GoldenEye: Source Forums

Debriefing => General Goldeneye => Topic started by: Spacedud on December 04, 2013, 04:18:26 pm

Title: GE:S just doesn't feel right to play?
Post by: Spacedud on December 04, 2013, 04:18:26 pm
This is meant to be constructive critique. Okay, so I feel that GE:S just doesn't feel very good to play and that there's something holding it back because it's otherwise technically a great mod.

Possible reasons:

1. In N64 your weapon would move around more naturally. Same deal when using the crosshair. In GE:S weapon movement feel static (limitation?)

2. Hitboxes. There's something off about shooting people in GE:S. Sometimes, it feels like the bullets just doesn't connect; it's like the bullets just disappear.

3. Effects and (sound). I understand the limitations here, but GE:S feels very 'source' (no shit, but still). For example, look at bullets impacts. They do not feel very unique (like they do in N64 version). When dying, it doesn't look like blood, but like red water (limitation?)

I do like GE:S and I definitely think it's an great project, but I have to be honest, too. It seems so close to feel good to play, but there is just something off, I personally feel. I wish it'd feel more like the N64 version, but there's the threat of copyright which probably is a huge limitation, too.
Title: Re: GE:S just doesn't feel right to play?
Post by: StupidMarioBros1Fan[1138] on December 04, 2013, 04:29:38 pm
I believe that the copyright thing is only limiting the sound effects and music, and having the players not look too much like the original actors. I do agree with these things, some of these I don't believe is limitations, just not top priority at the moment, and I hope are fixed are changed in the future. This mod has advanced a lot of the years if you watch early alpha footage, and is an amazing mode.
Also welcome to the forums.
Title: Re: GE:S just doesn't feel right to play?
Post by: Jonathon [SSL] on December 04, 2013, 05:35:11 pm
Believe me, a lot of these little things I've been pushing for for years.

The weapon/view moving around thing is sorta implemented, stand still and you'll see your view does move around a bit - currently only a few weapons have actual "moving around" idle animations, and since we don't have the source files to most weapons I think it would make sense to do that in code.

I agree that the hitboxes feel off - it has to do with the way we have the damage pushback/temporary invulnerability set up. There's almost no feedback as to when you can start shooting people again. And I personally really think something should be done to improve that.

The bullet impacts are different from the default ones (I implemented them), they have little flames at the impact sites and smoke that comes up - just like in GE007 ;)
Title: Re: GE:S just doesn't feel right to play?
Post by: Spacedud on December 04, 2013, 06:52:10 pm
I did notice the idle animation on some weapons like the AK, but I'm especially talking talking about how the N64 GE's weapons sways up/ned/left/right when you move/aim, but maybe you did also reply about to this; I'm just not sure.

Those hitboxes are so annoying! I really hope they'll get fixed as a priority.

About effects, I didn't actually notice the flame effect before now. :)

When I look at old N64 footage, I really miss some of the other effects from that game, though. Like, the pre-rendered death animations when people get shot and fall over. I actually like that better than pure ragdoll physics. Then there's bullet impacts on people, too. Also, how people say 'uh' when they die. When your own person gets shot you hear a 'breathing sound'. GE:S need some of that 'soul essence'.

I feel rather 'disconnected' when playing GE:S. That's maybe a good way of putting it.
Title: Re: GE:S just doesn't feel right to play?
Post by: StupidMarioBros1Fan[1138] on December 04, 2013, 07:03:16 pm
Death animations and player hurt noises will be in 4.3, agree with the swaying when turning as long as it is not overdone.
Title: Re: GE:S just doesn't feel right to play?
Post by: Spacedud on December 04, 2013, 07:09:01 pm
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?
Title: Re: GE:S just doesn't feel right to play?
Post by: killermonkey on December 04, 2013, 11:30:42 pm
http://wiki.geshl2.com/v4.2_release_documentation#damage_and_invulnerability
Title: Re: GE:S just doesn't feel right to play?
Post by: Spacedud on December 05, 2013, 12:05:05 am
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.
Title: Re: GE:S just doesn't feel right to play?
Post by: 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.
Title: Re: GE:S just doesn't feel right to play?
Post by: TriDefiance on December 07, 2013, 11:08:09 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.

