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2013-01-20, 03:35 PM | [Ignore Me] #1 | ||
Sergeant Major
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Okay, I'm back at it again with some more discussion about ADS Physics. Now, if you've seen later on in one of my other threads, you'll know that I'm talking about the fact that your screen shakes and flinches WAY too much from nearby explosions and damage from bullets, and the fact that most sights (mainly the open ones) have a sort of "physics" asthetic added to them which makes them sort of twist, turn, and sway as you move them while aiming down sights.
Now, the first thing that I'm going to clear up is the screen shaking: Obviously it needs to be toned down a lot. Same goes for the flinching while being shot. If it's going to take 8 bullets minimum to kill me, please don't make me spaz out every time one hits me. Next is the physics aesthetic while aiming down sights. Mind you, I am mainly talking about lower magnification scopes, open sights, not sniper scopes. Now, when you move these sights, whether it be to track an enemy or, whatever it is you feel like doing, you'll notice that they tend to take some time to catch up to your screen. They sort of lag behind, as to create a feeling of weight or realism, and, again, jump all over your screen as explosions hit near you and bullets damage you. Though it seems like a good idea on paper, in practice, it's a huge fun-killer. I recently decided to purchase the IR/NV scope for one of my carbines, and noticed an immediate increase in performance and confidence in my playing ability. The game felt much more fun, and much more action packed; my shots were landing on target and I was tracking my enemies with ease. You could say this is due to the fact that the IR/NV scope highlights your enemies extremely well and is "OP", but I happen to know that it is because the IR/NV scope doesn't throw your aim off with the "realistic" weight aesthetic that the other sights have. When your jump or fly while aiming down your sights, your cone of fire increases, but your sight remains where you point it, which makes sense. The same thing applies to taking damage and fighting in the heat of explosive battles; your sight remains where you point it and your cone of fire increases. This significantly decreases your ability to perform under the circumstances, but does not disorient you like making your sights sway and shake around everywhere does. Of course I must admit I feel silly using the IR/NV sight during the day, and using it sheerly because it feels easier to aim with doesn't seem right to me, but with the other scopes being so shaky, heavy, and inconsistent, it feels like I'm better off sticking with the IR/NV for now. I don't think shaking the player's screen and making his gun feel heavy and unstable is a productive mechanic at all, and I think the current increase in the player's cone of fire is plenty sufficient to damage the player's ability to shoot accurately in the mentioned situations (explosions, damage from bullets, aiming/shooting while in the air). And, the weighted feeling of your weapon in specific while aiming down sights only disorients the player, making him have to wait for his sight to catch up to his screen before he can actually be sure that he is on target. P.S. I was sure to make this post more legitimate than my others, with more evidence and supporting facts for my main point. I think this does a sufficient job of advocating that this mechanic may hurt the game more than it helps it. Last edited by Palerion; 2013-01-20 at 03:40 PM. |
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2013-01-21, 04:11 PM | [Ignore Me] #3 | |||
I agree that flinching is too pronounced currently.
What kind of nonsense reason do you have for being able to look down a scope while jumping?
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All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. |
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2013-01-20, 03:54 PM | [Ignore Me] #4 | ||
First Lieutenant
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What do you have your mouse sensitivity set to? I had to go look to see what you were talking about with the "heavy" feeling, because I honestly don't notice it, but I can see what you mean about the actual dot of the sight taking ever so slightly longer to move to where you aim.
Seems like it happens with higher sensitivities and not lower ones. I switched to lower for a second (I always have mine on high) and there wasn't any of that delay. |
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2013-01-20, 06:45 PM | [Ignore Me] #6 | |||
First Lieutenant
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I hit it down to like 0.20 to test it, and it disappeared entirely. |
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2013-01-20, 07:53 PM | [Ignore Me] #7 | ||
Sergeant Major
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Well for many people playing on 0.20 is unbearable xD but, yeah, it is present. I don't know how setting it that low even fixes it for you, I think it is just less noticable because you aren't moving as fast. I hit it down to 0.35 and it was still there; maybe I need to go lower. Anyway, I think it may be, like you said, a bug/error with the current ADS function. I guess I'll shoot an email to SOE, or whatever it is you do to report bugs, in hopes that they fix it soon. It would make gameplay a lot more smooth with these open scopes if they would get this fixed. I even notice it when I watch youtube videos; surprised nobody has really bothered to mention it.
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2013-01-21, 04:06 AM | [Ignore Me] #8 | ||
First Lieutenant
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I doubt many people would argue for getting rid of shake from explosions entirely, only that it's a bit over the top in terms of how much shake you get from something exploding from a large distance away from you. I don't know if anyone's tested the max distance for shake-from-explosions, but it always seems quite far.
It's something even some of the devs have noticed as being a bit over the top. For me, playing on anything less than 0.70 is unbearable. |
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2013-01-20, 04:15 PM | [Ignore Me] #9 | |||
Sergeant Major
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2013-01-20, 05:22 PM | [Ignore Me] #12 | ||
Captain
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You are absolutely right about the "shaky" behaviour of the reflex/open scopes, i have no idea if you can tweak anything with the settings there though.
I am no real fan of ADS aiming anyways, feels too much like wannabe-immersion to me (and like unnecessary consolero mechancis), but atleast it's now better then it was in beta (moving with ads on an uneven surface, shake it baby!).. So maybe they will improve. I will definetely try an ir/nv scope next time i check in though, silly me thought untill now it wouldn't really serve a purpose in non-dark situations. |
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2013-01-21, 06:59 AM | [Ignore Me] #13 | |||
So what ? what i don´t want to see is People that run down or even Fall down Hills Shooting with aim WTF. If Planetside2 where that kind of Game(like ut ect) i would understand the Complains,... But Planetside is Kind of a Tamed Scifi Game.There is no Way Ads when a Tank or a Bomb Explodes nearby you, which is not bad.imho |
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2013-01-21, 07:42 AM | [Ignore Me] #14 | ||
Lieutenant Colonel
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the problem is it happens too much.
1 Massive vehicle high explosive spam is too over whelming at many base defenses. remember this doesnt even require you take damage. vehicle induced flinch should be limited to once every 20 seconds. It would still provide the feeling of realism with out giving a needless penalty to infantry. 2 Hit flinch greatly favors high ROF over low ROF. Hit flinch should be limited to 1 flinch every 5 seconds.
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