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Author Topic: Awesome Ideas for GE:S  (Read 27829 times)

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VC

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Re: Awesome Ideas for GE:S
« Reply #30 on: August 19, 2009, 12:41:37 am »

Weapons are less accurate when unsighted.
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coolDisguise

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Re: Awesome Ideas for GE:S
« Reply #31 on: August 19, 2009, 02:19:26 am »

Hello, I think I mentioned this before but no one really bought into it. It may be because it'd be an unnecessary feature or bad design, however, I'd like to know what you think of it.

Rendering the crosshair obsolete. Right now it's just a nonexistent sprite, you could stick a piece of tack putty in the middle of the screen and it'd be a perfect analogue. As far as tack putty goes, either way.
The solution, and this is just what I think, is to make as many factors as possible to affect the "crosshair", so if you could see it, it'd be moving around too much for the player to have any use for it. To achieve this effect you'd need a good amount of random, more bullet spread and all possible kinds of inputs resulting in aim adjustments. Player speed, mouse movement etc. It wouldn't be pure luck as more experienced players would know the mechanics more intimately (ohlala) and therefore utilize it more effectively.

No offense, but if I was into erratic random bullet patterns hitting everywhere except for the point you're firing at, I'd play CS: S or something like that. And just in case this suggestion WOULD be considered in addition or in exchange for the way it is handled now, I think it's not only me who would quit playing GE: S or at least drastically reduce his playing time dedicated to GE : S.
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monkeyface

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Re: Awesome Ideas for GE:S
« Reply #32 on: August 19, 2009, 01:28:27 pm »

Weapons are less accurate when unsighted.

My final solution wouldn't be to make the weapons less accurate, but more sensitive, something that could be reflected in the viewmodel and such.
Goldeneye 64 was NEVER accurate, that's why they didn't have a crosshair in the first place. It would serve no purpose. Besides, when you did hit, there were a lot of feedback. The sounds, the bottom half of the screen flashing in white, the pushback effect. To have it in GE:S doesn't make any sense in that, sense. The mouse can be dead accurate. It's just that I haven't heard the game design explanation for the crosshair in GE:S.

coolDisguise, and I stopped playing because the lack of crosshair and the less than intuitive shooting. And this is not to slander GE:S, all I'm saying is that this is the reason for which I left, as indicated, other people doesn't seem very interested in this. And, say what you want about CS:S, but at least there's some kind of pattern to learn and some feedback when you shoot. There's nothing of that in GE:S for the time being. Maybe it's because it's beta, but I'm just saying my few opinions on the gameplay for what it is now.
« Last Edit: August 19, 2009, 04:34:53 pm by monkeyface »
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VC

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Re: Awesome Ideas for GE:S
« Reply #33 on: August 19, 2009, 11:10:48 pm »

"My final solution"
zomg hitler

"Goldeneye 64 was NEVER accurate"
It was accurate in the 32-bit floating point sense.  You were good for at least five significant figures.  Plus, the weapons themselves are more accurate than most games' weapons.


You know, I had more line-item responses, but honestly, I just want to add "Full of it" to your forum ID title.
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monkeyface

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Re: Awesome Ideas for GE:S
« Reply #34 on: August 19, 2009, 11:34:50 pm »

Yes, recognized the Hitler reference. It's to instill fear, didn't work, obviously.

I wasn't talking number accuracy, but I have a hunch you knew that. Goldeneye had auto-aim instead of a crosshair. It's about game design.

Glad we could have this discussion of semantics. Thought I was polite and I personally find the subject interesting enough to warrant some discussion.
« Last Edit: August 19, 2009, 11:41:22 pm by monkeyface »
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WatchMyTrace

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Re: Awesome Ideas for GE:S
« Reply #35 on: August 20, 2009, 01:17:45 am »

Didn't the original have auto aim??  As it should have to help with the awkwardness of using a controller compared to a mouse.  I think we can all agree that auto aim in a pc game is -as i like to say- bitch made.

I'm my opinion nothing should be changed. not having a constant crosshair requires skill. And using the Aim mode effectively is a delicate balance between accuracy and mobility and that mechanic is what sets this fps apart from most others. 
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Kinky

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Re: Awesome Ideas for GE:S
« Reply #36 on: August 20, 2009, 09:33:56 am »

Yea please dont make us remove the closest thing we have to a USP xD
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VC

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Re: Awesome Ideas for GE:S
« Reply #37 on: August 20, 2009, 09:29:46 pm »

"Goldeneye had auto-aim instead of a crosshair. It's about game design."

It was auto-miss.  If you like doing damage, you turn it off and aim for yourself.
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WatchMyTrace

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Re: Awesome Ideas for GE:S
« Reply #38 on: August 21, 2009, 12:46:34 am »

VC this should stay intact to keep the game true to the original and keep people from putting a dot on there screen.
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jjmusicnotes

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Re: Awesome Ideas for GE:S
« Reply #39 on: August 21, 2009, 03:59:46 am »

aiming with your hand is way easier than aiming with your thumb.
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kraid

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Re: Awesome Ideas for GE:S
« Reply #40 on: August 21, 2009, 07:48:43 am »

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

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Re: Awesome Ideas for GE:S
« Reply #41 on: August 21, 2009, 11:21:12 am »

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.
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VC

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Re: Awesome Ideas for GE:S
« Reply #42 on: August 21, 2009, 11:57:37 am »

"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.
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"(03:12:59 PM) VC: Go ahead.  I am, and I am."

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Re: Awesome Ideas for GE:S
« Reply #43 on: August 21, 2009, 02:21:12 pm »

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

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.
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Jonathon [SSL]

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Re: Awesome Ideas for GE:S
« Reply #44 on: August 21, 2009, 07:18:19 pm »

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.

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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