Definitely need to fix the invuln system.
Title: Re: GE:S just doesn't feel right to play?
Post by: killermonkey on December 07, 2013, 11:36:39 pm
That's an overly broad statement when applied to quoting my post. Need to be more specific or NOTHING will change.
Title: Re: GE:S just doesn't feel right to play?
Post by: Spacedud on December 08, 2013, 03:50:42 pm
Your first part of the reply is criticizing us and N64 GoldenEye. No changes to be made than.

I'm sorry? Is the GE:S team above constructive criticism? I do aim for it to be constructive, at least. You don't want honesty? You don't want feedback with some subjective emotion to emphasize a personal point of view? You know, I'm not trying to be a dick here. I actually have much respect for the work/devotion put into GE:S. It's an admirable project. However, this fact doesn't mean that I'm not going criticize. You sound like you're punishing me personally with 'No changes to be made than'. I'm glad I have that much influence on the project! (s).

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.

I try to see your side on the matter, but I do not personally find these points very convincing, as is. I'm not saying that this hit detection system is totally flawed in theory, but I argue the implementation of it. Presentation matters a lot, though, and I might even have liked this system if implemented in a other way. Emphasize on intuitiveness and response.

I do think of GE:S as great mod in many a ways, actually, but also as a game that's ultimately flawed design-wise on a few matters. If you put pepper on a otherwise delicious cake then can the pepper not ruin the cake even if the pepper's mass is less than 0.1%? I might be one of the >1% on having these opinions, or not. I gave my feedback because I care.

Edit:
BTW: Instead of a deny sound then a different kind of feedback would also work. Let's say that the bullet's denied had another impact effect instead of just nothing. Like the bullets hitting something hard, you know? This would likely be less annoying than a deny sound, but a deny sound could still be very useful for those that wouldn't mean such deny sounds and just want more feedback.
Title: Re: GE:S just doesn't feel right to play?
Post by: kraid on December 08, 2013, 05:36:52 pm
There allready is a hit confirmation sound.
Introducing a miss sound for every bullet that missed would annoy the player especially with rapid fire guns.

As for a visible effect we have two main problems.
1. impact effects are calculated client side, not on the server.
Sometimes you don't see blood but hit and sometimes you'll see blood and missed.
Introducing an additional effect for missed bullets would increase this discrepancy even more.
2. Latency.
While you won't notice a slightly delay of a sound much, you'll instantly see if a visual is delayed.
Our eyes are simply much faster then our ears.
Title: Re: GE:S just doesn't feel right to play?
Post by: Spacedud on December 08, 2013, 07:01:34 pm
Yes, there's true. The lack of a hit confirmation sound is a indeed deny response in itself, however, does it feel good to shoot at somebody and the only response is the lack of a response? This is a very important point. I don't think it feels very good. It's a limitation of the hit detection construction right now.

I understand the technical shortcomings of impacts being on the client-side in this case. It'd work on LAN fine, though, but not with higher ping, as you said. My ideas might well prove weak upon farther critical thinking on them. I'm really just trying to come up with possible alternatives. I'm definitely not saying they're solid without a doubt. I do think it's more fair to say that deny sounds might annoy depending on the player, not necessary everybody. It also strongly depend on the implementation.

Anyhow, the varying delays is probably the most influencing factor on the matter of feedback.

Edit:
Okay, a quick story. I sneak behind a guy and shoot him in the head 3 times in what should have been a quick execution, however, only the first shot is counted. How frustrating and unsatisfying. The hit detection system is hardly without downsides. I could give more practical examples as to such moments.
Title: Re: GE:S just doesn't feel right to play?
Post by: soupcan on December 08, 2013, 07:28:44 pm
Yes, there's true. The lack of a hit confirmation sound is a indeed deny response in itself, however, does it feel good to shoot at somebody and the only response is the lack of a response? This is a very important point. I don't think it feels very good. It's a limitation of the hit detection construction right now.


The lack of response is fine. I really don't see a reason for an indicator for hits not counted due to invulnerability. The current system works. This is literally the first time I've seen someone complain about it. Once you play the game and get used to it, even with the invulnerability varying based on health, it's easy to properly time your shots.
Title: Re: GE:S just doesn't feel right to play?
Post by: killermonkey on December 08, 2013, 08:45:29 pm
This is not the type of game where you get "easy kills" by sneaking up and pumping some bullets in some guy. I'm sorry, but it never will be like that.

