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Joined: 03 08, 2011 /05:31

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 Post subject: More detail and less flaw please.
PostPosted: 08 06, 2012 /10:44 

*Please noted this post is not asking more information about C3, it is about asking develop team take care with the details in the upcoming C3, make the game more flawless.

  • Audio:
  • Gunshot: This problem already exist since back to Crysis 1. Which the gunshot sound different between each fire mode. You can tell the shot will sound more solid, crisply and punchy. That makes all of each shot is a clean, beautiful period. But however in automatic fire mode the punchy comma no longer exist, hence making each shot during the automatic fire sounds better and more connective.

    So the real problem is when you rapidly single fire or rapidly making successive short bursts in automatic fire mode. The gunshot will sounds feebly like the rest of the sound effects are simply gone. Obvious cases in the series are SCAR in C1 and the MK60 Mod0 in C2. And it seems like the faster the gun can fire in automatic mode, the more will this flaw can be noticeable.

    I think this can be fix/improved by giving that solid punch sound now we'll hear during the single fire mode to every first shot (every new left mouse click / trigger pull), no matter the selected fire mode is automatic or not.

  • NPC Lines:
    There are some places in the game where you will want to stay a bit longer, scavenging resources and or collectables. And some NPC will simply go rage face and start to do their hurry-up lines in a insane pace. Too soon, bad. Speaking dull lines over and over again, worse. Lines are overlapping each other, worst.

    One of the case like this in C2 will be in the end of the chapter 'Semper Fi or Die'. Where you hold off waves of alien at a resourceful place then face the alien gunship for the first time. Then after you clear all the aliens and ready to move on to next stage. You will see Chino on the cliff doing his reminder lines like I just mentioned.

  • First Person View:
    Shall we make this straight. During the idle animation where the animation of the character will put down his weapon and make the player unable to use(fire) the weapon. *But somehow you can still aim down the sight. This looks absolute fine in the first person but looked so weird when you look at your own shadow casted by the world model of your self.

    What I'm suggesting here is do no mock. It look kind of stupid in a graceful, good looking game like this. Normally you will not having the grand sights of your weapon even you put the weapon in a side-way, over-chest position like we saw in the game or a up-down straight position.

    We know this is about sending a pause message to the player. But this can be done in a better way. My idea is make the idle animation as normal as we'll do in real-life.
    Image
    *I just googled this picture.

    I believe the transition between the normal state to the idle state is more important than what it turn out. To deliver the pause message to the player, the animation are just needed to be act smoothly and clear. For instance, the screen must not zooming in or shaking hard at the same time during the transition animation is casting. It must allow the player to clearly see the first person model and animation is putting the weapon down. So they the player will get the message of " 'kay, here is where I'll stall down for a sec. "

    Then as the player turn the camera down, they will naturally getting the bigger picture of the weapon then eventually the whole weapon. Or maybe had the peek on a part of the buttstock while the camera bob around. And during right click, the character animation will raise/lift the weapon almost back to normal firing position and the screen zoomed-in by 1.2 magnification if they want to focus their view and warn the weapon up. Please noted that the weapon at this time still had to be looked a little droopy to tell the player "you are still in the pause state, weapon is not ready to fire."

  • Smooth and responsive control:
    Call of Duty have established lots of benchmark for shooter games. And one of thing I'm really admire to it is the control system, such as the "PRESS-TO-USE" actions like tossing the grenades and melee.

    What Battlefield did there is support both the traditional switch on/off method and press-to-use method that was lately introduced in CoD4 by separate these two method out to two different key bind.

    And I think Crysis can do this in a better way by unify these two command into one single same command(key). It's about the smoothness. The method now we had in the game are "switch (toggle on) > draw animation > idle animation > item ready to go." like the old traditional way in Counter-Strike. And I say it can be like this "switch > ready to go." This provide free options to the player. You can either press fire key to toss the grenade immediately after you press the switch key to achieve the smoothness n' quickness of the PRESS-TO-USE action or toss the grenade anytime later you want like the old tradition way.

    Here is the further explanation in case I didn't make my this clear enough. The idle animation still exist but there simply don't have to be a await state/process for the draw(switch) animation to cast and finish then to idle/ready state where the grenade in this case is finally good to go. In a even more simple word, you can toss the grenade anytime you want right after you hit the switch. No matter it is left click to hurl it hard or right click to fling it under.


