Remove the near-death overlay
Raza.
Join Date: 2004-01-24 Member: 25663Members, Constellation
The near-death overlay might be visually appealing to some.
However the question is, does it add something to the gameplay?
In my opininon it does not. You already have the disadvantage of being low on health. Now on top of that you get impaired vision and muffled sound. Both vision and sound are extremely important in a shooter and especially NS. It feels like you are punished for surviving a close fight. I can't think of a reason to have it.
However the question is, does it add something to the gameplay?
In my opininon it does not. You already have the disadvantage of being low on health. Now on top of that you get impaired vision and muffled sound. Both vision and sound are extremely important in a shooter and especially NS. It feels like you are punished for surviving a close fight. I can't think of a reason to have it.
Comments
Health counter. On intensive combat it makes it easy to know when its time to pull out. I have test it again, but i never had the impression to have a disadvantage. But no effect is perfrxt, perhaps it needs some adjustements?
Maybe it could be an option, so people who don't pay attention to their health can still have the gentle reminder, "you're bleeding in 5 places and about to die, buddy!"
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<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I ain't got time to bleed.<!--QuoteEnd--></div><!--QuoteEEnd--></div>
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However the question is, does it add something to the gameplay?
In my opininon it does not. You already have the disadvantage of being low on health. Now on top of that you get impaired vision and muffled sound. Both vision and sound are extremely important in a shooter and especially NS. It feels like you are punished for surviving a close fight. I can't think of a reason to have it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have not yet seen this overlay, but if you think about it, if a marine gets mauled to near-death, but manages to come out alive, he's not walking away the same as he was before.
Taking damage should punish you to add to a sense of realism and depth. Now it may or may not need toned back a-bit, i don't know what it looks like, but if you're on the brink of bleeding out you shouldn't walk away like nothing happened. Would also add to a team-work concept of helping out wounded teammates so they're not dragging the team behind in situations.
That gives me an idea. If an alien gets low on health, it should not be capable of regenerating stamina or moving away at normal speed. Perhaps even prevent the lerk from flying.
The damage itself is punishment enough.
How does the overlay add realism or depth to the game?
It also doesn't add to teamwork, because the team already has a high interest in keeping everyone alive.
It adds to realism because after a big fight, people are bound to be wounded. I hate one sided battles where if one team wins a small fight, no matter how wounded, they just keep plowing through everything. Especially marines. It's just 'Drop some health and lets go!"
Vic Versa with aliens. If a team does the effort of beating down a fade or lerk, and they just fly away or blink away, or infact still kill you, it doesn't feel like you really did any damage.
If i beat up some marines, and die trying, atleast i want to stall them. Have them help their buddy out first so they can keep going on. Adds a real sense of depth when there's only say, 3 of you. You KNOW you're only good as a squad, and if your buddy is hurt you'll have to help him or ditch him. Maybe not the bloody over-lay persay, but some sort of crippling effect.
Muzzle flashes distract me from aiming accurately. I think we should remove all of those, and the flame effect on the flame thrower needs removed too. Too distracting.
you forgot the maps and playermodels, maybe uwe should switch to something more minecraft like.. im way to distracted by all that eyecandy which doesnt add anything to the gameplay..
no wait, NS has to be turned into a boardgame.. space hulk like just without the eyecandy figures
In my opinion its fine like it is now!
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->How does the overlay add realism or depth to the game?<!--QuoteEnd--></div><!--QuoteEEnd-->
Real persons in real life would feel a little bit "uncomfortable" walking around heavy injuried, nearly dead, wouldn't they?
And I feel uncomfortable walking around with a red screen reminding me of my injuries... and obviously you feel uncomfortable too.
Especially if the commander keeps ordering me around and doesn't give me a medpack.
It's a real feeling you have while you are injured ingame .... and this is depth to me.
But that is not a fun element for a game. It is in the same category as having to use the toilet or eating to stay alive.
Now if i get om-nommed and i'm obviously bleeding then i want to feel like i'm really in danger, and the panic of limping to rescue while constantly hoping to catch something in the corner of my bloodied face to protect myself.
But that is not a fun element for a game. It is in the same category as having to use the toilet or eating to stay alive.<!--QuoteEnd--></div><!--QuoteEEnd-->
You asked: He answered.