I said "no changes to be made" in my reply because you were making a point that the invulnerability system is awkward and unneeded. However, as stated in the wiki article, the system was present and an integral part of N64 GoldenEye. That is why I said "no changes needed" from that perspective because we are trying to emulate N64 GoldenEye.

I concede that the ramp up in invuln time may need to be revisited and bugs fixed.
Title: Re: GE:S just doesn't feel right to play?
Post by: Spacedud on December 09, 2013, 12:02:57 am
Then emulate the hit detection consistency from N64 GE. Also, emulate weapon swaying and moaning voices from gun shots. :angel: I think people remember and love such things more than something technical as a hit detection system.

I don't see how an option to turn it off would hunt anybody, though, depending on how hard it'd be to implement. There's already options to turn on/off jumping/radar. So you're not against providing options for alternating the gameplay, evidently. I don't see how this is any different. But whatever. Enough said on that. I made my point.

Edit:
So 'no radar' is a cheat in N64 GE, I found out.

I can just hope that the hit detection is made more consistent.

Also, I have another agenda. Since N64 GE multiplayer was played on the same hardware, how best to emulate it but to add a 'LAN optimised mode'? I think that'd be cool. The players wouldn't actually have to be on a LAN, rather the ping should probably be <50 for this setting to function without ping related issues.

You'd have new option available if you think about it.

Title: Re: GE:S just doesn't feel right to play?
Post by: killermonkey on December 09, 2013, 02:54:48 am
All weapon damages and fire rates are balanced against the invulnerability system. If you simply turn it off then you would kill people in less than a second, much like in LTK. Plus the pain hurt sound would play about 4-5 times in succession causing the screen to white out.

It is not a simple thing to disable, nor should it be since this is how the game is structured.

We tested pain sounds, and they were really annoying with so many players in a server. I do not see this feature being in the game anytime soon unless someone can make a non-annoying pain sound.

Weapon sway is in the game, I am really confused by this. There is even a subtle, GE64 inspired, breath effect that moves your aim position around. Weapon idle animations may be what you mean which are entirely inconsequential and do not affect gameplay (read "for show").


I know I am not being very forthright with your suggestions, but I hope you realize that we have not done things "by accident" on this mod. We have over 5 years of testing and suggestions under our belt. Some things work, some things do not.
Title: Re: GE:S just doesn't feel right to play?
Post by: Rick Astley on December 09, 2013, 03:11:14 am
i was kinda hoping for a female breathe sound though
because hearing Mayday or Female Scientist with male breathing sounds...kinda freaks me out thinking about it...


Then again Mayday was very...ummm manly in a view to a kill
 :o
Title: Re: GE:S just doesn't feel right to play?
Post by: Spacedud on December 09, 2013, 11:24:56 am
All weapon damages and fire rates are balanced against the invulnerability system. If you simply turn it off then you would kill people in less than a second, much like in LTK. Plus the pain hurt sound would play about 4-5 times in succession causing the screen to white out.

It is not a simple thing to disable, nor should it be since this is how the game is structured.

We tested pain sounds, and they were really annoying with so many players in a server. I do not see this feature being in the game anytime soon unless someone can make a non-annoying pain sound.

Weapon sway is in the game, I am really confused by this. There is even a subtle, GE64 inspired, breath effect that moves your aim position around. Weapon idle animations may be what you mean which are entirely inconsequential and do not affect gameplay (read "for show").


I know I am not being very forthright with your suggestions, but I hope you realize that we have not done things "by accident" on this mod. We have over 5 years of testing and suggestions under our belt. Some things work, some things do not.

Well, I meant aim swaying. I don't know what it is called. Like, aim and the weapon would move independently. That'd really make GE:S feel like something unique.

I do understand these issues which you describe by simple turning the hit system off. It could be done, but I'd also prioritize working out the hard edges of the current system, too.

On sounds, couldn't such pain sounds just be an option, though? It's not a limitation, so I don't get it. You have to understand that not all players play on high pop servers. I have to emphasise this strongly. I personally only play with 4-6 players max. I like a more personal gameplay like on the N64 console.

