yurch said:
Finding out what players really want is difficult. Giving them what they want is even harder sometimes.
Thats true, but the players want realism. What is realism when speaking about weapon handling and movement?
1. See real life, soldier, SWAT, (me), all hold the weapon at the shoulder, thats real life, I want it... where's the problem?
2. See real life, soldiers, SWAT, (me), all use the lowready weapon position, thats real life, I want it... where's the problem?
3. See real life, soldiers, SWAT, (me, if trying), all walk slow(normal kind of)/fast to control the weapon and jog (SWAT rather a normal run) to move faster, that's real life, I want it... where's the problem?
4. Byside this I named the injury system an important thing in the game. Anybody who played 'Sum of all Fears' know what I talk about. SoF has an awesome injury system; When you get shot, the view shakes/recoils a milisecond, you get a shock where the view sways to the side, like you loose your stance steadyness, you can't use the weapon, can barely move, if lucky you can get you behind a wall right next to you. Once the shock is over (about 3 seconds, or more) you can move again but slower, the aim is bad and so on. SoF only doesn't support falling where you can stand up (falling means you're dead).
I think this thing is about beeing feasable and would solve many problems occuring in INF.
5. The leaning with one key you talked about in this forum is a good thing.
6. Resting a gun on something is more complicated, but to me this feature is lower ranked, than the features above (1-5).
Finding a gamemode is rather difficult, since INF has not predefined settings (yet) like Insurgency. Well chosoe something.
I think point 1 - 5 are feasable coding wise (don't beat me if I´m to wrong, just an amateur guess).
What I really fear is when all this is rather poor made on a visual point of view (which I hate the most). The weapon models have to be not to bad/wrong/poor, the skins are really the thing that makes a weapon photorealistic looking (look at Red Orchestra and maybe Insurgency too, awesome pice of skinning, SAS mod for UT2004 is good too and SWAT4 is nice).
The player model should look beliveable and the MOST important thing to me; the movement animations should be 'high standart'.
Since you play with the eyes (and ears) it is most important to me that the game is visually 'as-good-as-possible'. Weapons positions on the screen, weapon models-skins-animations, player models-skins-animation, sounds, muzzle flash and smoke effects.
All this is what I (personally) need/require/desire for a satisfactional game.
I think that when you see point 1-5, than the artwork and animatiung is the core of effort (of course I know the real core of modding is always the coding).
When it is about the level design, the INF level designer are upper class and since random level geometry seems to be feasable (sort of) it would be a thing to consider.
The game have just to work (usable weapon positions, useful movement, a good injury system (!), nice looks (!) and a game mode).
Yes, all this takes time to make and with Sentry Studios forever
p), but I doubt this is to much to be feasable/possible.
Don't misunderstand me, I don't question your decisions, but you ask what we want and I tell you that we want what you see in real life.
All the tinny bid of effects, like sun blinding, eyes adapting in the dark, this and that, all that is up for the future, but right now we want something that works and is close to reality (visual/working wise), is INF's weapon handling close to reality? Freeaim and weapon control yes, the rest absolutely not.