There's really no point in having these, and one thing to remember here is that "balance" has absolutely nothing to do with this, don't forget we're discussing a co-op shooter here, not the next CS:GO. You play against the AI, and the difficulty is purely how high you want it. Players can play on easy difficulty levels or hard ones, use crosshairs or play without them. For a cinematic effect which potentially has minor implications at best is not even within two orders of magnitude of either of these options nothing remotely like "balance" is applicable here.Insert Name Here;n2263613 said:I'm kind of wary commenting on this as I'm not personally affected by camera shake/animations/etc. But I suspect that, despite Tripwire's best efforts, they will have to make options for camera-affecting mechanics.
Camera Shakes: vealck made a good point regarding camera shakes as punishment. I can see it as a balance issue when zeds hit you (as camera shakes there would jerk your aim), but shaking when you hit a zed makes no sense. If Tripwire feels that the latter is a balance issue as well, it would help to explain why.
FOV Change on Sprint: This effect can only be modified in the code, so messing with the animations or whatever won't fix it. In any case, this most likely would not be a balance issue.
Camera Animations: AFAIK many of these are considered excessive, with the HX-25 and M79 reloads being particularly egregious. Balance-wise, there might be an issue with melee attack animations (including weapon bashes), but only there.
In fact, even many competitive shooters allow far more gameplay-affecting settings like an FOV slider. "Balance" is a 100% moot point here.