Bushes, shrubbery, and undergrowth are overpowered in this game. As it stands, they are every ninja backline infiltrator's best friend with no strings attached. In-game I can just sit in a line of bushes moving in and out to take shots at unsuspecting attackers, killing 10, 15, or even 20 enemy soldiers at a time--unimpeded, silent, and completely hidden.
In real life though, foliage of that sort possesses neither of those 3 qualities. Try moving inside a bush: the thick stalks and stems will prevent you from being completely inside in the center; even on the edges, shoving aside smaller bendable branches and twigs hitting your face will slow you down; finally, ruffling up leaves in a bush is loud enough to alert anyone within 30 or so meters to your presence.
The last update addressed one of those issues. Blocking volumes have been placed in bushes on some maps preventing players from completely moving inside; however, much improvement can still be done. Gravity volumes can be placed to slow players down if they decide to take cover in thick shrubs. The rustling of leaves and other various sound effects would also make a player think twice about the tradeoff of using such inconvenient cover.
Its hard to appreciate how much this adds to a game, so here is a video demonstrating:
[video=youtube_share;Hy6T28-fsJM]https://youtu.be/Hy6T28-fsJM[/video]
^^With something similar--sounds and slowed movement, I'd have to wonder if the attacker/defender balance would improve on maps like Chu-chi where attackers are often gunned down at close ranges from bushes and shrubs.
---------------------
In a wider scope, Tripwire seems to be attempting to improve game awareness through their improved audio system. But improved awareness is not just about better directional gunfire sounds. Other sound effects can be an important tool to let players know there is danger nearby. Bushes and shrubs aren't the only potential area of improvement. Many surfaces are distinctly noisy to run and step over.
More environmental noises, louder noises, and noises everywhere would add a lot to what is otherwise a dull uninteractive environment--more caution, better awareness, and lots of "oh ****" moments on youtube. It is a low hanging fruit that would add a lot to the game. Does anyone agree?
In real life though, foliage of that sort possesses neither of those 3 qualities. Try moving inside a bush: the thick stalks and stems will prevent you from being completely inside in the center; even on the edges, shoving aside smaller bendable branches and twigs hitting your face will slow you down; finally, ruffling up leaves in a bush is loud enough to alert anyone within 30 or so meters to your presence.
The last update addressed one of those issues. Blocking volumes have been placed in bushes on some maps preventing players from completely moving inside; however, much improvement can still be done. Gravity volumes can be placed to slow players down if they decide to take cover in thick shrubs. The rustling of leaves and other various sound effects would also make a player think twice about the tradeoff of using such inconvenient cover.
Its hard to appreciate how much this adds to a game, so here is a video demonstrating:
[video=youtube_share;Hy6T28-fsJM]https://youtu.be/Hy6T28-fsJM[/video]
^^With something similar--sounds and slowed movement, I'd have to wonder if the attacker/defender balance would improve on maps like Chu-chi where attackers are often gunned down at close ranges from bushes and shrubs.
---------------------
In a wider scope, Tripwire seems to be attempting to improve game awareness through their improved audio system. But improved awareness is not just about better directional gunfire sounds. Other sound effects can be an important tool to let players know there is danger nearby. Bushes and shrubs aren't the only potential area of improvement. Many surfaces are distinctly noisy to run and step over.
- Certain floorboards can squeak louder than others.
- Rubble can bricks can make "sliding noises" if you sprint instead of stepping slowly over a loose pile--and there are many rubble piles in R02, RS1, & RS2.
- Gravel makes quite a crunching noise
- Tin cans & cardboard boxes
- Loose paper and posters on the floor
- and much more than the floor
- bumping into a cabinet
- bumping into a table
- bumping into a wheelbarrow
- sprinting while crouched through thick water & rice paddies--bigger splashing sounds
- and so forth with many other static objects
More environmental noises, louder noises, and noises everywhere would add a lot to what is otherwise a dull uninteractive environment--more caution, better awareness, and lots of "oh ****" moments on youtube. It is a low hanging fruit that would add a lot to the game. Does anyone agree?
Last edited: