Debriefing > Impressions & Feedback

Awesome Ideas for GE:S

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kraid:
We always turned off auto-aim. Auto-Aiming is just half of the fun. And yea, totally rediculess in a PC Game.

monkeyface:
My point with mentioning the auto-aim was not for you to add it as a feature, but to highlight why they didn't have a cross-hair. The controls were stiff. I love the game and how it plays, but it was designed for the N64. That's why I wanted to hear the design philosophy behind the crosshair. I've read about it several times that it will stay like that and "that's how it was in the N64 game", but I wonder if there's a more informative answer. It's out of curiosity I ask this, nothing else.

VC, the reason that auto-aim was there from the beginning is because the controls weren't too smooth. They may be that if you've played for a month or two, but for someone just starting out, it's more fun with auto-aim, as that way you actually hit what you're aiming for. That's my own experience at least.

I wouldn't know about the USP, was always a Deagle kind of guy...

If you still think tweaking the non-existent crosshair would make the game "full of it", at least consider the hit feedback, the pushback, the short invulvernability, the scream and breathing sound, the flash of white, a smudge of blood and a hint of something else.. Those are very important.

VC:
"was always a Deagle kind of guy..."
Why does this not suprise me.

First of all, any statements about the why of Goldeneye 007 is PURE CONJECTURE.  Unless you are a developer from the game, it's all opinion. 

My opinion is that auto aim was included because they knew that there were basically no first person shooters on console and thus no one really had the skill to play the game at first, and even if one did, the three other guys didn't.  Plus, the reaction of the viewmodel is a clue that you should shoot the guy your gun is suddenly tracking.  Thus I partially agree with you.  However, that has nothing to do with GES on PC.

We have hit feedback, pushback, invuln, voice cue, and flash.  Bloodstains came with the case.  I don't see what more is needed.

monkeyface:

--- Quote from: Viashino Cutthroat on August 21, 2009, 11:57:37 am ---"was always a Deagle kind of guy..."
Why does this not suprise me.
--- End quote ---

I don't see how my ability/inability to play a game justifies or disqualifies my opinions on the design. I do play different games and I find interest in the design of them.

This is an "Awesome ideas" thread, right? Never did I say my writings were excerpts from renowned game design documents, it's merely my own opinions that I've formed after playing this game and other games. They should also be treated as such, opinions, and I'm aware of that people will either agree or disagree. English isn't my first language, so there may be a chance that when I perceive myself as straight forward and honest, I actually come off as rude and insensitive, if that's the case, I apologize.

Okay, the hit feedback isn't very pronounced then, or I'm too inattentive to "feel" it.

Jonathon [SSL]:

--- Quote from: monkeyface on August 21, 2009, 11:21:12 am ---at least consider the hit feedback, the pushback, the short invulvernability, the scream and breathing sound, the flash of white, a smudge of blood and a hint of something else.. Those are very important.

--- End quote ---

I'm pretty sure all of those things are in Beta 3.x with the exception of the screams, which will most likely come about if we ever get any voice actors.

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