Where are we on the Wounded Effect situation.

Post your feedback on the current Project Reality release (including SinglePlayer).
JDevereaux
Posts: 4
Joined: 2011-06-16 03:26

Where are we on the Wounded Effect situation.

Post by JDevereaux »

I read the locked thread on this subject and I'm a bit unsure of what's happening about it.
It's a horrid thing to look at. Ok, maybe I've only got myself to blame for getting shot in the first place but still, like I said it's horrid.

It doesn't encourage me to retreat and find a medic, it encourages me to commit suicide and respawn. Its not an issue if your squad are in each others pockets and you actually have a squad member playing a medics role. However if you're the last man standing, the rest of your squad are belting off in vehicles, wandering off without warning or being plain stupid then you have a problem.

These are huge maps and sometimes the breakdown of team-play can make this a truely frustrating thing to have to deal with.

I understand there are people for and against said effect but you've got to appreciate that not everyone plays with friends and sometimes team play isn't seen as a priority to some I've come across.

It's the only thing that grates on me, other than that I can't get enough of it!

Many thanks.

JDevereaux.
ShavedAlpaca
Posts: 117
Joined: 2010-08-05 23:03

Re: Where are we on the Wounded Effect situation.

Post by ShavedAlpaca »

I think the system is fine as it is, generally people play together regardless friends or not. If no one plays as a team then change squad or create your own. If that doesnt work change servers :D
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Where are we on the Wounded Effect situation.

Post by dtacs »

What exactly are you complaining about here? I understand that its the blood on the screen effect when you are shot and need a revive, however there is no viable alternative to that.

More importantly, instead of asking for its removal, what do you propose replaces it?
Ford_Jam
Posts: 458
Joined: 2009-06-19 01:06

Re: Where are we on the Wounded Effect situation.

Post by Ford_Jam »

Personally I'd prefer a gradual bleeding system that shows more blood depending on the extent and severety of your injuries as well as a sound effect (like a thump) when you are shot.

But that's just me.
Current system is fine as well.
JDevereaux
Posts: 4
Joined: 2011-06-16 03:26

Re: Where are we on the Wounded Effect situation.

Post by JDevereaux »

dtacs wrote:What exactly are you complaining about here? I understand that its the blood on the screen effect when you are shot and need a revive, however there is no viable alternative to that.

More importantly, instead of asking for its removal, what do you propose replaces it?
Then you know exactly what I'm complaining about don't you, as you just answered your own question.
I'd prefer it not to be so full on, you can't be expected to win a fire-fight if the screen is covered! And sometimes because a medic is not available it can be pulsating in and out of a horrid red covered, impossible to see through screen for quite a while.
Last edited by JDevereaux on 2011-06-17 12:28, edited 1 time in total.
Reason: I done goofed.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Where are we on the Wounded Effect situation.

Post by Rudd »

I'd prefer it not to be so full on, you can't be expected to win a fire-fight if the screen is covered
I shall translate that for you in to PR speak :)

I'd prefer it not to be so full on, you can't be expected to win a fire-fight if you've been shot

we can't really make one version of the game that doesnt need teamwork, then another version of the game that does, between field dressings and medics you can get healed pretty easily in this game.
Image
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: Where are we on the Wounded Effect situation.

Post by BroCop »

IMO the screen is a bit too much clogged up when you are wounded...falling from a 3 foot ledge shouldnt make you blind.

However I do like the prospect of gradual visual changes so that you dont have 56 tons of strawberry jelly poured into your eyes when sustaining minor injuries
Image
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Where are we on the Wounded Effect situation.

Post by Rudd »

Personally I'd prefer a gradual bleeding system that shows more blood depending on the extent and severety of your injuries as well as a sound effect (like a thump) when you are shot.
IMO the screen is a bit too much clogged up when you are wounded...falling from a 3 foot ledge shouldnt make you blind.
these are reasonable points, though I don't think bf2 can do this, but I hope it can.
Image
Boris.T.Spider
Posts: 224
Joined: 2008-05-27 16:18

Re: Where are we on the Wounded Effect situation.

Post by Boris.T.Spider »

JDevereaux wrote:I'd prefer it not to be so full on, you can't be expected to win a fire-fight if the screen is covered!
If you have been shot, you are by definition already loosing the fire fight.