I've no doubt that you guys have a ton of experience by creating this mod, but even so, sometimes outside views is needed, too.
Title: Re: GE:S just doesn't feel right to play?
Post by: StupidMarioBros1Fan[1138] on December 09, 2013, 02:37:08 pm
By the screen swaying, we mean by when you turn around and stuff, not by when you're idle and the screen moves around a little, which is nice little touch by the way, but the screen doesn't exactly "move" when you turn, or atleast doesn't feel like it with the gun being still...well actually the guns do move a tiny bit, but not as much as other FPS games and especially not like GoldenEye, and really I had to stare at the screen closely to notice that the gun would turn. :P
I do agree with the ability to turn the hurt sounds on or off, because some people might get used to it (I bet I could), and like Spacedud said, not everyone plays on populated servers, plus it does make bots seem a bit more "alive" considering how stupid and dull they are. xD Plus it'll add more sounds for Graslu0 to add in his N64 Sound Pack. lol
The invulnerability system I haven't really notice that much, it's just that I hate it when I would shoot a guy and they don't get hurt even when they're weren't in the invulnerability moment, especially if I'm recording and I've got video proof that I shot a gun in the face with a magnum or Moonraker laser, where the shot is almost always a one hit kill, and the person has the blood or paint on their face and the hit confirming sound in the video to prove that I hit them. :P
I do want to ask since we're on the topic of 4.3, are the death animations going to be based off the GE64 ones, or average kind of animations like in other FPS games or real life? I've been thinking about making a GE64 animation pack (if even possible) because I'm one of the players that just loves the way the original was in the sounds and animations, and was wondering if these death animations would be anything like the original. For some time I wondered why the Grenade Launcher's reload animation was different and was going to change that until I thought about how it would mess with the time difference of the original reload and could mess up gameplay, and realized that it balances the OP-ness of the weapon a bit.
I believe that the rest of the weapons should have idle animations to make them look less static...but I've already said that in my thread which you've read I think. lol
Title: Re: GE:S just doesn't feel right to play?
Post by: killermonkey on December 09, 2013, 06:56:15 pm
This is a good discussion and I want it to continue. It has dawned on me that it would be really cool to have a simple "classic mode" toggle on the main menu that flipped all client side effects (death anim, aim sway, hurt sounds, etc) into N64 canon mode.

This would also allow me to release experimental features that you could try out without impactinging our larger audience.

Whatcha think?

I also want to tweak the dynamic invulnerability, but that will take a lot of testing so don't expect that too happen soon. I will fix the armor bug I mentioned though for 4.3.
Title: Re: GE:S just doesn't feel right to play?
Post by: Graslu on December 09, 2013, 07:29:01 pm
In my opinion, at least death animations and aim sway should be there by default. Of course only when it's working right, adding that feature to the menu and/or a command while it's still a "test" would be good too.
I don't know why the aim sway should be an option, and if it's an option make it only for client-side and not the server so everyone can choose, if that's possible. It would just emulate N64 movement and shouldn't change the gameplay at all, just a visual effect, except if it affects aim mode too, then it would need a way to disable it.

Same with death animations, just a visual effect and it shouldn't change anything in gameplay but still some people will prefer the ragdolls, I guess this is harder to make a client-side option so maybe a command for the server or something.
Hurt sounds can be annoying sometimes, but it's all about find the perfect sound so you can hear it but won't be really annoying/repetitive.
Title: Re: GE:S just doesn't feel right to play?
Post by: Rick Astley on December 09, 2013, 07:33:53 pm
This is a good discussion and I want it to continue. It has dawned on me that it would be really cool to have a simple "classic mode" toggle on the main menu that flipped all client side effects (death anim, aim sway, hurt sounds, etc) into N64 canon mode.

This would also allow me to release experimental features that you could try out without impactinging our larger audience.

Whatcha think?

I also want to tweak the dynamic invulnerability, but that will take a lot of testing so don't expect that too happen soon. I will fix the armor bug I mentioned though for 4.3.