Last edited by NokiaSe on 08 08, 2012 /05:00, edited 7 times in total.

   

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Joined: 04 14, 2011 /09:49

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 Post subject: Re: More detail and less flaw please.
PostPosted: 08 06, 2012 /01:13 

+1 to this post


   

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Joined: 04 20, 2011 /02:35

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Location: Croatia
 Post subject: Re: More detail and less flaw please.
PostPosted: 08 06, 2012 /03:26 

+1

I also found it irritanting how you could shoot at friendlies and civillians and the bullet would just pass through them! At least in Crysis 1 you couldn't shoot at them!


   

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Joined: 03 04, 2011 /06:16

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 Post subject: Re: More detail and less flaw please.
PostPosted: 08 06, 2012 /04:27 

One complaint: The grenade thing.

I just never understood why the "switch to grenades" mechanic should be present AT ALL.

Tap G: Quickly throw the grenade
Hold G: Cook the thing for as long as it is held and throw.

In either instance, GO BACK TO PREVIOUS WEAPON AS SOON AS IT IS DONE.


   

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Joined: 06 11, 2010 /04:11

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 Post subject: Re: More detail and less flaw please.
PostPosted: 08 06, 2012 /07:43 

Rukumouru wrote:
One complaint: The grenade thing.

I just never understood why the "switch to grenades" mechanic should be present AT ALL.

Tap G: Quickly throw the grenade
Hold G: Cook the thing for as long as it is held and throw.

In either instance, GO BACK TO PREVIOUS WEAPON AS SOON AS IT IS DONE.

All these control changes are due to the console controllers.

Yes, Crysis 1 had 360 controller support but it was released as a PC exclusive and was always meant to be played with a keyboard and mouse and playing it with a controller was a nightmare.

Infact, even the changes to the Nanosuit were made to accommodate a smooth experience with the controllers.


   

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Joined: 03 18, 2011 /09:29

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Location: United Kingdom
 Post subject: Re: More detail and less flaw please.
PostPosted: 08 06, 2012 /08:38 

My biggest gripe as I've stated before is the psychic player. "Press X to open", the door opens by itself. The only time there's an animation is if the sequence is scripted such as the Dam sequence. Why can Prophet press a button all the time?

Animations are the bane of my existence. Why is it that when I jump into water my gun disappears and I start to swim? Why can't I see my character put the gun away? This is all the part of my immersion.


   

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Joined: 03 08, 2011 /05:31

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 Post subject: Re: More detail and less flaw please.
PostPosted: 08 07, 2012 /05:09 

TSAndrey wrote:
+1

I also found it irritanting how you could shoot at friendlies and civillians and the bullet would just pass through them! At least in Crysis 1 you couldn't shoot at them!


Yep, this is the detail I'm talking about here. Thanks for pointing out another one.



Rukumouru wrote:
One complaint: The grenade thing.

I just never understood why the "switch to grenades" mechanic should be present AT ALL.

Tap G: Quickly throw the grenade
Hold G: Cook the thing for as long as it is held and throw.

In either instance, GO BACK TO PREVIOUS WEAPON AS SOON AS IT IS DONE.


Because there are some instances where you want to make some successive toss, where you don't need that irretrievable grenade cook which might will get you lose an arm but bring it up and had to prepare to go any time you want. And at that point you surely won't please to see the switching animation get in your way and ruin the toss.

And by applying this concept, I believe you will be able to smoothly switch back to previous weapon immediately after the toss by tap the switch again just like you sir said.
*G > left click/tap > G = press-to-toss then switch back to previous wep
*G > hold down LMB > release LMB > G = press-to-cook then release then switch back to previous wep


Another example for this concept to apply to is the C4 charges in the game. Where you can squeeze the trigger on the detonator that is in your left hand right after you toss a C4 out from your right hand. And what we having now in Crysis 2 is a little big buggy which the C4 won't explode until a sort of deadlock state went over that seemly to be the safety time of the C4.But the detonate animation and the beeping sound from the detonator will still casted normally. So if you rapidly tapping fire key then you could possibly get 5 beep sound and 2 squeeze animation at max before the actual detonation.


