Round Endings

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cracwhore

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Oct 3, 2003
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As for the blood, I think it should stay the way it is, or relatively close. The reason I say this is, it's hard enough to tell if you killed somebody or not. This is probably the #1 reason I hate Desert Combat (aside from the fact that it takes 30 bullets to kill someone). In that game, you shoot people and you have no idea they're getting hit, since there is no blood at all. It's just dumb. It may not be realistic, but who cares? "INF is about realism". True, but INF is about being a game too. Take blood down drastically and we won't be able to tell if we're hitting anything. Decals on the model indicating where bullets enter would be neat, but I really think the blood should be very visible. Unless you want the body to violently convulse and fall down when you hit them :D The "auto-taunt" thing I find to be quite helpful at times. Like when the guy behind me dies, and I didn't really see it happen, but I tell myself he's dead, heh. That helps me. The "Tango Down" message is good when you're defending with the other last guy on your team and you're not close enough to tell if he got his target. I think they're both helpful auto messages. The way I see it, nothing should be removed from INF except for the ****ty UT engine. I understand a lot of you are complete "realism" nuts. Then go into the military. There aren't any auto-taunts there. I only say this because I can't think of a more realistic game. If you're not satisfied with INF, that's the only option I can think of. The only way I think your blood suggestions would work are if the soldier screams/breathes and gives away some indication of still being alive. Then the blood could be cut down I suppose. But still, it's a game (based on realism, I know, I know). Let it be a game, please :D
 

Gnam

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Feb 13, 2002
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Yes, please.
I don't see why being able to see your enemy's blood from far away is so important. Whether you have an instant visual confirmation of your hit or not, the course of action is the same. You're just going to keep lining your sights up on the target and shooting till he goes down. Plus, it's not that hard to know whether you hit the enemy or not, it's not like Inf uses random conefire to deviate shots from where your gun is pointing, like in CS; if your sights were lined up with the target when you shot, you allready know you hit him whether you see blood or not.
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
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not fully Gnam...
if you only see some pixels in the distance (ie a head/helmet behidn cover) then you fire at these pixels and after that the pixels are 'away'. Was it your shot killing the target or did the target simply move a bit?
Same for targets in the distance that are partially behind cover, leaning around corners aso.
With the blood splat you can tell at least that you hit the target.
Gnam said:
if your sights were lined up with the target when you shot, you allready know you hit him whether you see blood or not.
Really? maybe on a distance of five meters but not during a fire fight on medium to far ranges.
 

SaraP

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Feb 12, 2002
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if you only see some pixels in the distance (ie a head/helmet behidn cover) then you fire at these pixels and after that the pixels are 'away'. Was it your shot killing the target or did the target simply move a bit?
Same for targets in the distance that are partially behind cover, leaning around corners aso.

True, but that problem exists in real life too.

Hmmm...*points an M-16A3 at you* IMPOSTER! Who are you and what have you done with the real Beppo?
 
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(SDS)benmcl

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I believe being uncertain of the kill is important to a game like Infiltration. Did I get him? Did he move? Do I need to to stay and continue to hold position or move with the rest of the men/Sara?

Also being at the other end of the bullet. If I get killed and realistically the person who shot me is not sure I don't want some blood splater used to indicate the hit. Same if he missed me. If the person firing is uncertain to the out come of a fire fight my team may be able to use that.

If it makes sense to the game no problem but if its used as an indicator just for hit confirmation it needs to be rethought.
 

Gnam

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Feb 13, 2002
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Yes, please.
Oh come on Beppo, I can understand other people disagreeing with this, but you? I thought the Inf team was all about realism...now you're telling me being able to see huge glops of blood spattering out of your target from 150 meters is important to Inf? Yes, you're not always 100% sure of a hit, but the usual response is firing a few additional finishing shots at the target, not looking for giant blood splatters. I used to actually confim shots on bots in 2.86 at distances where a person's entire body is comprised of a few pixels (at 800x600) by watching for an extra 1-2 red pixels to pop out above the target's head. Proportionally, for the volume of the blood splatter flying through the air to be visible like that from that distance, it would be the same size as a man's head or torso. On that subject, does anyone else think it's wierd that the prmary method in Inf to tell whether a person is dead or not is to shoot them and see whether blood or smoke comes out?
 

zeep

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Feb 16, 2001
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I'm leaning to both 'sides' sort of speak. I understand that the blood splat is not exactly real-life like. And takes away some of the suspense not knowing if you really hit the target fatally injuring him or not.
On the other hand we're trying to make a game work and be fun online. Not that this is reason enough to put bloodsplats in but maybe it's not fun anymore if you're shooting at someone ( who doesnt emulate RL-like bulletimpact effects such as sound / movement ) and you can't figure out if you're hitting him or not.

Yes the sights are coneless but i sure as hell cant tell for my every shot to be right on target. Holding and moving a mouse around and all..

But i guess a topic such as this can go on and on. Nobody likes everything.
 

DarkBls

Inf Ex-admin
Mar 5, 2000
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we're trying to make a game work and be fun online. Not that this is reason enough to put bloodsplats in but maybe it's not fun anymore if you're shooting at someone ( who doesnt emulate RL-like bulletimpact effects such as sound / movement ) and you can't figure out if you're hitting him or not.

Hint: If the target is falling I must have been fed with lead. Blood is not needed. I'm for as more realism we can have.
 

SaraP

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Feb 12, 2002
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Gnam said:
Oh come on Beppo, I can understand other people disagreeing with this, but you? I thought the Inf team was all about realism...now you're telling me being able to see huge glops of blood spattering out of your target from 150 meters is important to Inf?

That's why I say we he's an imposter. Force him to play CS until he tells us where he's hidden the REAL Beppo!
 

keihaswarrior

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Jan 7, 2003
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I agree that the blood splatter is over the top. When I snipe on RtK with my psg, the people I am shooting are very very small (even with the scope), yet I never have trouble seeing the blood come out after I hit.

The blood is so easy to see from any distance it serves as the primary means of kill confirmation. If you shoot your psg and see the blood from 200m+, you know they are dead.

The blood splatter is kinda cool when you put a full shotty blast into them from 10m, but I don't think it should be visible over 100m like it is now.
 

jayhova

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Feb 19, 2002
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I tend to think the blood splatter is a little over the top. I can only recall one instance where I have seen a spectacular blood spray and that was with a head shot. If the severity of the blood splatter could be toned down I think that would be appropiate.

You only need to watch a hunting show on tv to see the total lack of blood spray.
 
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