If i had to make a guess at how much the blood effects my combat performance, i would say that at ranges under 10 meters, it probably lowers my effectiveness by about 15%, up to 30 meters, about 40% and at long range, over 100m nearer 80%. Shooting at concealed enemies, perhaps in buildings, is almost impossible. I think that is pretty nifty effect for the simplicity of it.

Getting shot in the leg doesn't AFAIK make your eyes bleed, so yes, the effect used is unrealistic, much like the suppression effect, but it promotes a realistic user response. The engine prevents the DEV's from effecting the accuracy of my weapon due to injury, so they effect my perception, which provides the desired end result. A debilitating bleeding wound severely lowers my ability to shoot accurately. This leaves me two options, either retreat to a medic, or get my *** into cover where I still may stand a chance with last ditch spray and pray, until a medic can get to me.
maniac1031
Posts: 257
Joined: 2010-03-16 20:12

Re: Where are we on the Wounded Effect situation.

Post by maniac1031 »

How about rather than having that unrealistic bleeding effect why don't we mess with the deviation once you have been shot. To simulate a soldier being in pain causing him to be unable to shoot back as effectively. Or don't totally remove it but have the blood effect surge in to show the initial impact and then slowly fade out. Of course this could be impossible.
karambaitos
Posts: 3788
Joined: 2008-08-02 14:14

Re: Where are we on the Wounded Effect situation.

Post by karambaitos »

i dont mind the not seeing part, though having it less or more on the screen depending on your health would be much better, my problem is that the texture used looks like someone touched your screen with dirty fingers
There is only one unforgivable lie That is the lie that says, This is the end, you are the conqueror, you have achieved it and now all that remains is to build walls higher and shelter behind them. Now, the lie says, the world is safe.? The Great Khan.

40k is deep like that.
JDevereaux
Posts: 4
Joined: 2011-06-16 03:26

Re: Where are we on the Wounded Effect situation.

Post by JDevereaux »

I'm entitled to my opinion aren't I? And I'm not ranting or anything :)

I suppose some are right in the sense that it renders people completely useless. If I were to be shot in the field in real life, chances are I wouldn't be much good to anyone. But please remember this is a game, if reality was really that much of a factor, the enemy wouldn't take so many damn rounds to the body. If you boast reality why not go the whole hog?
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: Where are we on the Wounded Effect situation.

Post by Chuc »

The bleeding and hit effect (which are one in the same because that's how the engine has configured it) have been tweaked for next release, and should be much more bearable to play with. You'll still definitely know when you've been hit, and hopefully it's intended effect on player performance doesn't change.
Image
Personal Folio - http://www.studioash.net
Web_cole
Posts: 1324
Joined: 2010-03-07 09:51

Re: Where are we on the Wounded Effect situation.

Post by Web_cole »

[R-DEV]Chuc wrote:The bleeding and hit effect (which are one in the same because that's how the engine has configured it) have been tweaked for next release, and should be much more bearable to play with. You'll still definitely know when you've been hit, and hopefully it's intended effect on player performance doesn't change.
That is welcome news, that was the only change from the previous version that I thought was ill judged. Imo it does not change the way you play, or make you more cautious or anything like that, it just causes frustration when you (inevitably) do take damage.
ImageImageImageImage
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: Where are we on the Wounded Effect situation.

Post by Brainlaag »

maniac1031 wrote:How about rather than having that unrealistic bleeding effect why don't we mess with the deviation once you have been shot. To simulate a soldier being in pain causing him to be unable to shoot back as effectively. Or don't totally remove it but have the blood effect surge in to show the initial impact and then slowly fade out. Of course this could be impossible.
That, I've asked for it so many times. Don't think its possible tho.
JDevereaux
Posts: 4
Joined: 2011-06-16 03:26

Re: Where are we on the Wounded Effect situation.

Post by JDevereaux »

[R-DEV]Chuc wrote:The bleeding and hit effect (which are one in the same because that's how the engine has configured it) have been tweaked for next release, and should be much more bearable to play with. You'll still definitely know when you've been hit, and hopefully it's intended effect on player performance doesn't change.
The severity of the situation will still be seen in the same way I'm sure. Just won't be so quick to commit suicide lol.

