Blood
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keef_haggerd
- Posts: 447
- Joined: 2005-04-09 08:10
Blood
There should be blood when a soldier is hit, we dont need anything excessive, but the problem with realism vs gameplay, is the reason BF2 has those little X when you hit your target, is because if it werent for that you really couldnt tell. i know soldiers have body armour and such, but maybe limb wounds would show a little bit of blood spurt out. its more of an eye candy thing i guess, but id like some kind of indictator as to if my shots are connecting, besides the "Riki_Rude [M-4] so and so"
"This is my rifle, this is my gun. This is for fighting, this is for fun"
-Full Metal Jacket
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Ugly Duck
- Posts: 975
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SGT-Kwint[75thR]
- Posts: 29
- Joined: 2005-06-16 12:26
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Kozuka
- Posts: 21
- Joined: 2005-04-10 08:21
Yes but easily exploited, I could just scan the area looking for a target no matter the proximity. Remember in real life there is no crosshair. The point is for it to be difficult and to require thinking on your toes and to rather outsmart your enemy rather then out gun him. Not to be some uber skillful player who runs out and has lightning quick reactions. If we are going to realism here lets keep it realistic. I don't want my cover to be given away by some system for people to recongnize if there on the target or not. The point of removing these *systems* is to make the player think and feel as if they were in the real situation to know that every action has an equal and opposite reaction. To think about every move before they make it, to plan acordingly what they are doing. But of course all plans change once the first shot is fired.SGT-Kwint[75thR wrote:]A simple solution would just be that your crosshair changes color. Yellow (or whatever color) clear â$“ Red (on target) but only close proximity of course.
Peace
Kozuka
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shamandgg
- Posts: 9
- Joined: 2005-06-01 17:18
Randomly sized blood puffs are the best/easy way to tell if your bullets hit enemy soldiers.
Blood should be visible enough, so it can be spotted easily in CQC. And still somehow little visible on average distance. At long distances only through scopes.
Blood in this case should increase gameplay and realism. Forget about all that "violence in games" parents riots. Just give us bloody gun shot wounds
Blood should be visible enough, so it can be spotted easily in CQC. And still somehow little visible on average distance. At long distances only through scopes.
Blood in this case should increase gameplay and realism. Forget about all that "violence in games" parents riots. Just give us bloody gun shot wounds
"The word shaman comes from the early Russian; originated among the Siberian Tungus (Evenks) and literally means he (or she) who knows"
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Figisaacnewton
- Posts: 1895
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JS.Fortnight.A
- Retired PR Developer
- Posts: 3469
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BrokenArrow
- Retired PR Developer
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- Joined: 2005-06-07 18:54
oh well, im sure we'll get over that we're lucky enough to be getting PR, cant expect everything. as for blood, we need to stay realistic obviously, cant have huge plumes of blood coming out of people. in CS the blood is so rediculous, people dont even have that much blood in them. i think forgotten hope does a good job of showing blood, except it needs to be more area specific, no matter where you hit in that game blood ame out of the chest area and the head. day of defeat also does a decent job with blood, the cloud of blood shows you where you hit and isnt too excessive. as far as shooting dead bodies (if you cant see that they are dead ex. a leg is poking out from behind the corner, you shoot it to see if it is alive or not) will there be blood coming from the bodies? in FH there are dead cows that bleed when shot.

