![]() |
![]()
|
|
|
#191 |
|
Italian/Jugoslavian
Join Date: Apr 2005
Location: Germany
Posts: 2,963
|
the only ww2 game where u had realistic reloading was day of defeat... nd u hav to htink that dod isnt such a realistic based game...
|
|
|
|
|
|
#192 | |
|
banned
Join Date: Apr 2005
Posts: 222
|
Quote:
- Filtering the server list - Direct connect to server/room(command line or console) - Admin options - Kick/ban???? whoa....even HALO has that. That really surprises me. |
|
|
|
|
|
|
#193 | |
|
New Member
Join Date: Mar 2005
Posts: 25
|
Quote:
I like them, but the barrel change for the MG34 and MG42 are just great!
|
|
|
|
|
|
|
|
|
|
GBX
![]() Join Date: Feb 2005
Posts: 3
|
Hi, thanks for all the great footage links of weapons firing. We spent a lot of time firing and filming these weapons firing in the creation of BiA.
I wanted to address a few of your concerns relating to effects since I made them all and wresteled with a lot of the issues you mention. ![]() 1: Muzzle flash sizes. Yes our flashes were slightly larger and brighter in daylight than is usually perceived. However this was a conscious choice to improve the "feel" of the weapons and also to fill a double role where they would be used in day and night settings. At night muzzle flashes are much more apparent so we needed to find a reasonable middle ground that would work in both cases. Finally we needed to be able to see enemies better to facilitate the tactical game play and the near invisible daytime muzzle flashes made it very difficult to pick out enemy positions. While some would argue that this is very realistic we found that it was just no fun. 2: Every bullet having tracers. In reality it was uncommon to use tracer rounds in anything but belt fed weapons. We added a streak to all gunfire that represents the whizzing bullet visually to give a better sense of where fire was going and coming from. Since a real soldier would be able to "feel" the crack and pressure waves caused by bullets passing nearby we felt the subtle tracers would fill in the missing senses of a gamer in the same situation. Indeed the Flakverling did have correctly spaced tracers. 3: Regarding not seeing a muzzle flash every shot on the MP40. This is because the video being shot is not high enough framerate to catch every muzzle flash. There is one flash per shot in reality. In fact, many times in the game, during a heavy firefight, the framerate will drop a bit and cause muzzle flash frames to be skipped creating a nearly identical effect. Again thanks for all your suggestions and the links to the footage. Know for future titles we will be using high speed photography to perfectly capture muzzle flashes from many angles in an attempt to make all of our arms effects even more real. - Jeramy Cooke - Lead Artist Quote:
|
|
|
|
|
|
|
#195 |
|
Member
Join Date: May 2004
Location: Solar System
Posts: 2,110
|
Nice first post ook!
Keep them coming and welcome to our community. Patriot ![]() [edit] the = them, lol. [/edit]
__________________
Flag and Honor ![]() Last edited by PATRI0T; May 20th, 2005 at 05:47 PM. |
|
|
|
|
|
#196 | |
|
Member
Join Date: Jul 2004
Posts: 148
|
Quote:
The purpose of suppressive fire is to discourage the enemy to peek out his head and find the opposition, thus, suppressive fire doesn't necessarily reveal the positions of the "suppressers". Sometimes, it's because the passive force doesn't even know where the "suppressers" are, that actually makes suppression more effective. Otherwise, a huge amounts of gunfire at night (even though muzzle flashes do reveal your position), can still intimidate the enemy because the surrounding area is darker and thus it only serves in making the enemy distracted your force, and may miss out their flanks. There's a "delay time" of the "passive force" under attack in which the "passive force" is trying to respond and find out where active firing force is (and other opposing forces and flanking dangers). The longer the delay (done through constant firing that keeps their heads down or peeking out in uncertainty), the better chance of the active force moving up on the passive force without them knowing. I wish this was the case for BIA when my squad did come under fire from an MG42, and the Germans have already prepared a flanking force to flank me in due time, if i didn't respond fast enough and remained in the same position, i'm in danger of getting my squad killed due to indecision (you are providing a loong loong "delay time, the term i used in the previous paragraph). Right now, the player isn't punished for taking his time to simply sit there at the same spot forever and think how to dispose off that enemy that just doensn't stop firing. He can sit there and think forever with no worries. In real life, the enemy would have made movements to dispose my squad off, simply because as a squad leader, the player was too intimated by the gunfire and could not respond fast enough (he was thinking too much on what he should do on his next move....). This is also a problem in FUll Spectrum Warrior. It makes the game feel very turn-based and not real-time, because in a real-time situation, the enemy would have called backup to attack you already and would not just sit there waiting for your turn always. As you can see, this is why suppression and "getting fixed" works in a real life setting. Squad member communication is critical in such situations and the game must be designed with such an experience in mind (ie. finding the enemy is more difficult and longer than you think, especially if fire discourages you from peeking your head out). If you can't simulate that intricately within a limited computer enviornment with limited AI vocabulary or limited time, then tracers and bright muzzle flashes are a way of lighting up enemy positions and streamlining the process of finding, fixing and flanking to make it more straightforward, fast-paced and avoid issues with slow-paced disharmony. BIA would be even more intense if the 101st paratroopers did came under fire and could not tell exactly where the enemy is at that given moment. Effectively, the player's squad could get suppressed in the most realistic way possible (and even flanked). BUt BIA isn't realistic to that degree. Just wanted to tell you that it's very common to not know where the enemy is when under fire. If there wasn't any tracers and muzzle flash-ups, the game would be more realistic in that aspect, since you'll know you're under fire, but can't make out the enemy positions. But alas: I realise the limitations of a small monitor and the limited vocabulary of the squadmates that may make the experience harder than it should. However, there are other aspects of BIA's difficulty that could be made easier (such as the cheating AI), while others could be harder (more dynamic enemy AI and more realism). Last edited by _Glidias_; May 17th, 2005 at 09:14 AM. |
|
|
|
|
|
|
#197 |
|
New Member
Join Date: May 2005
Posts: 3
|
I have only had the game a week and have not played mutiplayer yet. I have not played yet because after finishing the single player game I went to play mutiplayer and I get a log in screen. I dont have an account. So what, I have to create an account, get confirmation, log in, then ... I quit the game and moved on to other things. I realize this is lame, just a one time? thing that takes a few minutes but how many potential online players have you lost just becuase they couldnt be bother with the hassel. Really need to make it a simple three clicks and play like everyone else.
Also after reading this thread you really need dedicated servers, cant believe it isnt there. One thought I have on the actual gameplay (based on the discussion here) is a way to implement 4v4. Have the two squads as now and make a motor team and MG team as the other two. They would be 'Human' fires weapon and 'AI' reloads, so there would only be one bot for each team. Could also make it so they have option to abandon the weapon and fight with sidearms. Give you more suggestions if I actually get around to signing up. |
|
|
|
![]() |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|