Suggestions to increase immersion

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Sergeant Hartman

FNG / Fresh Meat
Jul 15, 2015
26
0
0
UK
Death Ragdoll Animation

Death Ragdoll Animation

Death Animation is a small thing but I really like it.

One of the great things I noticed in Killing Floor 2 was the reactions from the Zeds when they're shot, it feels extremely satisfying when you shoot them because of the realistic way they fall over.

In RO2 and RS1 the death animations are no where near as good and if you shoot a running target they suddenly stop and fall to the floor which hurts my immersions.

In the RS2 trailer at 0:30 a Vietnamese guy gets shot and you can see how he falls forward and that he legs are still moving, this makes me believe that RS2 will have the realistic death animations that KF2 has!

https://youtu.be/7bxPi-MKwws?t=29s

Also somebody help me I've watched this trailer over 60 times since its release...
 

GreenBean

FNG / Fresh Meat
Jul 19, 2015
2
0
0
hackhunters.com
A few suggestions that I think will make this new game more immersive:

1) Some custom made maps can really add to the depth of a game, it would be great if there was a way to incorporate them into future releases as a standard map (with some sort of agreement between you and the author) instead of downloading custom maps, where you give the author and/or their clan credit. This would encourage clans and people to create some really great maps.

2) I'm impressed how the voices are triggered by being in proximity to an enemy, but they are too loud. I get myself into a great location in cover only to have my character yell out 'enemy spotted' or whatever.

3) Speaking of cover, it really stinks that bots can see and shoot you so easily when you can't see them. Real players can often run right by you when you're in cover, bots should do the same. Also bot behavior in general could be more like run from cover to cover instead of that apparent aimless running around.

4) More bump mapping on the ground, to create realistic ground effects and detail.
 

Bladek

FNG / Fresh Meat
Jul 20, 2015
1
0
0
Getting rid of zoom while aiming with iron sights would greatly contribute to immersion
 

Jagdwyre

Active member
Sep 2, 2011
564
69
28
Getting rid of zoom while aiming with iron sights would greatly contribute to immersion
Maybe, if you didn't know why zoom was put into the game in the first place. Frankly not having it is arguably just as silly imo as all the aim zooming does is to match your FOV on your weapon as it would be in real life. Without any zoom it would be as if you had your eye noticeably further away from your sight picture than you should.

If you've ever aimed down the sights of a weapon, especially any of the weapons present in RO2 or RS you'd probably understand my point a lot better.
 

Finlandiaperkele

FNG / Fresh Meat
Sep 28, 2013
149
1
0
Between Rock and a Hard Place
Maybe, if you didn't know why zoom was put into the game in the first place. Frankly not having it is arguably just as silly imo as all the aim zooming does is to match your FOV on your weapon as it would be in real life. Without any zoom it would be as if you had your eye noticeably further away from your sight picture than you should.

If you've ever aimed down the sights of a weapon, especially any of the weapons present in RO2 or RS you'd probably understand my point a lot better.
Yeah, this. Without it, shooting past 100 meters is pretty much impossible.
 

KittyKitsune

FNG / Fresh Meat
Aug 18, 2011
48
10
0
I added a fourth suggestion that we can discuss now, though i somehow feel not many people will be against the idea of itself, i'd like to hear how people would prefer to impliment it.
 

Waldo

FNG / Fresh Meat
Jul 31, 2015
2
0
0
I added a fourth suggestion that we can discuss now, though i somehow feel not many people will be against the idea of itself, i'd like to hear how people would prefer to impliment it.


+1 but i think a toggle will be cumbersome. Maybe a simple proximity trigger near points could work.
 

KittyKitsune

FNG / Fresh Meat
Aug 18, 2011
48
10
0
+1 but i think a toggle will be cumbersome. Maybe a simple proximity trigger near points could work.

The thing is that triggers are unreliable, it should be a player choice, you could even have it just as a choice to turn it off, and use a voice com menu for what you want your character to say. It works in most other games.
I just feel the unpredictability of when you make noise is a serious gimp.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
I'll be happy if all or most of IOM style features make it in game.

- More visible bullet impacts both to the shooter and the target

- Dust clouds from both impacts and from firing while prone that linger briefly.

- Smoke from weapons firing

- Backblast damage from RPG's/LAW

- Medics. Even if no medics are in as a role, make it possible to for someone else to help bandage you leading to a slightly better heal.

- Dragging.

- Movement sounds through vegetation from both footsteps and brushing through it that both sides can hear. Dead branches snapping, dry grass crackling, that sort of thing.

- Local 3d VOIP. I know it's not supposed to be possible, but I'm confident Dibbler can find a way. It's the most significant way to interact with the soldiers around you. Calling out enemy locations, nades in and nades out, tactics withing the group, etc.
 

IndustrialPlastics

FNG / Fresh Meat
Jan 25, 2016
6
0
0
+1 toggle for player voice! However it doesn't have to be a pure on/off toggle. Perhaps certain events such as being shot, being near explosions, or being a low level could modify the toggle.
 
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