Last edited by NokiaSe on 08 08, 2012 /01:50, edited 1 time in total.

   

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 Post subject: Re: More detail and less flaw please.
PostPosted: 08 08, 2012 /01:10 

Good replies keep em up maybe Crytek will listen


   

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 Post subject: Re: More detail and less flaw please.
PostPosted: 08 08, 2012 /03:32 

Ceph Walka. wrote:
Good replies keep em up maybe Crytek will listen

I'm just about to post some follow-up ideas and the thoughts to some requesting thread on here. But still glad to see a nodding head.

  • Inventory
  • Carry more than two weapons.
    We know we still can't be Gordon Freeman even you put a Nanosuit on. And yet I do disagree you can only carry two weapons regardless the total size and weight of the them.

    Though according to the official singleplayer gameplay we can now carry 3 weaopns at once if we took that bow counted but however I think we should took pistol categorize to sidearm along with the bow as wel. Meaning we will be able to carry 2 primary weapon plus with the bow and pistol at once. (Not including explosives)

  • Grenades:
    According to Crysis 2, this should be more of a multiplayer thing but still needed to point out. In a adaptive combat warfare. You sure could used to different types of grenades to help you get the job done. But switching grenade types is simply a pain in the arse back to Crysis 1. And this seems like to be the reason why we can only carry a single type of grenade at the same time in Crysis 2.

    The solution for this is quite simple and in fact CryTek have already done it for another feature in Crysis 1. Which will be the switching mechanism between the suit modes. I believe hold down "G" and drag the to select will be working just fine.

    *Example: hold "G" > grenade menu pop out > drag with mouse to select grenade type > equip and bind the selected grenade type to "G" > then you will be switching to that type of grenade everytime you tap "G" henceforward until you change the grenade type you bind into the grenade switch key.


  • Action / Behavior:
  • Grapple:
    1. I personally don't like that deadlock state when you grapple someone. That makes you have to wait for a couple seconds before you can take new actions, which will be execute or throw the opponent away. And again, we wish to see smooth and responsive control in a action game.


    2. During the grapple, we should be slowed and retain the ability of draw out the pistol and use it. Including fire, a reload that take a bit more time and of course use it to smash on the head to the guy you are grappling during the moment.


    3. The direction of your opponent is facing should be the same before and after. Which we see in the official interactive singleplayer trailer they will snap around, facing toward to camera (you) when you make the grapple from their behind.

  • ADS (Aim Down the Sight):
    I always think there is something needed to be fix with the ADS feature in the game.

    1. Different types of weapon should have different aiming down time. Which the fastest category will be pistol then increases as the size of the weapon gets bigger and bulkier.

    2. It is either not smooth enough or the pace is just weird, it snaps like this when you try to taking quick aims and shots.

  • Misc.
    Body interactions with water surfaces. As we see at here, there wasn't any. Or maybe it just because the game is running in DirectX9 mode.


*As you may notice I modify my posts a lot, that's because I do not pre-edit the posts, I edit and submit them in real-time. I do take a lil review on them before the submission but there are always some that I missed. So it is the best for you to view my post after an hour and or even a day later after my first submission. And I guess that's it for today, stay tuned for more and feel free to post anything you think that should be taking concern with and you actually have a work-able solution/improve/fix idea/concept to help CryTek make the game even more better :)


Last edited by NokiaSe on 08 10, 2012 /07:06, edited 2 times in total.

   

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 Post subject: Re: More detail and less flaw please.
PostPosted: 08 09, 2012 /04:28 

  • Controls:
    Yes. Console controller is out buttoned by the keyboard. So before the next-gen console shows up. Crysis 3 is unlikely to support a too advanced controlling system. But since Crysis franchise is originate from PC so I think it is still necessary to post any possible, and work-able ideas for it.

  • Turning camera and aiming: Turning will no longer merely a camera panning with the foot placement animations comes into the play. It actually limited by the waist of the character, which I'll just call it physical limitation in here. You can not turn however you want like you got no spine. You can't shooting like a cheating autoaim and kill everyone around you in a blink of an eye. You can still taking quick aims and shots around you but there is a simply a physical limitation of how fast you can turn and how fast you can keep your gun up with the center of your view, which will be the point you're aiming.