That would be awesome KM :) especially on classic maps like Temple and Complex :) and Facility Classic
Title: Re: GE:S just doesn't feel right to play?
Post by: StupidMarioBros1Fan[1138] on December 09, 2013, 08:46:34 pm
Yah sometimes I get really funny ragdoll positions for my or other people's dead bodies, also when there's a really high knock back it can be really funny seeing the ragdoll just fly across the map. xD For the hurt sounds, there'll be multiple ones right? Because the original had like 7 different guard grunts, with a few versions of each of those, like different pitches or something. I do atleast want one based off the wilhem scream since they had made that for when you run over a guard in a tank. 8)
Title: Re: GE:S just doesn't feel right to play?
Post by: Spacedud on December 09, 2013, 09:21:34 pm
This is a good discussion and I want it to continue. It has dawned on me that it would be really cool to have a simple "classic mode" toggle on the main menu that flipped all client side effects (death anim, aim sway, hurt sounds, etc) into N64 canon mode.

This would also allow me to release experimental features that you could try out without impactinging our larger audience.

Whatcha think?

I also want to tweak the dynamic invulnerability, but that will take a lot of testing so don't expect that too happen soon. I will fix the armor bug I mentioned though for 4.3.

For me personally, I think this sounds really awesome. I'd be very excited about such a mode, indeed. ;D

I understand that some like the Source feel, but I'm a sucker for nostalgia/old school.

About armor bug, sounds good, too.
Title: Re: GE:S just doesn't feel right to play?
Post by: Jonathon [SSL] on December 10, 2013, 01:25:44 am
This is a good discussion and I want it to continue. It has dawned on me that it would be really cool to have a simple "classic mode" toggle on the main menu that flipped all client side effects (death anim, aim sway, hurt sounds, etc) into N64 canon mode.

This would also allow me to release experimental features that you could try out without impactinging our larger audience.

Whatcha think?

I also want to tweak the dynamic invulnerability, but that will take a lot of testing so don't expect that too happen soon. I will fix the armor bug I mentioned though for 4.3.

Yes please!
Title: Re: GE:S just doesn't feel right to play?
Post by: The Cy on December 10, 2013, 03:04:47 pm
this "classic mode" is the coolest idea I've read in a long time
Title: Re: GE:S just doesn't feel right to play?
Post by: StupidMarioBros1Fan[1138] on December 10, 2013, 07:41:22 pm
This is a good discussion and I want it to continue. It has dawned on me that it would be really cool to have a simple "classic mode" toggle on the main menu that flipped all client side effects (death anim, aim sway, hurt sounds, etc) into N64 canon mode.

This would also allow me to release experimental features that you could try out without impactinging our larger audience.

Whatcha think?

I also want to tweak the dynamic invulnerability, but that will take a lot of testing so don't expect that too happen soon. I will fix the armor bug I mentioned though for 4.3.
Wouldn't this be similar to the cancelled XBLA version where you would be able to swap the graphics between the XBLA and N64 versions, except taken up a level? :D
Title: Re: GE:S just doesn't feel right to play?
Post by: Rick Astley on December 10, 2013, 10:59:18 pm
Wouldn't this be similar to the cancelled XBLA version where you would be able to swap the graphics between the XBLA and N64 versions, except taken up a level? :D

they also said the same with Perfect Dark XBLA but in the end you couldnt switch to the old graphics
Title: Re: GE:S just doesn't feel right to play?
Post by: kraid on December 11, 2013, 06:04:25 am
Switching to old Graphics works better with 2D Games.
In 3D it just results in looking bad.

BTW: if we'd include LoD models for everything in the game you'd just have to set the graphic settings to the lowest values to get N64 Graphics.
Nah, this won't happen. We even had to remove the LoD on certain props because they created inconsistency issues for ppl running on low settings.
Title: Re: GE:S just doesn't feel right to play?
Post by: Rick Astley on December 11, 2013, 10:28:25 am
maybe there could be n64 soundpacks or something?

