Visual feedback on HUD

Started by Ruro, June 21, 2010, 10:06:26 PM

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Ruro

Hy guys im new to the forum and what a surprise i have some questions or rather suggestions.

The main problem was with CT that you got no feedback on your hud on whats happening.
Example: A merc points his gun at you but still didn't see you, you got no visual notification on the fact that you could be seen at that point or not (A simple white or black dot at the corner of the spy hud could just solve this or a bar just like in single player CT).
Example 2.: A merc shoots a spy but there is no way to tell that the shots have landed or not. Suggestion: Have blood splatter when a spy is shot (like in counter strike when you hit something) or have sound when someone is hit.

I hope these suggestions can be discussed here to make the game even better then CT multiplayer ever was.

Farley4Fan

The reticule turns red when you shoot a spy on xbox at least.  I can't remember if it does or not on PC. 

CurdyMilk

You must be very noob at SCCT...
A spy can be seen anywhere other than locations inaccessible to the merc.
The aimer turns red when you hit the spy.

Ruro

Which is a not really visual confirm cos the cross turns red on all shootable things like mines , cams etc.
Also this is not really my problem, my friend who tried it found these little things outrageous, i can live without this visual thingy. Also the first problem that you can be seen or not is not solved by red cross thing.When you are sitting in far away corner and someone points a flashlight at you from 100 meters you still dont know that he would see you or just see some dark lump that could be anything.

unskilled

Versus or PS are multiplayer game, it is not scct solo where you playing aganist bots...you can be visible for merc but he won't notice you. In my opinion that idea is stupid. Hiding in shadow is part of a skill in game so, why we should destroy that?

In scct cross-hair turn red if your bullet/mine/nade make any damage on opponent. Sound if someone is hit will be annoying I guess, maybe it should be available but you choose you want hear sound and see red cross-hair or just see red cross-hair.

Farley4Fan

Quote from: Ruro on June 21, 2010, 10:25:12 PM
Which is a not really visual confirm cos the cross turns red on all shootable things like mines , cams etc.
Also this is not really my problem, my friend who tried it found these little things outrageous, i can live without this visual thingy. Also the first problem that you can be seen or not is not solved by red cross thing.When you are sitting in far away corner and someone points a flashlight at you from 100 meters you still dont know that he would see you or just see some dark lump that could be anything.

A dark lump won't just be anything once people learn the maps.  It would be a spy.

Sometimes it's good not to know whether or not the merc saw you.  Makes it a bit more intense. 

How many times have you accidentally shot a mine when trying to shoot a spy?  Seriously.  The cursor turning red is good enough but I agree that some blood would be a nice touch.

Cronky

#6
Quote from: FarleyFan on June 21, 2010, 10:54:23 PM
... I agree that some blood would be a nice touch.

Time to take it to a NEW Level.

Not only blood, but BLEEDING. Imagine following a trail of blood to the unfortunate spy that took quite the hit to the leg. A Health Station (For bleeding effect, health can be regained by a friend. You know... Differentiate the two so that they aren't the same) is the only friend you got since your Stealth has been hampered by your own undoing.




OR




Even FURTHER.

Context Sensitive hit-areas for Spies. Get shot in the Leg? Uh oh... You can only limp your way to safety. Get shot in the Hand/Arm? You best hope that Climbing wasn't your only escape plan since it takes twice as long.

Merc's are immune to this because... well... Spies already do that for headshots. I GOT IT, we ADD to the headshot! Combine CT AND DA. Except when you "Hack" the Merc he get's a BSOD (Blue Screen Of Death), to which he not only has to take the helmet off (Rendering all Visions useless like it already is), he ALSO has to hit an equipment box/Ammo Crate to get a new Helmet.



...Oh wait, that second idea as a whole is bad in general. PAY IT NO ATTENTION.

;D
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
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Spark Mandriller

Quote from: Ruro on June 21, 2010, 10:25:12 PM
Which is a not really visual confirm cos the cross turns red on all shootable things like mines , cams etc.

No it doesn't.

