Movement is a big thing in any FPS game, or any game for that matter. It's often one of the most defining factors in gameplay. I think movement is one of the things RO2 could do a bit better. More precisely, sprinting.
First off, the speed is A-OK. I think we all know about how fast we can run, and RO2 feels pretty much spot on for your average guy. However, a big difference between RO2 and real life is that in RO2 we can get to a full sprint and stop again in an almost superhuman way.
I think it's obvious that gaining speed is a tiny bit too fast, but nowhere near as big an issue as slowing down is.
If you've played sports that involve moving with some agility (and as a human being, you probably have ), you know exactly how tricky it can be to stop or quickly change your direction in a full sprint. If you stop you'll often either start making small, rapid steps (sometimes hops) as you slow down or slide if the surface allows it. Another way is to bump into or catch yourself on something. In short, momentum simply prevents us from stopping like RO2 characters can.
Now, while these various things arguably don't need to be visually represented with too much detail, the impact of simulating this in some way would be quite profound. You'd have to think a lot more before sprinting. The player's ability to do "cod shooting" would be seriously reduced, and attacking and defending would require a lot more thought.
What I'd do is slow down sprint deceleration and lengthen the transition from holding your weapon in the "sprinting positions" to the "ready to fire" positions.
I think that both in terms of gameplay and realism, making the sprint acceleration/deceleration closer to real life would improve RO2.
So, let's discuss.
First off, the speed is A-OK. I think we all know about how fast we can run, and RO2 feels pretty much spot on for your average guy. However, a big difference between RO2 and real life is that in RO2 we can get to a full sprint and stop again in an almost superhuman way.
I think it's obvious that gaining speed is a tiny bit too fast, but nowhere near as big an issue as slowing down is.
If you've played sports that involve moving with some agility (and as a human being, you probably have ), you know exactly how tricky it can be to stop or quickly change your direction in a full sprint. If you stop you'll often either start making small, rapid steps (sometimes hops) as you slow down or slide if the surface allows it. Another way is to bump into or catch yourself on something. In short, momentum simply prevents us from stopping like RO2 characters can.
Now, while these various things arguably don't need to be visually represented with too much detail, the impact of simulating this in some way would be quite profound. You'd have to think a lot more before sprinting. The player's ability to do "cod shooting" would be seriously reduced, and attacking and defending would require a lot more thought.
What I'd do is slow down sprint deceleration and lengthen the transition from holding your weapon in the "sprinting positions" to the "ready to fire" positions.
I think that both in terms of gameplay and realism, making the sprint acceleration/deceleration closer to real life would improve RO2.
So, let's discuss.
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