Blink of fear

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Blink of fear

Post by Conman51 »

Ok straight to the ponit. :-P

you know when you get scared out of no where..like a REALLLLLYYY loud noise out of dead silence, you get a instinct reaction to blink.

In my opinion it would be good if we can add this some how to the suppression/ explosion effects, like every time bullet hits around you your screen turns black for like half a second or so.

The reason i suggest this is because suppression still doesnt do much, nad really wont untill it can some how off set the center of your screen, but that doesnt seem possible i think
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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Sidewinder Zulu
Posts: 2429
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Re: Blink of fear

Post by Sidewinder Zulu »

Well, when you blink IRL it's not like you can't see for a second or anything.
I mean, I forgot how fast it takes a human to blink, but it's really really fast.
I bet you could find the answer on the internetz.

Anyway, it's an interesting idea, but I think it would have to replace the current suppression effect, since it doesn't really seem like they're compatible.
But I think it sounds good. :)
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: Blink of fear

Post by Conman51 »

[sarcasm]one main problem i see would be being supressed by a MG, lol you wouldnt be able to see to fire back effectively so it shouldnt be......hey :razz: [end sarcasm]


but really maybe for rifles a blink after every shot would be alright, but a MG maybe one blink every 3 rounds but that seems very hardcoded
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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Arnoldio
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Joined: 2008-07-22 15:04

Re: Blink of fear

Post by Arnoldio »

I posted thin in the suppression effect thread while ago...
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rampo
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Joined: 2009-02-10 12:48

Re: Blink of fear

Post by rampo »

Has an good idea to it and would make the battlefield a ton more intense but that a eye blink whit every shot? thats annoying
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strima
Retired PR Developer
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Re: Blink of fear

Post by strima »

I must be strange then as I don't blink every time I fire a weapon.
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gazzthompson
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Joined: 2007-01-12 19:05

Re: Blink of fear

Post by gazzthompson »

strima wrote:I must be strange then as I don't blink every time I fire a weapon.
but if i where to fire a weapon at you, would you not flinch?
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: Blink of fear

Post by Conman51 »

rampo93(FIN) wrote:Has an good idea to it and would make the battlefield a ton more intense but that a eye blink whit every shot? thats annoying
thats the only draw back i can find

becasue the limits of the BF2 engine it doesnt look like you would be able to customize it much or adapt it to certain situations
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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Nimise
Posts: 189
Joined: 2009-05-13 18:14

Re: Blink of fear

Post by Nimise »

The current suppression effect is ok, if people are shooting at you its hard to shoot back. Also as others said we blink so fast that in game it wouldn't make any difference.... at all
OkitaMakoto
Retired PR Developer
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Re: Blink of fear

Post by OkitaMakoto »

This, in my opinion, falls into the same category as adding in iron sight blur around your sights to simulate focusing.

YOU DO IT ALREADY without the game doing it for you. Just as you dont need the game to add blur around the surrounding sights when you scope in on irons because you are already focusing on a certain area of your screen, you also dont need the computer screen to black out when an explosion goes off near you as whenever that happens, if you are truly surprised, you will probably blink[especially if the explosions is in your actual field of view]

There are things games need to do and things that we already do ourselves that dont need further implementation. You dont need the game to simulate automated human reactions that we already do as we are actively playing a visually stimulating game. Just because its a computer screen doesnt take away from the fact that we are still using our eyes, and in general, our eyes function the same[aside from distance issues]

And as for the suppression effect, it isnt there simply to imitate you closing your eyes in response to incoming fire, its mostly there to take away from your ability to accurately return fire, which would mostly be in part to actual fear for your life[something as a game, we cant really convey in the same way as in real life]
rampo
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Joined: 2009-02-10 12:48

Re: Blink of fear

Post by rampo »

'[R-DEV wrote:OkitaMakoto;1146068']This, in my opinion, falls into the same category as adding in iron sight blur around your sights to simulate focusing.

YOU DO IT ALREADY without the game doing it for you. Just as you dont need the game to add blur around the surrounding sights when you scope in on irons because you are already focusing on a certain area of your screen, you also dont need the computer screen to black out when an explosion goes off near you as whenever that happens, if you are truly surprised, you will probably blink[especially if the explosions is in your actual field of view]
Thats some deep shit right there okita :shock:
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M_Striker
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Joined: 2008-05-31 00:36

Re: Blink of fear

Post by M_Striker »

'[R-DEV wrote:OkitaMakoto;1146068']This, in my opinion, falls into the same category as adding in iron sight blur around your sights to simulate focusing.

