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 Post subject: Crucial gameplay improvements (Devs should read)
PostPosted: 04 28, 2012 /04:32 

A few incredibly simple things to make Crysis 3 infinitely better than Crysis 2:

MOBILITY AND POWER

- Faster sprint
- Ability to reload while sprinting and sliding in the campaign (in C2 you could do it in MP but not in SP)
- Ability to sprint in all directions or, at the very least, sideways
- Slightly faster default speed in default suit mode (as in, not in Armor or Cloak) for better strafing
- Add prone: Just hold the crouch button!
- Ability to aim down sights while Power Jumping
- Faster weapon switching/cycling (as in Crysis, was clunky and sometimes didn't work in C2)
- Holding enemy takes no suit energy
- Can sprint at human (reduced) speed when Suit Energy is depleted (think C1 for consoles)
- Power Melee, Power Kick and Power Throw do not take 100% suit energy
- Do not have bullets hitting you halt your sprint in Multiplayer, at least not on PC.

ARMOR

- Do away with the extra zoom while in ADS. What gives? It screws with the aiming sensitivity!
- Make it absorb damage until energy depletion in MP (in C2 it only took a small percentage of the damage)

CLOAK

- Better balance: Posibly by buffing NanoVision or not allowing Power Actions, more energy consumption etc.
- Get rid of the shooting while cloaked if you have a silencer stuff.
- Always encourage merging with the surroundings rather than cloaking whenever possible (This is achieved by level design: Think Crysis 1)

GENERAL

- Increase base player health so as to make the game more skill-based (Unreal Tournament, Quake, Tribes, Crysis) instead of "I saw you first"-based (Call of Duty, Crysis 2)
- Increase hip-firing accuracy
- Make no damage differences between hip shots and aimed shots
- Make the weapon laser sights work like in Crysis 1 (ALWAYS points at the center of the screen regardless of how close or far an object is, allow the use of weapon sights instead of a crappy zoom like in C2 singleplayer)
- Make the laser sight a separate (non-sight type) attachment so that it can be used together with assault, reflex and sniper sights.
- Make the Assault Scope work like in Crysis 1 (In crysis 2, the Assault Scope would increase aiming sensitivity while aiming down the sights)
-Increase the amount of bullets that can be carried by the player: When fighting moderate health enemies (Ceph Grunts) you would have to go get ammo CONSTANTLY, since they take like 20 bullets to kill.


   

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Joined: 01 13, 2011 /09:58

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Location: Australia
 Post subject: Re: Crucial gameplay improvements (Devs should read)
PostPosted: 04 28, 2012 /05:10 

Good ideas but I disagree with making laser sight and other optics mutually exclusive. You should have to make that decision, whether you want to be the close range guy with the laser sight or a more medium-long range with gun optics instead of letting people have both


   

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Joined: 10 09, 2011 /09:56

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 Post subject: Re: Crucial gameplay improvements (Devs should read)
PostPosted: 04 28, 2012 /05:58 

Rukumouru wrote:
A few incredibly simple things to make Crysis 3 infinitely better than Crysis 2:

MOBILITY AND POWER

- Add prone: Just hold the crouch button!
- Do not have bullets hitting you halt your sprint in Multiplayer, at least not on PC.

ARMOR

- Make it absorb damage until energy depletion in MP (in C2 it only took a small percentage of the damage)

CLOAK

- Better balance: Posibly by buffing NanoVision or not allowing Power Actions, more energy consumption etc.
- Get rid of the shooting while cloaked if you have a silencer stuff.

GENERAL

- Increase base player health so as to make the game more skill-based (Unreal Tournament, Quake, Tribes, Crysis) instead of "I saw you first"-based (Call of Duty, Crysis 2)




Everything I've responded too in your post I have a problem with, everything I didn't respond to I don't have a problem with. Honestly I feel this post was a bit too opinionated to necessarily be an ACTUAL improvement. Personally I think they should focus on the bugs and MP issues, which usually isn't a big issue to talk about but if C3 is anything like C2 in terms of bugs, it is a big issue. Hopefully they can be able to build a stable game and don't have to worry about bugs, and can just focus on gameplay...which is what this post is all about.