Get straight to the point next time.
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Back on topic, Immersion plays a huge factor into what plenty of people define as fun.
You're a ###### hard-ass space marine, and you just got sliced up good by a fade and a skulk. You're not going to move well, and you can tell you're being followed by 2 skulks in that vent over there.
If you want to treat yourself as Player 1 with X speed, X damage, and X weapons then you could always go play quake or something.
If you want to take it further, then please refer to sheena_yanai.
Now if i get om-nommed and i'm obviously bleeding then i want to feel like i'm really in danger, and the panic of limping to rescue while constantly hoping to catch something in the corner of my bloodied face to protect myself.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think you didn't understand my last post.
Fighting to the death is certainly not fun in life, but it is in games!
Feeling uncomfortable on the other hand is not fun in life and games.
Danger and panic comes from being low on health.
I find the blur effect plain annoying as it stresses the eyes a bit, the muffled sound even affects gameplay.
<!--quoteo(post=1832267:date=Feb 15 2011, 04:25 AM:name=Heyman)--><div class='quotetop'>QUOTE (Heyman @ Feb 15 2011, 04:25 AM) <a href="index.php?act=findpost&pid=1832267"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Back on topic, Immersion plays a huge factor into what plenty of people define as fun.<!--QuoteEnd--></div><!--QuoteEEnd-->
Graphics don't cause immersion. I know immersion is often reduced to the quality of the graphics effects or realism these days, but that doesn't suffice. To be immersive, there has to be well thought out gameplay. Take Starcraft or Diablo 2. Both had outdated graphics at release, but were still immersive. If you can get sucked into a game then it is immersive.
And yes, danger and panic come from being low on health, that's the point completely. And yes, it's supposed to affect gameplay! The blur affect can be argued that it may or may not need toned down a bit, but in the end it really adds to the game.
That doesn't make sense. We are still talking about a game here. It is meant to be fun.
People play dead space for a sense of paranoia, and scary feelings.
People play Starcraft for a sense of "Alright, where are they, and what do i do about them?"
People play Chess for "How can i always be 6 steps ahead"
They do all these things to have fun because it's about challenging themselves.
If you're playing a game with power-outages, aliens, and big guns it shouldn't ONLY be about "OMG I JUST BLEW THAT GUY UP LOLOLOL" or "HAHA I GOT 1 HP AND OWNED YOU GUYS!"
It should be "Oh man, i can't believe i killed them, but there's bound to be more" or "Crap...one hp...i gotta find a place to hide."
This isn't meant to be a casual game where everything is bright and full of sparkles. Even the promo videos have marines going "Oh...crap" instead of "Hey that's distracting!"
And special effects should not be crippling either.
even higher lifeforms are short lived as soon their health is reaching 1 hp :p
and being unable to withdraw quickly to get your healing would just be as lame as having them die instantly when reaching 5 hp. as soon you would be crippled you just cant get away anymore, there is no "omg omg, i have to get away and hide". there is no such situation, as fade or onos you are dead meat, even though you could have escaped if you werent crippled.. its just a non practical idea which would just add alot of keyboard shmashing rage
(oh, and you have to look at the alien lifespan , a grown up marine aged around 20 to 30, fights against a 3 minutes old onos who just hatched as skulk 12 minutes ago, which possibly gets killed by any of these marines within the game time , thats pretty short lived compared to a marine :p)
People play dead space for a sense of paranoia, and scary feelings.
People play Starcraft for a sense of "Alright, where are they, and what do i do about them?"
People play Chess for "How can i always be 6 steps ahead"
...
This isn't meant to be a casual game where everything is bright and full of sparkles. Even the promo videos have marines going "Oh...crap" instead of "Hey that's distracting!"<!--QuoteEnd--></div><!--QuoteEEnd-->
I love games that push me out of my comfort zone in one way or the other and let me overcome the difficulties, but the NS2 blood effect isn't that kind of a feature.
The blood effect gives me absolutely no way to overcome the difficulty; it's just a pure hindrance without any meaningful connection to gameplay or any tricks to master. At that point it becomes more of an annoyance zone rather any kind of challenging uncomfortable situation. I'd much rather learn to adapt my game according to the HP itself and make my own decisions rather than having the game dictate when I'm on too low on HP.