Many thanks.
Boris.T.Spider
Posts: 224
Joined: 2008-05-27 16:18

Re: Where are we on the Wounded Effect situation.

Post by Boris.T.Spider »

[R-DEV]Chuc wrote:The bleeding and hit effect (which are one in the same because that's how the engine has configured it) have been tweaked for next release, and should be much more bearable to play with. You'll still definitely know when you've been hit, and hopefully it's intended effect on player performance doesn't change.
So you will you still technicaly be putting an enemy out of commision by shooting them to injury though? Because this is a realy good feature that I would hate to see PR loose.
KaizerSosa81
Posts: 207
Joined: 2011-06-23 03:13

Re: Where are we on the Wounded Effect situation.

Post by KaizerSosa81 »

[R-DEV]Chuc wrote:The bleeding and hit effect (which are one in the same because that's how the engine has configured it) have been tweaked for next release, and should be much more bearable to play with. You'll still definitely know when you've been hit, and hopefully it's intended effect on player performance doesn't change.

I'm more or less fine with the current system but slight improvements will be interesting.
Aquilaspqr
Posts: 3
Joined: 2011-06-25 01:08

Re: Where are we on the Wounded Effect situation.

Post by Aquilaspqr »

I have to admit that at first I considered PR to be an awesome mod. After a rather pathetic gameplay in vanilla BF2 ("bunny jumping" being the worst thing) I thought - Project Reality is my saviour. But there are two things that ruins gameplay in my humble opinion. First one is not very important - I am very good with maps, but sometimes I am simply lost when I'm using PR's map. There's plenty of blue dots there and sometimes I have difficulty finding which one I am. A one dot in a different color would be perfect IMO. The second thing is much worse. And, unfortunately, it's the blood effect.

I totally agree that weapons have to be more accurate and more deadly than in BF2. But when I get shot and blood covers 80% of my screen, and won't disappear until I get treated by medic (who actually are all together on the other side of the map, participating in the assault) I can't do nothing. All I can do is to wait to die, but more often - just respawn and try again. Bleeding is a good idea, but in my opinion should be redone. First - blood should cover much less screen that it is now. Second - players should be able to stop the bleeding themselves - but not instantly of course. 30 seconds of patching and everything should be fine (with stopping of the bleeding, not healing of course).

I really hope that this system will be fixed in final (1.0) release, because right now... well, in my opinion it ruins the gameplay.
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: Where are we on the Wounded Effect situation.

Post by Brainlaag »

Aquilaspqr wrote:I have to admit that at first I considered PR to be an awesome mod. After a rather pathetic gameplay in vanilla BF2 ("bunny jumping" being the worst thing) I thought - Project Reality is my saviour. But there are two things that ruins gameplay in my humble opinion. First one is not very important - I am very good with maps, but sometimes I am simply lost when I'm using PR's map. There's plenty of blue dots there and sometimes I have difficulty finding which one I am. A one dot in a different color would be perfect IMO. The second thing is much worse. And, unfortunately, it's the blood effect.

I totally agree that weapons have to be more accurate and more deadly than in BF2. But when I get shot and blood covers 80% of my screen, and won't disappear until I get treated by medic (who actually are all together on the other side of the map, participating in the assault) I can't do nothing. All I can do is to wait to die, but more often - just respawn and try again. Bleeding is a good idea, but in my opinion should be redone. First - blood should cover much less screen that it is now. Second - players should be able to stop the bleeding themselves - but not instantly of course. 30 seconds of patching and everything should be fine (with stopping of the bleeding, not healing of course).

I really hope that this system will be fixed in final (1.0) release, because right now... well, in my opinion it ruins the gameplay.
There are 2 mistakes in this post:
1st, if you are in a squad, you are not a blue but a green dot. On the squadscreen you can select your name and it will highlight your icon, therefor making it very easy to distinguish.

2nd, if all medics are on the other side of the map, again, you are in no squad and not participating in any kind of teamwork, which is the opposit idea of what PR is meant to achieve.

As conclusion I can only say that you, dear Sir, are not being a helpful joint in your team, thus contradicting PR's mentality and ruining someone elses gameplay.
Post Reply

Return to “PR:BF2 Feedback”