YOU DO IT ALREADY without the game doing it for you. Just as you dont need the game to add blur around the surrounding sights when you scope in on irons because you are already focusing on a certain area of your screen, you also dont need the computer screen to black out when an explosion goes off near you as whenever that happens, if you are truly surprised, you will probably blink[especially if the explosions is in your actual field of view]

There are things games need to do and things that we already do ourselves that dont need further implementation. You dont need the game to simulate automated human reactions that we already do as we are actively playing a visually stimulating game. Just because its a computer screen doesnt take away from the fact that we are still using our eyes, and in general, our eyes function the same[aside from distance issues]

And as for the suppression effect, it isnt there simply to imitate you closing your eyes in response to incoming fire, its mostly there to take away from your ability to accurately return fire, which would mostly be in part to actual fear for your life[something as a game, we cant really convey in the same way as in real life]
Just as he said... At least when i get shot at in game... i blink sometimes. The game doesn't need to do it for me. :razz:
StuTika
Posts: 255
Joined: 2008-11-30 16:36

Re: Blink of fear

Post by StuTika »

[R-DEV]OkitaMakoto wrote:This, in my opinion, falls into the same category as adding in iron sight blur around your sights to simulate focusing.

YOU DO IT ALREADY without the game doing it for you. Just as you dont need the game to add blur around the surrounding sights when you scope in on irons because you are already focusing on a certain area of your screen,

Disagree there Okita. For me at least, both the front and rear sights are in focus when sighted in, which is not how it is IRL.

I support the re-introduction of blurred rear sights.

However, I agree that the game blinking for you is not necessary as often do flinch etc when shot at or when explosions go off close by.

Stu.
OkitaMakoto
Retired PR Developer
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Re: Blink of fear

Post by OkitaMakoto »

StuTika wrote:Disagree there Okita. For me at least, both the front and rear sights are in focus when sighted in, which is not how it is IRL.

I support the re-introduction of blurred rear sights.

However, I agree that the game blinking for you is not necessary as often do flinch etc when shot at or when explosions go off close by.

Stu.
We're talking two different things here, youre talking about the sights themselves being blurred as they should be in real life, Im talking about the blurring of everything surrounding the sights[as in, everything not inside the sights, everything off to the sides] The sights might not be blurred realistically, I wont comment on that, but Im talking about how the surrounding world not within the sights doesnt need to be blurred as your eyes, while focusing on the sights/whats in the sights, will automatically be "blurring" the things you are not looking at.

FH2 does this blur:
http://img140.imageshack.us/img140/1615 ... 302zr4.jpg
which is unneeded in my opinion, because like I said, when you are looking at a certain part of the screen, youre eyes will automatically NOT focus what you aren't looking at. All this effect does in FH2 is make it so you CANT effectively look elsewhere when your gun is raised... which, in all honesty, is NOT realistic. In real life, when you have your gun raised, you can look down the sights or around you for situational awareness. BF2 sadly has limited options for weapon holding, up or down basically. Where in real life you could raise, lower, look down the sights, look off to the side of the sites, etc. In FH2 it is auto focusing in one area when sighting in and thus limiting your options you should have as a human being.

;)
llPANCHOll
Posts: 233
Joined: 2007-11-12 21:37

Re: Blink of fear

Post by llPANCHOll »

'[R-DEV wrote:OkitaMakoto;1146068']This, in my opinion, falls into the same category as adding in iron sight blur around your sights to simulate focusing.

YOU DO IT ALREADY without the game doing it for you. Just as you dont need the game to add blur around the surrounding sights when you scope in on irons because you are already focusing on a certain area of your screen, you also dont need the computer screen to black out when an explosion goes off near you as whenever that happens, if you are truly surprised, you will probably blink[especially if the explosions is in your actual field of view]

There are things games need to do and things that we already do ourselves that dont need further implementation. You dont need the game to simulate automated human reactions that we already do as we are actively playing a visually stimulating game. Just because its a computer screen doesnt take away from the fact that we are still using our eyes, and in general, our eyes function the same[aside from distance issues]

And as for the suppression effect, it isnt there simply to imitate you closing your eyes in response to incoming fire, its mostly there to take away from your ability to accurately return fire, which would mostly be in part to actual fear for your life[something as a game, we cant really convey in the same way as in real life]
'[R-DEV wrote:OkitaMakoto;1146121']We're talking two different things here, youre talking about the sights themselves being blurred as they should be in real life, Im talking about the blurring of everything surrounding the sights[as in, everything not inside the sights, everything off to the sides] The sights might not be blurred realistically, I wont comment on that, but Im talking about how the surrounding world not within the sights doesnt need to be blurred as your eyes, while focusing on the sights/whats in the sights, will automatically be "blurring" the things you are not looking at.

