people while lagging would be a living hell |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.23 20:52:00 -
[18] - Quote
i agree they should work on hit detecion and lag first but when that finished wouldnt you want this?
assume CCP fixes that to a acceptable level would you want this? |
Ranger SnakeBlood
38
|
Posted - 2012.09.23 22:14:00 -
[19] - Quote
As far as i know the next patch is putting some changes on straffing speed and hit detection so hopefully this will be the final nail for hit detection but i aint getting hopes up but i do think it will be significently better this time when i tested shotgun scout suit i noticed hope dramaticly i um evaded bullets the more the hit dection went wrong to the extent that i went up against someone else who was good at simular fit and it took 3 clip to kill them a scout. |
X7 lion
Tritan-Industries Legacy Rising
5
|
Posted - 2012.09.23 23:05:00 -
[20] - Quote
Avenger 245 wrote: now alone each one of these wont do much, but altogether they could balance out current imbalances. Overwhelmed by scouts strafing? Would mean that that slight pause when they change direction+ the slight stumble from stagger+lower accuracy while moving would mean that a scout would need to rethink charging everyone. if you stagger a scout in the way you suggest you not only defeat the point of there high movement speed but make them the under balanced class, IE a scouts speed is all that gives them a chance if for what ever reason there close up take that away you make scouts unable to run as a close quarters player and the whole point of the skill system is play as you want to play, im not saying bullet staggr and such should be in the game, but due to its annoying nature it should only make a background impact rather then a foreground annoyance but as for explosions a higher stagger effect would make sense. |
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Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.25 14:32:00 -
[21] - Quote
X7 lion wrote:Avenger 245 wrote: now alone each one of these wont do much, but altogether they could balance out current imbalances. Overwhelmed by scouts strafing? Would mean that that slight pause when they change direction+ the slight stumble from stagger+lower accuracy while moving would mean that a scout would need to rethink charging everyone. if you stagger a scout in the way you suggest you not only defeat the point of there high movement speed but make them the under balanced class, IE a scouts speed is all that gives them a chance if for what ever reason there close up take that away you make scouts unable to run as a close quarters player and the whole point of the skill system is play as you want to play, im not saying bullet staggr and such should be in the game, but due to its annoying nature it should only make a background impact rather then a foreground annoyance but as for explosions a higher stagger effect would make sense.
a scout shouldnt be charging straight at a gun in the frist place but this same stuff would apply to the otehr sutis as well so long as a scout uses the terrian to his advantage he is mroe than safe.
not to mention the concentrated fire that wouldb e requried to stagger a scout enough to take away a sizeable proportion of his speed is enough to kill him any way, so scouts would die before there speed decrease even becomes an issue. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.25 15:49:00 -
[22] - Quote
+1 |
Ranger SnakeBlood
38
|
Posted - 2012.09.25 19:42:00 -
[23] - Quote
X7 lion wrote:Avenger 245 wrote: now alone each one of these wont do much, but altogether they could balance out current imbalances. Overwhelmed by scouts strafing? Would mean that that slight pause when they change direction+ the slight stumble from stagger+lower accuracy while moving would mean that a scout would need to rethink charging everyone. if you stagger a scout in the way you suggest you not only defeat the point of there high movement speed but make them the under balanced class, IE a scouts speed is all that gives them a chance if for what ever reason there close up take that away you make scouts unable to run as a close quarters player and the whole point of the skill system is play as you want to play, im not saying bullet staggr and such should be in the game, but due to its annoying nature it should only make a background impact rather then a foreground annoyance but as for explosions a higher stagger effect would make sense.
Why would the scout suit be underpowered if it was staggered some what when hit the scout suits strenghts is ability toget around get to vantages see enemies are small hard to hit targets that are designed primarily for scouting/sniping neither of these things are are majorly affected by getting staggered as in general if a scout is being a good scout/sniper the enemy should not be able to keep their heads up long enough to figure out where they are,
The only reason people think this will underpower them is because they thinka scout suit should be able to stand toe to toe with a assualt suit while i agree with player choice for fittings and personaly skill a scout could beat a assult in close but a dedicated general combat fitting from both suits and a simular skill between the 2 players a assult should win everytime,
The reasoning i have for this veiw is that the assult is a dedicated combat suit but the scout isnt therefore why in combat is it balenced against it? Its the same reason the assult is overpowered against logistics its ment to be |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.26 01:58:00 -
[24] - Quote
Good reasoning also dont forget alot of this would affect make scout suits stronger so stagger would be needed.
Also I agree assault should be able to mow down a equally skilled scout. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.26 17:11:00 -
[25] - Quote
Bump |
Sigurd Arinbjornson
Algintal Core Gallente Federation
3
|
Posted - 2012.09.26 18:38:00 -
[26] - Quote
gabriel login wrote:the biggest problem for me is the strafing speed its way to fast an as it is now a close in gun fight is more of a dance off and a rush to see who can get the other guy to empty his mag first by side steping left an right super fast. this is a problem as it has the chance to make some drops suites to over powered ever tho the suite itself is not that great its faster. now i am not saying we all need to move as slow as the heavy but the side to side strafing dance off needs to go an bad this is ment to be a game of skill an team work not who can jig or can do river dance the best .
I completely agree. The close quarters gun combat is a joke as it is right now. Two guys juke from side to side and jump around until one goes down. Where is the realism in that? Both of those actions would severly limit your weapon accuracy if we're being realistic here.
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Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.26 21:50:00 -
[27] - Quote
Sigurd Arinbjornson wrote:gabriel login wrote:the biggest problem for me is the strafing speed its way to fast an as it is now a close in gun fight is more of a dance off and a rush to see who can get the other guy to empty his mag first by side steping left an right super fast. this is a problem as it has the chance to make some drops suites to over powered ever tho the suite itself is not that great its faster. now i am not saying we all need to move as slow as the heavy but the side to side strafing dance off needs to go an bad this is ment to be a game of skill an team work not who can jig or can do river dance the best . I completely agree. The close quarters gun combat is a joke as it is right now. Two guys juke from side to side and jump around until one goes down. Where is the realism in that? Both of those actions would severly limit your weapon accuracy if we're being realistic here.
alot of the stuff i suggested would negitively effect strafing, and whne i think of combat mvoements i think if they were properly limited then they would be more used to navigate the map and quickly reposition yourself.
since my stagger thing would slighty lower speed, and stagger slighty mess with accuarcy and i suggested there bbe a delay when quickly changing directions |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.30 01:11:00 -
[28] - Quote
bump |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.02 17:33:00 -
[29] - Quote
I would love to see combat movements implemented. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.10.03 14:29:00 -
[30] - Quote
bump |
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