Trancos DunAdan
Algintal Core Gallente Federation
1
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Posted - 2012.09.12 05:04:00 -
[1] - Quote
Patches The Hyena wrote: -Currently the game makes me feel like a floating camera with a gun beneath me and very little attachment to my character. The only connection you have is the occasional camera reaction to an impact. These are not accompanied by an indication of a wound, splattered blood or injury sounds but rather just jarring sudden camera movements for seemingly no reason. ItGÇÖs usually unclear to me why my POV jolted (or flat out spun me somewhere random) as I have no additional markers for this. The viewpoint needs to feel like itGÇÖs a head on a moving body and not a free floating camera which happens to have a gun below it.
-Using ADS is very unnatural to me. IGÇÖll go from a state of having a gun in front of me to being a camcorder operator on a deadly Hollywood shoot. It feel more like a psychotic cameraman with a deadly dot than I do like a trained soldier scoping in. The zoom level barely changes and even if it shouldnGÇÖt I donGÇÖt feel like IGÇÖm using my scope as I lose the gun entirely once I ADS. Transitioning from hip fire to ADS isnGÇÖt fluid either as the gun just vanishes.
What I believe is missing is a smooth pull up animation as the gun moves to rest on my shoulder. I think it would also add a lot of GÇ£connectionGÇ¥ to give us reflex sights (similar to the red dot in the E3 2011 trailer) or even iron sights for the hardcore player base. Using this method would allow us to not lose awareness of the immediate surroundings while using ADS.
-Sensitivity is a serious issue with the current build. The sensitivity settings donGÇÖt seem to do much and no matter how I set them I always find myself overcompensating in ADS and undercompensating while hip firing. Sensitivity acceleration is overdone as I find it very hard to actually aim where I want. I either donGÇÖt get there or overshoot it completely.
Aiming at longer ranges is usually easier to control with strafing that it is with view corrections. Medium ranges are usually impractical for ADS due to these sensitivity issues and I mostly end up just hip spraying.
-Grenades just feel wrong. Tapping L2 causes a short delay with no proper indication anything is actually going on. IGÇÖll just stand there waiting and hoping the L2 tap was actually registered. After this uneasy waiting period all I get is half an animation which results in the grenade appearing out of nowhere and usually flying somewhere I didnGÇÖt want it.Holding down L2 for a bit does seem to get better results but is slow and also doesnGÇÖt always work.
My overall experience due to the above notes is an uneasy feeling while playing and a detached feeling from my online avatar. IGÇÖm no more than a floating camera with strange animations and UI changes happening around me.
This is a great explanation of why the gunplay feels off. I think this is a game with HUGE potential, but a lot of people can leave just because they didn't like this aspect of the game. For myself, what I noticed the most was how nothing changed when I was fully healthy and when I was just about to die. I think at least a red filter or blood splatter, or anything, would be nice, since I really have no choice but to look at the hud in the middle of the gunfight, that being hugely unpractical to stay alive...
Besides that, the grenade delay and "half animation" is also a pretty big problem, but he said it all on his post already.
I really, really hope they get to fix most things about the game by the time it launches, because if they do fix these couple of gameplay problems, I honestly think this'll be an EXCELLENT game... |