You want to add prone? I can see where it would be fun in some aspects, but if the verticality of the levels is anything close to how it was in C2 this would be an awful idea. Imagine every time you turn a corner someone is waiting, prone, and has the drop on you. This would be a very annoying issue, seeing as how a lot of spots are traveled through regularly...and no one wants to have to check the lower corners of each room they walk into. I understand how it could seem like there would have to be more skill involved, but this would lead to frustration over anything else.

Having bullets not halt you is an awful idea, especially if you have higher health, complete armor protection up until your suit depletes, and you want improved speed. In Crysis 2 alone it would be a pain in the ass to be shooting someone and they sprint through it and slide, or just sprint through it. Maybe if you had the increased speed action that you want, then when you are getting shot it is just the normal human sprint that you also want. I can see where that would be okay, but don't really see the need in changing it to that. I would see this as annoying rather than an improvement.

The next thing you want is armor energy and protection until depletion (like single-player in C2). This by itself would make armor mode WAY too OP. People would have double health (which you want to increase health anyways) and the amount of time and bullets it would take to kill someone would be ridiculous. The only way to kill someone would be to make clips longer, but still if health and armor is as good as you wish it would be way too easy to get away, and kills (and matches) would take too long. They could make damage output higher, but then there would be no point in adding in the extra protection. I think the health in C2 was perfect where it was. When getting shot at odds we 75/25 in there favor. For me I can often get away, but that may be due to the lack of too much competition on XBL. You have just enough time to powerjump and turn around to pop a headshot, or to slide cloak, or get behind cover. Most people (that I've played with) don't utilize the suits tools as much as they should. Crytek made it perfect, its just too many people don't know how to use it. I think the health, armor, and cloak were perfect in C2.

Didn't really see the point of the silencer depletion while in cloak. I never got upset over this at all, that's not to say nobody else has. Although if someone is shooting at you with a silenced weapon that doesn't drain energy (so we're talking about weak weapons here) while in cloak, you have the advantage. Its fine the way it is.

I feel like many people on these forums (I'm not saying you) want to gripe about how much C1 to C2 changed, but then gripe about how C3 looks too similar to C2. First of all, the game has a year to come out...second the things they desire contradict each other. People want it to change, but then don't. People don't realize Crytek was shooting for a different game with C2. The soon tired of the C1 formula (wish I could say the same for CoD since MW) and wanted a fresh new game, that was still Crysis at it's core. The sacrifice the long horizontal plane for more vertical planes, and I preferred the vertical one more. It made me feel more like bad-ass when I could look down on the enemy and know I could get the drop on them...but that's just a matter of personal preference. The game still takes place in NYC, and although the environment looks different, judging from what I've seen it isn't too different...which isn't a bad thing. They can use the C2 formula again and it will still feel fresh as long as they make adjustments, which, like you said in some of your suggestions, would make the game better. People expect C1, but I don't think that's what they'll get. C2's gameplay was more appealing for me and for other people I've talked to. Honestly I'll be happy with anything the make, but would rather it be towards the C2 side more than C1.


   

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Joined: 01 13, 2011 /09:58

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 Post subject: Re: Crucial gameplay improvements (Devs should read)
PostPosted: 04 28, 2012 /06:09 

Because of lag, you don't you're getting shot until you're dead.
And Armour mode isn't even OP


   

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Joined: 03 18, 2011 /01:37

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 Post subject: Re: Crucial gameplay improvements (Devs should read)
PostPosted: 04 28, 2012 /06:22 

What's contradictory about preferring C1 in almost every way to C2?

You know what I find contradictory? The number of people who state that they prefer C2 gameplay to C1, but in the same paragraph refer to how much they hate call of duty


   

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Joined: 10 09, 2011 /09:56

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 Post subject: Re: Crucial gameplay improvements (Devs should read)
PostPosted: 04 28, 2012 /09:16 

I don't really get what your first sentence is saying. I didn't say armor mode is OP, I was saying if it is how this guy is saying it should be it would be OP. Its two health bars basically, and increased health. I think just a damage reduction is fine. If it was how he wants it the armor should drain quickly, which would even out to the same amount of bullets to kill someone.


   

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 Post subject: Re: Crucial gameplay improvements (Devs should read)
PostPosted: 04 28, 2012 /10:22 

RAAAAGGEE
GutterTrashJosh wrote:
You want to add prone? I can see where it would be fun in some aspects, but if the verticality of the levels is anything close to how it was in C2 this would be an awful idea. Imagine every time you turn a corner someone is waiting, prone, and has the drop on you. This would be a very annoying issue, seeing as how a lot of spots are traveled through regularly...and no one wants to have to check the lower corners of each room they walk into. I understand how it could seem like there would have to be more skill involved, but this would lead to frustration over anything else.

