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View Poll Results: What kind of damage indicator do you prefer? | |||
I love the jelly all over my screen, it's realistic | 20 | 12.82% | |
I would prefer to have a flash when you take damage but it disappears afterwards | 84 | 53.85% | |
No red crap on my screen at all, please! | 40 | 25.64% | |
Other? Post a comment | 12 | 7.69% | |
Voters: 156. You may not vote on this poll |
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2012-06-06, 01:09 PM | [Ignore Me] #48 | ||
Lieutenant Colonel
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I've always felt directional flash(flashes only on the side your getting shot from) is the only type of damage indicator that should be used. You obviously can't feel inside a game, but you should still be able to tell which direction the gun fire is coming from.
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2012-06-06, 01:17 PM | [Ignore Me] #49 | ||
Corporal
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Was never a huge fan of blood on the screen, but I understand its utility as as a suppression effect if it comes down to it. Regeneration is a bit slower in this, though, so the effect is toned down to match. Not bad.
I do wonder if they'll have some sort of suppression mechanic. In combat, people don't run out into gunfire like lemmings because they don't want to get shot and die. In video games, there's no fear of death, and hence suppression has to be simulated in order for suppressive fire to work at all. I'm not sure if PS2 needs that sort of thing, though, since light assaults will be hopping about in jetpacks anyway. For now, I think I'll just make myself comfortable on this here fence. |
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2012-06-06, 01:20 PM | [Ignore Me] #50 | |||
Captain
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2012-06-06, 01:21 PM | [Ignore Me] #51 | ||
Colonel
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Can we please shut up about jelly? There's a glow around the edge of the screen, not blood spatter.
Edit: Regarding suppression - If you need to "simulate" fear in an annoying way to avoid people throwing their lives away, then the game's failed at immersion and death penalties. Last edited by Vancha; 2012-06-06 at 01:24 PM. |
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2012-06-06, 01:25 PM | [Ignore Me] #54 | ||
Corporal
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I'd like to emphasize the some kind of suppression mechanic. In any shooter that claims to be tactical, I always found it kind of silly that one of the most common military tactics is ignored under the assumption that players don't like being shot. Well, that may be the case, but they'll still merrily march into gunfire anyway, take a few bullets, and be no worse for wear if they pulled off their shots fast enough. I would consider a longer activation time for regeneration to be a suppression mechanic in this case, as it makes players less likely to repeatedly prance into the line of fire with the knowledge that they'll regenerate anyway shortly thereafter.
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2012-06-06, 04:36 PM | [Ignore Me] #58 | ||
Second Lieutenant
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one of the most important things i took away from the livestream is that the UI is costumizable. they talked about it briefly and you could see players with different UI setups.
i dont see why they would put in several different styles of health/shield bars, and then not go and give us a couple choices for crit health indication. also this: Last edited by megamold; 2012-06-06 at 04:37 PM. |
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2012-06-06, 05:03 PM | [Ignore Me] #59 | |||
First Lieutenant
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Game wise, it's just stupid. Some soldiers are more then capable of ignoring their own fear and charging head long into battle guns blazing, such is the stuff of heros and legends. You really want a mechanic that denies the players the choice between taking cover and fighting smart and head long charge? Worse forcing them to rely on a dice roll to determine if they wet themselves first? Finally, I've never seen a successful use of charging wildly into battle in PS1. The person who benefits from these charges the most is the 3rd or 4th man in who gets the reloading enemies rather then full auto spray enemies. Last edited by Blackwolf; 2012-06-06 at 05:05 PM. |
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2012-06-06, 06:19 PM | [Ignore Me] #60 | ||
Corporal
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The psychological trauma associated with dying and being reconstructed sounds good enough for me. Not to mention that a person technically ceases to be if they are refabricated, but enough metaphysics. Original PS didn't need to consider stuff to keep players from charging out of cover like idiots because health and shields didn't regenerate. In PS2, they do, and TTKs are shorter. I'm just trying to find a way to reward mindless zerging less.
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