  • Action / Behavior:
  • Control your body: First of all, you will building, carrying and losing kinetic energy as you move your body, limb and even your toe. For instance you'll building kinetic energy up to a cap as you sprint. And by the help of the directional kinetic energy you've built and carrying - you will be able to jump further and run faster. What this means in the other hand is you'll be harder to stop as you move faster, carrying more kinetic energy.

    So after you've sprinted forward and carrying a certain amount of kinetic energy. You will still need to take extra steps to transpire, wear off the kinetic energy you are carrying before you get to the full stop, even you have already releases the forward key.

    Or else you'll have to try to against that kinetic energy that is keeping you going onward by lean your self to opposite direction and foot braking to bring your self to the full stop. And this will making noises and could possibly attract some attention and get their radio buzzing. *How loud the noises, how long will you need to brake will determine by how much kinetic energy you was trying to up against.

  • Lean: Hold "A" then hold "D" to lean left, vice versa.

  • Slide: Hold "L Shift" then tap "C" or hold down "C". Depending on how your control environment is set. (Toggle or hold key to Crouch)

  • Power jump: Hold "Space" for at least a second then release the jump key. *The direction you'll jump to will first - determine by where you looking at, then how much directional kinetic energy is built. So if you want to make a completely vertical power jump then you'll have to be completely still, having no directional kinetic energy that is enough to affect/tend the jump in order to do so.

  • Power leap: As the description in the power jump. You will leap forward by moving forward with a high amount of directional kinetic energy of where you are going to leap to and make a power jump while keep the view forward. (looking forward). *The distance you leap will determine by the gradient of the walking furface, which is another factor that will be affecting the sliding and walking. And how fast you're sprinting and how long have you sprinted. (How much kinetic energy you have built) *And you may expect, you can put more force at jumping upward by lifting the camera upward or simply keep it up to make a more upward going leap instead of full forward going leap.

  • Roll forward: Hit "crouch" key while sprinting.

  • Pounce: During sprint, hit "prone" key immediately after you releases sprint key and jump forward with a certain amount of kinetic energy. *How far will you pounce and how hard will you touchdown the ground will determine by how much kinetic energy you're carrying. *With bad timing you might just had a hard touchdown with your stomach. You may hold down "back" key to help you get into crouch and or prone position without triggering slide or pounce after a sprint.

  • Safety roll: Simply hit "crouch" key when you about to land on the ground while keep the "forward" key in hold. *You can commence this action right after a pounce or jumping down from a heights. Which this will help you scatter the kinetic energy you're carrying to your body and guide/transfer them to the ground instead of use your feet to take the whole impact.

  • Grapple/grab: Move close with a opponent then hit interact key. *Your opponent will naturally acting as a human shield as you grapple them. And how effective of the shield will determine by you grasp them from behind for a hostage seizing position or not.

  • Execute: Hit "melee" key when you've grapple a opponent.
  • Release: Tap "interact" key to release, gently put down the one you're grabbing.
  • Throw: Hold down "interact" key throw your opponent. How hard you throw will determine how much strength you put (hold down the key).

  • Pounce Arrest: Do the grapple by holding interact key with a certain amount of kinetic energy. *You can take new action smoothly such as execute or release your opponent before you back on your feet with your opponent from the ground as soon as the pounce arrest is successfully triggered.

  • Sideway dodge / Hop to aside: Double tap "left" key if you want to dodge to left, vice versa if you want to do a right dodge.

  • Barrel roll left/right: Double tap left/right when in prone position. *For instance, you double tap "D" then tap "Space" from a prone position to do a barrel roll to the right then stand up smoothly as the concept of smooth and responsive control that I introduced in the posts up above applied.

    In a addition to this case of stand up after barrel roll to the right. You can do a power jump to replace stand back up normally. And you'll be very likely to be jumping toward the direction of where you were rolling to if the left over directional kinetic energy is enough.


*There are still more to come, this is just barely the sketches of the base part of a action game.


Last edited by NokiaSe on 08 13, 2012 /06:43, edited 6 times in total.

   

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