If the gameplay is going to be even a bit as hectic as in C2, that guy deserves the kill.
Because you go stand still for 15 seconds and avoid getting shot/ninja'd.

It wouldn't be too bad with all the extra health you'd have, which you complain about later
:
Because then you'd actually have time to jump over him, as an example.

And voila, free kill! Unless you can somehow turn 180 degrees instantly while in a lying position.
Which I wouldn't support.

You can jump really high in this game, unlike pretty much every other "modern" fps nowadays.

Remember, son?

GutterTrashJosh wrote:
Having bullets not halt you is an awful idea, especially if you have higher health, complete armor protection up until your suit depletes, and you want improved speed. In Crysis 2 alone it would be a pain in the ass to be shooting someone and they sprint through it and slide, or just sprint through it. Maybe if you had the increased speed action that you want, then when you are getting shot it is just the normal human sprint that you also want. I can see where that would be okay, but don't really see the need in changing it to that. I would see this as annoying rather than an improvement.

DOES ANYONE EVEN ANY IDEA OF WHAT "SKILLS" ARE?
BTW IT'S BEING ABLE TO DO STUFF, NEVERMIND THEM BEING TOUGH.

So here you want to keep an GOD AWFULLY STUPID design decision, that only serves to break the flow and lacking speed of the game.
Why? Because boohoo, I can't hit stuff that's running fast and doesn't stop and die in a second!


If you wonder why I'm so hostile on this, then it's because take a look at this;
I play with a shotgun. That means I have to get all close and personal.
I'm against full-auto assault rifles that kill me in 2-4/5 (if very lucky) shots.

^ And they don't mind shooting from a nice distance.

Now, HOW THE HELL am I supposed to get anywhere near these guys, when the only thing I can do is run at them. And guess what happens when I run at them?
Bam, stray shot - running spree over! Dead.

If I didn't stop up, I'd probably have a chance to actually parkour my way close to them, and maybe even survive to get a shot in.
But no, I have to drop the soap every time I get hit.

More health and speed would make life more dangerous to those not prepared.
Exactly because it'd allow the HERECOMESTHENIGHTTRAIN playing style.

Those proficient with the game would probably dodge the hell out of my sorry butt, and that's exactly what skill is. Being able to counter problematic situations.
Be it hitting or dodging.


GutterTrashJosh wrote:
The next thing you want is armor energy and protection until depletion (like single-player in C2). This by itself would make armor mode WAY too OP. People would have double health (which you want to increase health anyways) and the amount of time and bullets it would take to kill someone would be ridiculous. The only way to kill someone would be to make clips longer, but still if health and armor is as good as you wish it would be way too easy to get away, and kills (and matches) would take too long.

No, it wouldn't. Because you'd still have armor mode too, remember?

And if it's too hard to consistently fire at someone, then sorry chum - skills are lacking.

I don't think you really understand how it would work. If you know you have a good reserve of health, and you got hit. Would you run at the spot?
Or would you try and kick some butt - knowing you may still have enough health to survive?

I think it's the latter, son.

And no, armor mode should be exactly what it advertises:

GOD DAMN TANKING MODE.
Not some "ooohhhhh I can take a bullet or two more!" glow-glow mode.


   

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Joined: 01 13, 2011 /09:58

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 Post subject: Re: Crucial gameplay improvements (Devs should read)
PostPosted: 04 28, 2012 /10:34 

GutterTrashJosh wrote:
I was saying if it is how this guy is saying it should be it would be OP. Its two health bars basically, and increased health.

No, because that "second health bar", aka your energy, which is used for other things not just armour, will be drained quickly anyway


   

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 Post subject: Re: Crucial gameplay improvements (Devs should read)
PostPosted: 04 28, 2012 /04:41 

M4dn3ss and Bloax have already said everything I needed to say.

M4dn3ss, about the laser sight choice thing: Bear in mind the laser sight gives your position away like all hell.


   

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Joined: 11 12, 2010 /07:13

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 Post subject: Re: Crucial gameplay improvements (Devs should read)
PostPosted: 04 28, 2012 /05:20 

Those aren't bad suggestions, great baseline for Crtek to work off of :D


   

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