Debriefing > General Goldeneye
GE:S just doesn't feel right to play?
Spacedud:
That sounds great if actuate. These ''small'' things makes a huge different.
Are death animations going to be a combination of ragdoll and animation then?
killermonkey:
http://wiki.geshl2.com/v4.2_release_documentation#damage_and_invulnerability
Spacedud:
Okay, this must be the weirdest hit detection system that I have every heard about before in a game.
I mean, I kinda understand the theory behind it, although it's really strange. However, the outcome of this hit detection system achieve nothing but a less satisfying experience, right now, as is. It is in my opinion a badly designed game mechanic, as is. I tell you why. Firstly, it's not intuitive, and it doesn't feel right. Right now, I 'd call it a bug even if I know it's a feature. Secondly, I think it kinda clashes with the logic of even having assault weapons in the game in the fist place, that's a personal view, sure. Also, there's a pistol-only mode for pistol fun without other more spammable weapons (and other modes). Thirdly, a pistol is already deadly compared to some less-accurate auto weapons if you aim it well, no?
My suggestions:
1. Make it intuitive somehow. Like, if you hit somebody and the shot(s) does not do any damage then a sound should be played, per hit. A deny sound. However, the hit system uses different timers depending on health. I have a huge issue with this fact. It is really bad design because it makes it much harder to time your shots. The delay should absolutely be a static delay instead. Why make it so complex and thus not intuitive? It totally ruins the game experience for me, as is.
Think about the jump delay for a minute. Why does it feels better? (if you agree). Because it's a static delay and thus it is much more intuitive by logic of this fact alone.
2. Please let us turn this odd feature off as an optional thing. Aiming already makes sense without it, yes, even in GE:S.
I understand trying to relatively faithful to N64 GE, but this should be an option if possible and - no discussion ( :p ) - it should be a lot more intuitive. It feels broken.
killermonkey:
Your first part of the reply is criticizing us and N64 GoldenEye. No changes to be made than.
Your seconds part raises the interesting point about the increase time when in low health. I counter that when in low health you are 1-2 shots from death from a moderately weak weapon. In such a case you gain an extra 0.6 seconds of reaction time to thwart your foe. Not exactly a mountain of time as you suggest, but enough to turn the tides if you are a good shot and a bit lucky.
Granted it does make it harder to time your shots, but I argue that it creates a better experience overall by allowing you to respond to an active shooter or flee at the critical moment.
One thing that may be a bug is that the increased invuln is applied regardless of your armor status. That may need to be corrected in 4.3.
There is more to this game then you give it credit for. Thanks for the feedback though.
TriDefiance:
--- Quote from: killermonkey on December 06, 2013, 11:58:43 pm ---Your first part of the reply is criticizing us and N64 GoldenEye. No changes to be made than.
Your seconds part raises the interesting point about the increase time when in low health. I counter that when in low health you are 1-2 shots from death from a moderately weak weapon. In such a case you gain an extra 0.6 seconds of reaction time to thwart your foe. Not exactly a mountain of time as you suggest, but enough to turn the tides if you are a good shot and a bit lucky.
Granted it does make it harder to time your shots, but I argue that it creates a better experience overall by allowing you to respond to an active shooter or flee at the critical moment.
One thing that may be a bug is that the increased invuln is applied regardless of your armor status. That may need to be corrected in 4.3
There is more to this game then you give it credit for. Thanks for the feedback though.
--- End quote ---
Definitely need to fix the invuln system.
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