The 'suppression effect' in DH suppressed me right out of ever playing it again
I think an 'effect' which happens to your player while being fired upon is the wrong road to travel down because no amount of polish is going to make it feel right. It's always going to be artificial.. To say that it can be tweaked to feel natural and controllable kind of defeats the purpose of even having it, no? If you can control an outside effect - how is it different than no effect at all? You'll simply learn it and it will be like it isnt even there. Blur with a loud snap if it travels near your head, great, but more than that is unnecessary imo.
In the end, simply the idea of dieing is the actual suppression effect. You actually suppress yourself. It doesnt take your screen jerking around to make it happen. You take cover and suppress yourself because you dont want to die. Honestly I think it has a lot to do with the immediate situation in-game. Sometimes you know you can be reckless, and other times you know you need to stay alive. For the most part, people learn to manage their actions based on how many reinforcements there are and they act accordingly... becoming more careful when they're almost out.. more reckless when they have plenty of reinforcements but are about to run out of time.. careful and quiet, choosing not to draw attention when they're trying to stack the capzone etc.
I think the better road to take is to make aiming a bit more difficult in order to give the advantage to the player who's weapon is rested. Something definately has to be done about the instagib nature of the guns, and the perfect IS alignment as it is now. That alone will do wonders.
I also think that 'proximity to the Squad Leader' thing is total video-game Hollywood BS. Having a guy with more stripes closer to you in battle does not make you less scared or more willing to risk your life or somehow reduce your stress level when bullets are zipping by your face. Some SL's are horrible leaders, taking risks that get their men killed and their men hate them.. so that mechanic smells gamey as hell. So does leveling up. The person who's at the PC playing the game gets better himself as time goes on and it is reflected in how he plays the game... it should'nt be because he killed 'x' amount of guys and he's now playing John Matrix from Commando. I've always favored an even playing field where everyone has the same basic grunt soldier and this way skill with the game shines as opposed to a bunch of different 'levels' based on kills or time played etc. Great, I have less sway now because I killed 200 dudes. Neat, I can run further cause I've been playing a lot. Stuff like that is just gimmicky and silly.
I think an 'effect' which happens to your player while being fired upon is the wrong road to travel down because no amount of polish is going to make it feel right. It's always going to be artificial.. To say that it can be tweaked to feel natural and controllable kind of defeats the purpose of even having it, no? If you can control an outside effect - how is it different than no effect at all? You'll simply learn it and it will be like it isnt even there. Blur with a loud snap if it travels near your head, great, but more than that is unnecessary imo.
In the end, simply the idea of dieing is the actual suppression effect. You actually suppress yourself. It doesnt take your screen jerking around to make it happen. You take cover and suppress yourself because you dont want to die. Honestly I think it has a lot to do with the immediate situation in-game. Sometimes you know you can be reckless, and other times you know you need to stay alive. For the most part, people learn to manage their actions based on how many reinforcements there are and they act accordingly... becoming more careful when they're almost out.. more reckless when they have plenty of reinforcements but are about to run out of time.. careful and quiet, choosing not to draw attention when they're trying to stack the capzone etc.
I think the better road to take is to make aiming a bit more difficult in order to give the advantage to the player who's weapon is rested. Something definately has to be done about the instagib nature of the guns, and the perfect IS alignment as it is now. That alone will do wonders.
I also think that 'proximity to the Squad Leader' thing is total video-game Hollywood BS. Having a guy with more stripes closer to you in battle does not make you less scared or more willing to risk your life or somehow reduce your stress level when bullets are zipping by your face. Some SL's are horrible leaders, taking risks that get their men killed and their men hate them.. so that mechanic smells gamey as hell. So does leveling up. The person who's at the PC playing the game gets better himself as time goes on and it is reflected in how he plays the game... it should'nt be because he killed 'x' amount of guys and he's now playing John Matrix from Commando. I've always favored an even playing field where everyone has the same basic grunt soldier and this way skill with the game shines as opposed to a bunch of different 'levels' based on kills or time played etc. Great, I have less sway now because I killed 200 dudes. Neat, I can run further cause I've been playing a lot. Stuff like that is just gimmicky and silly.
Upvote
0