Gawain


Cronky

If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
-----------------------
xFire:Cronkbot | Steam:Cronky

Ruro

Oookay point is you need a LOT of information that are easy to understand for anyone. I mean when you sit down and play thing like counter strike you dont really need to understand all mechanics behind it because you will just KNOW that things are coming at you and you are ment to shoot them.
In CT its a real problem that you get no real confirmation of anything unless you are standing next to it (like a door panel). Knowing a map has merits indeed, but by not knowing it is your undoing by default and thats plain wrong in my opinion.
So i dont suggest that my points should be implemented as they are, i suggest that the whole HUD and what you see should be more straightforward.
But i think nobody would care about all this, because it seems the old CT ppl are just enough playerbase for the game and as i see it they just shut out all new ppl and shout them in the face NOOB. A really civilized way indeed.

Cronky

#11
Quote from: Ruro on June 22, 2010, 12:07:50 AM
-Post right above mine grab-

I'm sure there is a way to get stuff across like you are saying, it's just that at this moment there's not a lot of thought being put into it.

SvM has ALWAYS had a steep learning curve to REALLY get into the game. That's its blessing and curse. It's REALLY fun... but those games before you got the hang of it were brutal.

Knowing the Map has always been the best info you could have, but also only could really be attained by playing against real people (you can't tell a good spot or not by simply looking at it. Even at that most of the Spy gameplay is based on Improvisation based on your situation).

The question of whether you're hidden or not is fundamental to the whole games mechanics... and most of it's fun. You COULD have a slider or something like Single player Splinter Cell that tells you whether you're in a REALLY dark corner, or just a SEMI-dark corner... but alas... it's useless the second a Merc shines a light on it... which is the whole point. It's not some AI searching for you that's going to just walk past simply because you're in a Dark spot, mistaking you for a bag of trash because from far away you are just an black blob.

...Now if SvM was more like Metal Gear Online and it's Box Hiding Mechanic (Empty boxes are randomly strewn about the level) then maybe it would be more applicable, but as it is... Shadows are only as good as you wish to use them. A Shadow meter no matter how simplistic isn't going to help the casual OR hardcore... new OR old... because there is no difference to an actual person checking them.


AS for the Cross-hair... Xbox CT SvM did do what you were saying (And to I think a lesser extent PC) with the flare up of Red. It was both good and bad though. Using Sniper vision I could shoot into a spot I was questioning (Say the upper box in Deftec) and regardless of my lack of knowledge of a spy actually BEING in there the red Blink after my shot in the dark ,quite literally, gave away his position. GOOD for me, but unfair some would say for them.

Take that as you will (If you even manage to read it all :o)
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
-----------------------
xFire:Cronkbot | Steam:Cronky

Spark Mandriller

yeah, why the fuck doesn't the game read people's minds to tell me if they've noticed me or not?

get to work devs

frvge

Neural link systems systems are possible, but out of our non-existing budget.

As for the reticle turning red, I personally think it removes some of the excitement. You have to take both Spy and Merc sides into account. In general, you want the Spy to have the most 'intense' emotions, because a single slip up can cost you your life. One way to boost that, is to add some points of 'doubt' into the Merc's gameplay. Depending on the mood of the Merc-player, he can blind-fire into a corner. If you, as a Spy, are positive that it's just a random hit, you can take a gamble and just get hit once. The Merc wouldn't notice then.

However, from the Merc's point of view, having hit-detection makes it easier.

I think it makes it too easy and can be seen as having an unfair advantage. Assuming a Merc has 120 bullets, of which he uses like 90 in real battles, he has 30 'free' shots at potentially discovering a Spy, without any risk. And that risk thing needs to be balanced. Searching for a Spy should leave the Merc open for a counter-attack by the second Spy, or a well-playing Spy in general.

This is just my opinion btw.
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Spark Mandriller

#14
Shit'd suck if you were lagging and couldn't even tell if you were hitting someone or not. And it's not like it isn't easy to check for spies anyway. Just use the light. Or the laser.