[Noob feedback] Great game, but lack of "feeling"

Post your feedback on the current Project Reality release (including SinglePlayer).
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Joker86
Posts: 85
Joined: 2012-05-19 13:11

[Noob feedback] Great game, but lack of "feeling"

Post by Joker86 »

Hi there!

I know you said in the sticky topic that you should have played the game a lot to be able to give feedback, but as my feedback is aimed at how BEGINNERS experience the game, I think it is okay if I already post here.

I downloaded the game last wednesday and played it several hours daily since.

First of all I have to repeat what is most probably written a thousand times in this subforum: awesome game, the atmosphere is incredible, it's like an armchair general like me always imagined how modern combat is like.

Now the only negative feedback I found so far concerns the "feeling" of what you do, which is mostly related to the deviation and weapon activation times, and a few other things.

Before starting the game I overflew the manual, but I didn't read the part about the deviation. So while crouching behind a balcony and shooting targets I saw, I never hit them, and then always a single bullet came in return and killed me instantly, and I asked on the server how it can be that the others have way better precision than me, and they explained me the deviation mechanic.

I know I will learn to work with the deviation after some time and get used to it, but I would have whished something more intuitive to display how you need to settle down before being able to aim at the highest precision possible. I guess you guys want to keep the HUD as minimized as possible, so here are two ideas of mine that don't need HUD elements:

The first solution I would offer would be to implement some kind of weapon sway/weapon wobble (don't know the right term, I am no native speaker, I am from Germany), which settles down within 5 seconds. That way it would become a little more realistic (because a weapon always shoots straight, accordingly to where sight is looking - there is little sense in shots missing a few mil dots first and after a few shots suddenly hitting the crosshair perfectly, not even with the "cold barrel - hot barrel"-argumentation ;-) ), and would allow good and skilled players to hit targets better. From the little shooting I did I made the experience that good marksmanship is not so much about holding the weapon still, it's more about knowing when to pull the trigger.

The other solution would be to implement some kind of "blur" effect on the ironsights/crosshair, which reduces within 5 seconds until you see the sight sharp again. (Which is actually unrealistic, because in most cases you either see the sight sharp OR the target, unless you aim through a scope with properly adjusted parallax compensation. That said you usually keep your sight sharp and the target blurred, because you won't miss as likely as keeping the sight blurred and the target sharp)

Other things are the weapon activation times. I didn't sit in a tank yet, but I operated a TOW stand, and how about implementing some "click and clack" sounds, representing how you set the weapon ready?

I know those suggestion are only "first impression" suggestions, and most likely I will change my opinion on them after some time, but I thought it could be interesting how noobs experience the game, because you need to make the start into a game as easy as possible to establish a constantly high playerbase, I would say. Not too easy though, we want to sort out the Call of Duty kids, don't we? ;-)
Ryzz
Posts: 5
Joined: 2012-05-19 01:45

Re: [Noob feedback] Great game, but lack of "feeling"

Post by Ryzz »

Well , i completely agree with everything that's just been said above me.
The other thing i would like to add is , every soldier has a First aid pack with them. (in the British forces anyway)
The amount of times today that we have lost our medic and 3 people go to pick up his kit at once just because they have a scratch on them , then they all get killed was countless.
Every soldier class should have something they can heal them self (minor things) with and others if a medic is not there at the time , not just selected units.

Apart from that i'm in love with the game and after i46 I cant see my self back on Cod4 Pro-mod or CS:S , great job guys.
Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Re: [Noob feedback] Great game, but lack of "feeling"

Post by Anderson29 »

from previous discussions from devs it seems that the sway your familiar to seeing would be purely cosmetic and would have no bearing on where a bullet would go if you happen to aim and shoot during the sway animation.

there was a video out a version or 2 ago where there was a hud icon at the bottom of the screen that looked like cross-hairs and would turn green at the minimal deviation but i guess it hasnt been implemented or got rejected.
and i have mixed feelings about iron sights. and im not sure i agree with you about the blur but thats not really important.

the thing i hate about iron sights is, (incoming rant, please forgive) for example in game with out some sort of zoom you can barley see a man sized target at 250m but in real life you can see them just fine and i know this because the front sight post on a m16 type weapon is as wide as a man size target at 300m but in game its much larger and then in real life you have an acog that zooms 4x which is great but its not a lot of zoom in real life compared to other types of scopes that are out there on today's rifles but in game 4x is a lot of zoom and those scope go toe to toe with snipers. but i guess what i am trying to explain very poorly here is that in my opinion iron sights deserve a slight zoom, im not talking 4x or even 2x im thinking like if 1x is plain jane no zoom then irons should have like 1.2x or 1.5x or something to simulate focusing on a target at a distance and i think the acogs 4x should be like 3.5x or even 3x because the game isnt on scale with real life but yet they set properties of weapons and optics at their real life values which in my opinion is a flawed system. there should be a scale or sorts that all things are measured against to ensure balance in the game world because the dev team has already admitted its goal is not reality anymore, its teamwork......did i make sense? (rant complete and not well thought out but its out there now.)
welcome to the mod.


and be sure to check out the in-game tactics section in the forum as well as searching youtube for "bf2 pr tutorials" enjoy ur time here.
Last edited by Anderson29 on 2012-05-20 03:22, edited 2 times in total.
Reason: spelling
in-game name : Anderson2981
steam : Anderson2981
IINoddyII
Retired PR Developer
Posts: 2268
Joined: 2008-02-06 03:12

Re: [Noob feedback] Great game, but lack of "feeling"

Post by IINoddyII »

Hi,

Welcome to the forums.

there are a number of reasons for the 25 post limit before being able to make suggestions - your post is a prime example of why. A number of your suggestions have been made before and rejected for reasons already discussed.

Appreciate your perspective and respect your opinion - but am locking this thread as suggestions outside the correct forum.

Cheers for understanding :)

Noddy
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