hmmm maybe not due to copyright
Title: Re: GE:S just doesn't feel right to play?
Post by: kobaya on December 11, 2013, 12:16:38 pm
Just registred to support the "classic mode" =)
Title: Re: GE:S just doesn't feel right to play?
Post by: StupidMarioBros1Fan[1138] on December 11, 2013, 05:39:23 pm
Graslu has made a sound pack, though it'll need updating for 4.3 if the hurt sounds are added, and maybe a few other sounds.
Guess there could just be an official N64 styled pack for those who want to play with the original models and textures and sounds and animations if having both the old and new models aren't possible for coding reasons.
Title: Re: GE:S just doesn't feel right to play?
Post by: killermonkey on December 11, 2013, 10:06:13 pm
BTW, I did not imply that classic mode would impart a change to any graphics or sounds. Merely client-side effects, such as those mentioned in my post, that do not effect gameplay (or at least effect it in a negative manner as to not impart an advantage).
Title: Re: GE:S just doesn't feel right to play?
Post by: Spacedud on December 12, 2013, 03:46:03 pm
The classic mode could also be made incompatible with non-classic clients/servers, I suppose. Then there'd be no such issues, at least, but I don't yet see what such 'negatives' could actually be. It seems fine to me.
Title: Re: GE:S just doesn't feel right to play?
Post by: StupidMarioBros1Fan[1138] on December 12, 2013, 04:27:28 pm
The only disadvantage I could think of for using classic styled animations would be if you changed the Grenade Launcher's reload to be like all the other ones, and modify when you do actually reload because then people with that would reload faster with GL than others and could unbalance it little bit more. But otherwise I can't think of any other problems that could happen...unless it like gave a N64 style of aiming where you could point the cursor at any part of the screen instead of just turning and the normal one was still the same as it is now, then that would affect gameplay a lot. :-\
Title: Re: GE:S just doesn't feel right to play?
Post by: Spacedud on December 12, 2013, 06:33:29 pm
Yeah, but it wouldn't exactly be an advantage having independent weapon movement; more like a major disadvantage, I think. Worth any disadvantage for the original GE feel, though. At LAN parties, me and my friends would just decide on selecting the classic mode. I don't know about for online players, though. I can see the issue of not having the same aim system.

I think I enjoy many older games more because how they work mechanically. Like, how Red Alert 1 doesn't have a-move. Or how Age of Empires 2 have a limited number of units per control group. Or how GE have a unique aiming system. Or how the AI pathing in Brood War works.

For me, these things ain't flaws, but is actually what makes these games different/unique and thus fun to play.
Title: Re: GE:S just doesn't feel right to play?
Post by: StupidMarioBros1Fan[1138] on December 12, 2013, 08:26:16 pm
I always loved GE for being able to duel wield any gun in the game because it was so unrealistic but made you look extremely badass and was powerful. xD
Title: Re: GE:S just doesn't feel right to play?
Post by: markpeterjameslegg on December 14, 2013, 02:00:06 pm
I have to say, there's always been a particular issue for me, and that's the fact that using the target just is not beneficial enough, especially seen as you slow to a crawl and become more vulnerable, I would love to see a slight increase in damage and accuracy on this, would make it more worthwhile, it also evens it out a bit for those average players like me who suck at using the tracers as guidance :)
Title: Re: GE:S just doesn't feel right to play?
Post by: Spacedud on December 14, 2013, 03:22:48 pm
Well, aiming without the crosshair is just extremely accurate because you can simple 'feel' the middle of the screen and besides having a mouse to aim with. With auto guns, which also has the ammo for it, you just can start by shooting a little higher over the head and then slightly lower the screen until headshots occurs. That way you're likely to make a lot of headshots while without also hitting any other part of the body.

Still, using the crosshair can be deadly - pistols especially - or in general.

If aiming were to be tweaked then I'd rather see more inaccurate weapon fire without using the crosshair instead of a damge buff which I feel personally would be weird and not very GE. I don't know about higher accuracy, though, but I guess I'd go with higher inaccuracy instead. I'm not sure.

Aiming without using the crosshair could also be subject to having the hidden crosshair sway by the character's breathing.

Edit: Okay, so the breathing effect does actually already affect aiming. I like it. I think that's how GE also worked. The degrade of it seems exactly the same with or without aiming. At long ranges it affects the aim more than up close.
Title: Re: GE:S just doesn't feel right to play?
Post by: RobbeR49 on December 17, 2013, 06:42:41 pm
There already is an increase in accuracy when using the crosshair.

I think in GE64 shooting enemies did feel a little more visceral when you connected. The little sparks and "thwap" sound worked well. GES feels more like tracers just kind of disappear into your opponent + blood spatter that can lie.

