Good hit feedback

BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
In some games you've got a lot of problems recognizing if you've actually landed a hit on your opponet. NS was decent due to the bloodsprites and growls, but the feedback could still be improved a bit.

-The blood graphics should be clearly distinquishable from the alien, most likely a bit more obivious than they used to be in NS.
-The bullets hitting should make a sound that can be clearly heard if you want to.
-Aliens should growl as they do in NS. A little different growl when alien gets hit by anything on low hp might be a nice bonus.
-Alien melee hits should a bit more distinquishable.

NS includes most of those to some extend, but I'd still like to emphasize how much the proper feedback means for gaming experience here and there.

Comments

  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    Don't know if I like that idea. Not to say it's a bad idea, I mean it worked with Quake 3 and all. I just don't know if it'd be the best idea emphasizing hit feedback. I wouldn't be against having aliens growl if hit, but only if it happens a % of the time (or otherwise you'd risk becoming very annoying). I think any development in this should be left to the server to add. If combat NS2 is going to be left to be developed by third parties, I don't see why adding some hit feedback in addition to that would be out of line. Making it part of the standard version seems a bit unnecessary.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    I don't think it should be like Q3 where there's a BOOP whenever you hit. It works great for DM games, but if you're trying for an atmospheric game at the same time, you might want something more subtle (like the aforesaid growls).
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    Hell yes. Give me good melee hit feedback and responsive controls and your game is all ready head and shoulders above most melee MP games out there.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited June 2009
    *Imagines a oni in the ns2 trailier failing to hmgers while he writhes in pain*

    This is a very very good idea... aliens should be sneaky... not attackers... so they should pay the price when they do attack marines head on.

    Furthermore this would heavily help the marine teams morale... they actually get to see aliens dieing in pain... nothing can lift ones spirits more then that!!!

    No more of the days when people complain about hit registration and bad choke!!! we want aliens dead and we want it now!!!! But first a little dance while we chew their health away with a lot of fast moving metal tips :)

    So sick of those fatty gorges... just standing their absorbing hundreds of rounds of ammo... now we get to hear it scream like a dieing rabbit!!!! YES GOD YES!!! xD
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Don't know if I like that idea. Not to say it's a bad idea, I mean it worked with Quake 3 and all. I just don't know if it'd be the best idea emphasizing hit feedback. I wouldn't be against having aliens growl if hit, but only if it happens a % of the time (or otherwise you'd risk becoming very annoying). I think any development in this should be left to the server to add. If combat NS2 is going to be left to be developed by third parties, I don't see why adding some hit feedback in addition to that would be out of line. Making it part of the standard version seems a bit unnecessary.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Of course it should be a % whenever necessary. The idea is to give some information to the player without breaking the atmoshpere or focus of the player.

    I think these are exactly the kind of details that need to be adressed in the actual game development. Anyone is capable of creating some large scale game altering plugins, but before that the core gameplay needs to be responsive and well designed to the last detail. In addition the competetive scene tends to stick to vanilla game whenever they can and they are most likely the ones making most use of small details like this.

    <!--quoteo(post=1712551:date=Jun 16 2009, 09:29 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Jun 16 2009, 09:29 PM) <a href="index.php?act=findpost&pid=1712551"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think it should be like Q3 where there's a BOOP whenever you hit. It works great for DM games, but if you're trying for an atmospheric game at the same time, you might want something more subtle (like the aforesaid growls).<!--QuoteEnd--></div><!--QuoteEEnd-->
    I had Q3 in mind when I wrote this, but I agree that NS needs to be more subtle. Nevertheless, the hit sound can still be a bit different. For example you can clearly hear bite's hit sound while using silence. Fine tuning sounds like that so that they can be heard in the middle of a fight if you know to look for them shouldn't break the atmoshpere.
  • JimydJimyd Join Date: 2003-02-08 Member: 13289Members
    There needs to be realistic bullet impact sounds against all surfaces.

    Metal Object = Ding
    Water = Swoosh
    Bone = Crunch
    Flesh = Squish
    Wood = Wood (LOL Z!!!)
    Magic Carpet = =D

    Yeah.
  • M00_cowM00_cow Join Date: 2007-03-02 Member: 60180Members, Constellation
    edited June 2009
    I've seen a different method of how this kind of thing was implemented, and i liked it.

    When you hit, your cross hair changed just slightly. Umm... trying to remember exactly how it looked.

    Eh, i can't remember exactly, but the main idea was that you knew you hit your target, but it wasn't enough to disrupt your game play, didn't detract from the game, didn't make a section of the screen unviewable, was clearly visible and was very handy.

    Ahhh i think i remember. So your cross hair looks like this:
    ````````````
    ``````|`````
    ``---- + ----``
    ``````|`````
    ````````````
    When you hit, four lines flashed up NE, SE, SW and NW diagonally sloping towards the center dot of your crosshair.

    ````````````````
    `````\ | /`````
    ``---- + ----``
    `````/ | \`````
    ````````````````

    Like that, but the lines only flashed up for maybe... 0.02 seconds, so it was a flash. As i said, only enough to know that you had hit.

    Was a great addition to the game.
  • lazylazy Join Date: 2005-07-23 Member: 56631Members
    <!--quoteo(post=1713003:date=Jun 19 2009, 05:20 AM:name=M00_cow)--><div class='quotetop'>QUOTE (M00_cow @ Jun 19 2009, 05:20 AM) <a href="index.php?act=findpost&pid=1713003"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've seen a different method of how this kind of thing was implemented, and i liked it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like this idea.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1713007:date=Jun 19 2009, 08:21 AM:name=lazy)--><div class='quotetop'>QUOTE (lazy @ Jun 19 2009, 08:21 AM) <a href="index.php?act=findpost&pid=1713007"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like this idea.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Me too. I also like sounds as well because it takes up less screen.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    I believe this is the BattleField hit feedback system?

    BattleFront also featured a similar system. They had a special graphic for headshots as well.

    Anyways, I approve.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1713019:date=Jun 19 2009, 09:41 PM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Jun 19 2009, 09:41 PM) <a href="index.php?act=findpost&pid=1713019"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I believe this is the BattleField hit feedback system?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, I believe it was. It was really useful actually.
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    I don't much care for hit recognition as a marine,
    but I think it could definately be clearer when you are and aren't hitting with alien melee attacks.
  • craecrae Join Date: 2005-01-30 Member: 39035Members
    I think the NS hit feedback is pretty good. The only thing I can suggest is maybe changes to the skulks teeth/fades arms/onos horn (blood, bits of armor & weapons) that indicate when you have been chomping/hitting a marine. Perhaps fading or falling off over the period of a minute or so. It would be pretty cool to see a skulk running back to the hive for health with a mouth full of marine bits after a scrap. But maybe that's too much gore for PG rating?
  • BadMouthBadMouth It ceases to be exclusive when you can have a custom member titl Join Date: 2004-05-21 Member: 28815Members
    I would like some good feedback for aliens. Sometimes, I think I've bitten the person only to realise i hadn't.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Why can't we <b>all</b> have good hit feedback? Share it around, you know.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    edited June 2009
    My alien hit detection is a kill graphic in the right side of my screen. =]
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
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