FH2 does this blur:
http://img140.imageshack.us/img140/1615 ... 302zr4.jpg
which is unneeded in my opinion, because like I said, when you are looking at a certain part of the screen, youre eyes will automatically NOT focus what you aren't looking at. All this effect does in FH2 is make it so you CANT effectively look elsewhere when your gun is raised... which, in all honesty, is NOT realistic. In real life, when you have your gun raised, you can look down the sights or around you for situational awareness. BF2 sadly has limited options for weapon holding, up or down basically. Where in real life you could raise, lower, look down the sights, look off to the side of the sites, etc. In FH2 it is auto focusing in one area when sighting in and thus limiting your options you should have as a human being.

;)
Well said.

Thank you very much!
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Ninja2dan
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Re: Blink of fear

Post by Ninja2dan »

'[R-DEV wrote:OkitaMakoto;1146121']We're talking two different things here, youre talking about the sights themselves being blurred as they should be in real life, Im talking about the blurring of everything surrounding the sights[as in, everything not inside the sights, everything off to the sides] The sights might not be blurred realistically, I wont comment on that, but Im talking about how the surrounding world not within the sights doesnt need to be blurred as your eyes, while focusing on the sights/whats in the sights, will automatically be "blurring" the things you are not looking at.
I think you're talking about tunnel vision? The condition in which under stress you tend to focus on one specific area and "block out" everything else outside central focus.


Okita was correct when stating that while FH2 does have a similar effect, by blurring the entire outside of your image while in "scoped" mode, this isn't really needed. In real life, you are still able to keep your weapon aimed on target and keep both eyes open, to allow you to scan the area better. You are also able to move your head slightly to the sides while keeping your weapon on target, if you need to scan your immediate surroundings. This, as Okita mentioned, is not possible in PR without taking your weapon off target or "de-scoping". In many cases a player will still get a minor experience of tunnel vision when playing the game. Nothing like the real thing, but just a taste.

Basically, blurring the rear sight might look better, but really isn't required either. In real life I can adjust the focus of my eyes at will to bring either the rear sight, front sight, or target into focus. I don't think blurring the rear sights would hurt, but it can probably wait until more important updates have been taken care of. Besides, you should be paying more attention to the target ahead of you than concentrating on if your rear sight is blurry or not.

As for blinking when firing a weapon or being shot at, I personally don't do either. I might blink when firing certain AT weapons but that's because my eyes are sometimes sensitive to the blast pressure. I have learned to react to incoming fire, but not to blink from it or **** my pants. If someone is shooting at me, my first instinct is going to be reach for my own weapon, not close my eyes and tap my shoes three times.

I have personally been close to large explosions, sometimes a little too close. I have even been on the receiving end of a 40mm HE grenade, long story but let's just say I know how a 203 round feels. With most explosions you will have some overpressure, you will probably feel a little dazed, and your ears are going to be ringing for a bit. That's if you're lucky enough to survive it. The effect we currently have in PR is in my opinion a good level of balance between realism and gameplay, and the limits of the BF2 engine.


For now, if players would like to experience much more realistic gameplay, I'm available. I don't mind firing blanks at you with my M4 or Glock from across the room while you play PR, or tossing training nades under your seat. You'd need to cover airfare though.

Seriously though, some things are on the list to be done at some point, but the list of To-Do tasks is quite large. Everything has a priority, and there are some minor issues like this that are considered quite low. Personally, I'd like to see a few old models and textures updated that are remnants of vBF2, instead of trying to add features like aperture blur that most players won't notice in the first place.
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GrimSoldier
Posts: 169
Joined: 2009-01-09 21:59

Re: Blink of fear

Post by GrimSoldier »

What if a squad is spamming nades and a MG gunner is shooting at you constantly? Do you know how much your screen will blink? What are you trying to do give us all seizures?
In Game Name - Gr1mSoldier
OkitaMakoto
Retired PR Developer
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Re: Blink of fear

Post by OkitaMakoto »

[R-DEV]Ninja2dan wrote:I think you're talking about tunnel vision? The condition in which under stress you tend to focus on one specific area and "block out" everything else outside central focus.
I didnt mean from any sort of psychological effects, I just meant from actually looking down the sights and focusing, but I agree with everything you said about it either way :)
MonkeySoldier
Posts: 1200
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Re: Blink of fear

Post by MonkeySoldier »

[R-DEV]Ninja2dan wrote:For now, if players would like to experience much more realistic gameplay, I'm available. I don't mind firing blanks at you with my M4 or Glock from across the room while you play PR, or tossing training nades under your seat. You'd need to cover airfare though.
Would you also blow in my ears when a heli would land next to me? If so, you're accepted as my (audio) minion.
Ninja2dan
Retired PR Developer
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Re: Blink of fear

Post by Ninja2dan »

MonkeySoldier wrote:Would you also blow in my ears when a heli would land next to me? If so, you're accepted as my (audio) minion.
Nope. For that I would turn on an industrial fan and sprinkle dirt into the rear. Maybe toss in some grass clippings and gravel for added effect? :wink:
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