The actual invuln mechanic still works great IMO, once you know it's there and have gotten a feel for it.
Title: Re: GE:S just doesn't feel right to play?
Post by: Deed on January 28, 2014, 02:48:07 am
I think in GE64 shooting enemies did feel a little more visceral when you connected. The little sparks and "thwap" sound worked well. GES feels more like tracers just kind of disappear into your opponent + blood spatter that can lie.

This is exactly how the request should've been phrased in the first place.  I always thought that the connection effects were too subtle--the original game had that pizazz and very obvious feedback.

This thread had the potential to head south very quickly, so well done to everyone for steering it right.  A "classic mode" with exaggerated effects sounds like a lovely idea, though I believe that should be the only place for the effects.  Having exaggerated swaying with a very precise input device might feel wrong.  'Perfect Dark: Source' attempted this and it felt very strange.
Title: Re: GE:S just doesn't feel right to play?
Post by: Kiihhu on February 01, 2014, 11:56:57 pm
I think in GE64 shooting enemies did feel a little more visceral when you connected. The little sparks and "thwap" sound worked well. GES feels more like tracers just kind of disappear into your opponent + blood spatter that can lie.

I loved the "sparks" and the "thwap" sound in the original game. If felt so great when emptying full magazines from dual ZMGs to the Janus Special Forces guys! :)
Title: Re: GE:S just doesn't feel right to play?
Post by: StupidMarioBros1Fan[1138] on February 07, 2014, 07:29:44 pm
The blood splats lying is what gets me, but I'm not exactly that can be fixed since it's an error of the data being sent from your computer to the server and to the person you shot. Sometimes it takes an extra half second or to do this and so while on your screen you hit the person, on the other player's screen you shot a tiny bit later and missed. :P
You can always replace your sound and music files, so if you're missing the "thwap" sound, you can just rip the sound and replace the GE:S one.
I actually like that we can move slowly when using the crosshair because in the original, you stood still, and "moving" would be you quickly moving to the left or right a little bit and stay there until you let go of the analog stick/key. This was done so you could do a sort of hide behind a wall and then move to the side a bit and fire at guards and then go back to behind the wall. It's a nice touch, and sometimes is a life saver on 00 Agent, how this isn't in GE:S, and sometimes I wish it was so i can hide behind a wall and quickly pop out and fire at a guy. Maybe if they make it so two certain keys make you do this, that way using the wasd (or whatever buttons you have configured to move) can still allow you to move around slowly, and then these two other keys allow you to pop to the side quickly and stay there as long as you hold down the key, but you can't actually "move" with them. This would avoid people just spamming the two keys to like zip past other players.
Title: Re: GE:S just doesn't feel right to play?
Post by: markpeterjameslegg on February 07, 2014, 08:52:51 pm
You'll find all the Goldeneye 64 sound effects here:-

http://www.therwp.com/downloads/goldeneye-sound-pack

Oh... The zip also contains all the sequencer samples used to create the music :)
Title: Re: GE:S just doesn't feel right to play?
Post by: StrikerMan780 on May 19, 2014, 02:44:02 am
I have a suggestion for the blood. How about moving the blood tempent from being handled by the client side hits, and instead only tell clients to spawn the tempent on their end when there's a confirmed hit on the server?
Title: Re: GE:S just doesn't feel right to play?
Post by: kraid on May 19, 2014, 09:54:05 am
We've had that suggestion before, but a lot of different reasons prevent this.

It's a scientific fact that the human brain is faster with visual then with acoustic signals.
This means you'll notice a delay in graphics much better then in sound.

Having the hit sound played 100-200ms after the hit won't be recognizably different,
but having a blood effect display delayed for that time will be.

So when your client is sending a signal to the server and it takes 100ms, then the answer
possibly takes another 100ms which results in 200ms delay.
And i've seen ppl playing and i played myself on even higher latency then this.

How would it feel like to see a blood splatter on a oponent a second after you placed the last shot on him?
Title: Re: GE:S just doesn't feel right to play?
Post by: namajnaG on May 19, 2014, 05:07:49 pm
How would it feel like to see a blood splatter on a oponent a second after you placed the last shot on him?

Just like pretty much any F2P FPS I've ever played.
Title: Re: GE:S just doesn't feel right to play?
Post by: Rick Astley on May 20, 2014, 01:42:31 am
Would be cool to have the dismembermeant mod from Garry's Mod in GES

oooh just imagine the carnage


and the heavy lag :/