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Happygamer

Member Since 16 Feb 2011
Offline Last Active Jul 24 2013 11:01 AM

Posts I've Made

In Topic: Tolerance for character attributes in FPS game?

01 May 2013 - 04:23 PM

I would tolerate this a little were it a FPS combat sim but not if there are lot of unpredictable RPG factors that would get me killed or slow me down. A turn based tactical shooter seems more ideal for simulating combat stress and can have RPG stats. Otherwise it feels too much like an arbitray restriction on a player because they happen to be in a paniced situation. In several FPS games they already do emulate such effects with blurred vision, ringing sounds, and inaccuracy under fire but not to the point where the player feels out of control with the character.

Will the player feel more paniced and connected to the character in that way? Or will it cause players to behave differently to avoid the penalities? (keep from getting under too much suppressing fire, don't stand near or look at the characters that die, etc)

 

Well, the avoiding suppressing fire would actually be a good side effect because it would reinforce good decisions. Who wants to not avoid that sort of stuff lol. Also, not looking at the dead allies makes sense as well and I find it a perfectly acceptable way to avoid the penalties. If they do something odd like look straight up or down to avoid it, then they don't have eyes on the enemy which is a bad thing. The player would also be more fragile than other games, similar to what Norman describes. 

 

The setting would also be a multiplayer setting, such as an MMO or a large scale battle.

 

Feeling out of control is exactly what I'm after really, but not actually being out of control. That is pretty much how a person feels when they are panicked or experiencing a large amount of fear or an adrenaline rush; out of control. They aren't actually out of control, they just feel like it and don't act.

 

 

>...but not if there are lot of unpredictable RPG factors that would get me killed or slow me down.

 

Can you be more specific in what you mean here?

 

 

I know you said no RNG from RPGs but I'm not sure what exactly you had in mind. If a medium explosion goes off from 10m away, what happens? If you have 20 courage, does that give you a 60% chance to be paniced and suffer -15% to _ stats or do you always have a X amount of temporary loss to aiming and movement with stats mitigating the penalty. If that explosion goes off I don't know if I will be combat effective or not...maybe I should go hide in a corner until the war is over.

 

I was also going to suggest instead of simply penalties to stat, but other visual impairments. Such as when reloading, you may fumble the magazine, have to pick it back up ,and then reload. Or hallucinations (false enemies or gun fire, seeing an ally as an enemy, explosions, etc) but that is probably taking it too far and more of something you would expect in a sim and not an RPG.


In Topic: Tolerance for character attributes in FPS game?

01 May 2013 - 01:25 PM

I would tolerate this a little were it a FPS combat sim but not if there are lot of unpredictable RPG factors that would get me killed or slow me down. A turn based tactical shooter seems more ideal for simulating combat stress and can have RPG stats. Otherwise it feels too much like an arbitray restriction on a player because they happen to be in a paniced situation. In several FPS games they already do emulate such effects with blurred vision, ringing sounds, and inaccuracy under fire but not to the point where the player feels out of control with the character.

Will the player feel more paniced and connected to the character in that way? Or will it cause players to behave differently to avoid the penalities? (keep from getting under too much suppressing fire, don't stand near or look at the characters that die, etc)


In Topic: Ironic game gets pirates to feel the sting of piracy.

30 April 2013 - 01:02 PM

Now we just need a flood of all kinds of broken games to pirates to make it so undesireable to find one that works that they will learn to play the legal way.


In Topic: Reason for TPV + a gameplay mechanic

28 April 2013 - 01:07 PM

It may be done well but there is no explanation as to why you can see from that view. Is nobody reading what I wrote?

In Topic: Reason for TPV + a gameplay mechanic

27 April 2013 - 10:05 PM

Yes, it would be for a more serious, maybe more immersive game. The drone would be controlled by your TPV camera or loosely follow it.

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