Feedback on RA v3, VERY nice work...
Wow!
My avatar's body actually has MASS now, imagine that? No longer can I change the direction of my sidestep on a dime, and just that little bit of adjustment brought an incredibly more intense sense of "Uh oh, I better think about what I'm doing with this very fragile life of mine..."
The new hit effects are pretty amazing. The first couple of times when my body was spun nearly completely around was a real surprise. However, I can't recall bots' animations ever displaying this kind of hit effect. One point of suggestion in regards to how the animations are now setup: several times I ended up having my gun and arms redirected so that they were pointing straight up. The shock of having it happen means that I was holding that position for a couple of seconds, and not only did it not look natural from my perspective, but it must look kind of odd if one's observing someone holding that pose as a result of being struck by weapons fire. I feel that it'd look a lot more natural if the player's view was directed up but that the arms automatically fall aside from the player's mind being stunned and then having gravity naturally pull them down.
It's been a couple of years since I last fired a hunting rifle, but the "shake" and bob of the weapon seems right. The weapon itself now behaves as if it has mass now too. Imagine that!
One of the changes that was made, intentional or not, was that I'm no longer able to see through the SG 551's mesh. That's a good thing, as I like said weapon's handling characteristics, but was always annoyed by the fact that I could see through the weapon's model at times. Not anymore.
I'm excited about the possibility of getting an even steadier aim by being able to "rest" one's weapon on objects. Every application of physics feels or sounds like it'll be eventually truer to life by the time this mut's perfected.
QUESTIONS
(1) Is RA v3 currently configured so that EAS maps have the Silent Capture effect on? I checked my activated mutator list, and Silent Capture is not listed, yet the game behaved as if it was in effect once I activated RA v3.
(2) I read in an above posting that one has to have the New 40mm Grenade Sounds mut on in order for RA v3 to work, but I tried the mut with it on/off and the game seemed to work fine. What should happen if the New 40mm Grenade Sounds mut is NOT activated so I can better detect what's going wrong in the game?
RECOMMENDATIONS
The majority of this list is simply a copy of what I listed in another post for the RealTarget mut. I hope that this list strikes up some ideas/comments. I've posted a couple of new ideas that weren't listed in its original posting.
***I was wondering if other hit effects could be folded into this mutator as well, such as experiencing more consequences from pain from specific injuries. Such effects I'm thinking of are:
(1) A "pain strobe filter" that flashes a transparent red based on the degree of damage. The greater the damage, the more frequent the strobing, and the more opaque the filter is. If one desires to get real fancy, the filter becomes more opaque in the direction of where the pain's being generated.
(2) Mouse look/turn speed is reduced. This could simulate one's reduction in agility and dexterity one experiences when wounded. The more severe the wound, the greater the reduction in mouse turn speed. If first aid is ever reintroduced into the game, perhaps it could be configured so that the level of pain one's experiencing is reduced depending on the type of wound and how much time First Aid is applied to the area.
***Blood loss from an arterial wound would certainly lead to a greater sense of immersion. Perhaps one's stamina and mouse look/turn speed could be reduced in unison with each pumping of the heart? A blood spurt could be attached to the approximate area of where the grievous wound was recieved.
***It also seems to me that players/bots recovers far too quickly to being struck by enemy fire. No one's ever knocked down/stumbles to the ground from a hit, and I'm sure that this occurs even if a round/shrapnel never actually pierces through armor protection. Perhaps greater inertial effects could be folded in as well?
***Create a scenario where it's possible for the target's weapon to be accidentally shot out of one's hands. I'm NOT thinking of this as a kind of cowboy trick where one is purposely trying to shoot the weapon free, but rather, such a result would be purely by chance and would be influenced by whether or not the weapon is held by two hands, and also by calculating its mass versus the impact of the round(s) that is/are hitting it.
Of course I've come to realize that some of the aspects of this list that I wrote for RealTarget have already been implemented for RealAim v.3, but I felt that leaving these aspects in the list of what I originally posted would help cement the "big" picture I'm imagining in regards to hit effects on a target's body.
Keep up the great work on this great mod. Now, time for me to go to bed, as it's again WAAAY past my bedtime.
Goodnight all!