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Figisaacnewton
- Posts: 1895
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keef_haggerd
- Posts: 447
- Joined: 2005-04-09 08:10
yeah i DO NOT want crosshairs in PR, i think everybody feels the same way, so i dont want HUD indictators as to tell if i hit someone. Thats why i suggested blood. It would be nice if wounds stayed on character. But as long as I see some kind of puff of blood that is realistic, ill be more then happy.
"Blood should be visible enough, so it can be spotted easily in CQC. And still somehow little visible on average distance. At long distances only through scopes.
Blood in this case should increase gameplay and realism. Forget about all that "violence in games" parents riots. Just give us bloody gun shot wounds"
-shamandgg
i agree. also im pretty sure it woundlt be too hard, but in BF2 when your hit you have little Red arcs that indicate which direection your being hit from, i belive this should be replaced with blood shooting from the direction you were hit in. i do not tihnk this is unrealistic because when you are shot, you generally know where it came from, also if your shot on the right side of your right arm, chances are you werent shot from the left =)
"Blood should be visible enough, so it can be spotted easily in CQC. And still somehow little visible on average distance. At long distances only through scopes.
Blood in this case should increase gameplay and realism. Forget about all that "violence in games" parents riots. Just give us bloody gun shot wounds"
-shamandgg
i agree. also im pretty sure it woundlt be too hard, but in BF2 when your hit you have little Red arcs that indicate which direection your being hit from, i belive this should be replaced with blood shooting from the direction you were hit in. i do not tihnk this is unrealistic because when you are shot, you generally know where it came from, also if your shot on the right side of your right arm, chances are you werent shot from the left =)
"This is my rifle, this is my gun. This is for fighting, this is for fun"
-Full Metal Jacket
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Figisaacnewton
- Posts: 1895
- Joined: 2004-11-23 05:27
Thats kinda hard to call.
You can't tell where the shot came from, and you just know where you got hit.
But I don't think if you were shot in the ankle, blood would come splurting out so high it reached your head.
I think it would be nice If each time you got hit, you did a 'getting hit' animation, that was area specific, and dissallowed you use of your weapon for a small time.
Maybe make the effects of the wound so realistically dramatic there is no doubt wehre you were shot, IE:
Ack! I've been shot! Whats this? Why is my aim wavering up and down so violently? Blam! Why are my shots so innacurate? Oh, I must have been hit in the arm or hand.
This would also be helped by a suggestion I had a while ago.
Instead of a health bar, we have a bunch of different sections of your body that all have thier own health. To display this, we have a picture of a guy standing with his arms and legs out stetched, and all the different parts divided into different sections. Damage could be seen (visually) as Green = 100 health, Deep Red= 0. then we have all the oranges in between and such.
This makes it so you know where you are hurt, but just a general idea of how badly.
So, after you get hit, and you notice your arm is now yellow orange, you know you've been hit in the arm, but you don't know where the shot came from.
Heh. That's my idea/thought anyway.
You can't tell where the shot came from, and you just know where you got hit.
But I don't think if you were shot in the ankle, blood would come splurting out so high it reached your head.
I think it would be nice If each time you got hit, you did a 'getting hit' animation, that was area specific, and dissallowed you use of your weapon for a small time.
Maybe make the effects of the wound so realistically dramatic there is no doubt wehre you were shot, IE:
Ack! I've been shot! Whats this? Why is my aim wavering up and down so violently? Blam! Why are my shots so innacurate? Oh, I must have been hit in the arm or hand.
This would also be helped by a suggestion I had a while ago.
Instead of a health bar, we have a bunch of different sections of your body that all have thier own health. To display this, we have a picture of a guy standing with his arms and legs out stetched, and all the different parts divided into different sections. Damage could be seen (visually) as Green = 100 health, Deep Red= 0. then we have all the oranges in between and such.
This makes it so you know where you are hurt, but just a general idea of how badly.
So, after you get hit, and you notice your arm is now yellow orange, you know you've been hit in the arm, but you don't know where the shot came from.
Heh. That's my idea/thought anyway.

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BrokenArrow
- Retired PR Developer
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- Joined: 2005-06-07 18:54
as i read your first few lines i had the same idea of a colored picture of your body, had you not said anything i would have, i like that idea, if its possible i think thats the most practicle way to know youve been hit and where but still not know from which direction, it would be up to your squad members to try to judge by which way the blood comes out of you, if of course that sort of blood direction is allowed by the engine.

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keef_haggerd
- Posts: 447
- Joined: 2005-04-09 08:10
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TCS
- Posts: 36
- Joined: 2005-03-10 16:37
I don't know the in's & out's of the engine & the way things are done, but the way we handle this in actual training systems used by the military might be easy enough to implement here. It's not a total solution to all the great points raised here, but it might help a bit.
Everywhere a bullet strikes any surface you will probably see some sort of special effect. You get a bullethole decal left on walls and/or a puff of dust & dirt on the ground. What we do is apply the same effect seen on the terrain or manmade objects to a person, but edit it a bit. Instead of green or brown being kicked up from the ground, or grey or white coming off a wall, we make a red splash come out of the person.
The special effects are a 2-part thing, a procedural effect that blows out "dust clouds" and a particle effect that blows out "solid chunks." From the little I've bothered noticing on the BF2 demo so far, it looks like they are doing the same thing here. Change the procedural effect to have a red cloud texture and the particle effect to emit red pixels, and now you have a definite cue as to exactly where somebody was hit. This doesn't solve the problem of knowing where you got hit, but maybe a decal could work here... I know we have limitations on applying decals at polygon edges, so I imagine it might be a problem on a soldier model with the small triangles.
$0.02
Everywhere a bullet strikes any surface you will probably see some sort of special effect. You get a bullethole decal left on walls and/or a puff of dust & dirt on the ground. What we do is apply the same effect seen on the terrain or manmade objects to a person, but edit it a bit. Instead of green or brown being kicked up from the ground, or grey or white coming off a wall, we make a red splash come out of the person.
The special effects are a 2-part thing, a procedural effect that blows out "dust clouds" and a particle effect that blows out "solid chunks." From the little I've bothered noticing on the BF2 demo so far, it looks like they are doing the same thing here. Change the procedural effect to have a red cloud texture and the particle effect to emit red pixels, and now you have a definite cue as to exactly where somebody was hit. This doesn't solve the problem of knowing where you got hit, but maybe a decal could work here... I know we have limitations on applying decals at polygon edges, so I imagine it might be a problem on a soldier model with the small triangles.
$0.02
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Psycho_Sam
- Posts: 255
- Joined: 2005-06-15 00:03
When ever i am playing the game i usually know where i have been shot from if your aware. Also on your screen red comes up showing which direction you have been shot from. Right of the screen means you have been shot from the right etc.
Also in real life when people are shot they do not automatically know where they have been shot from. That means they have to scan the area and find the enemy before moving out from cover. If we could tell where the enemy is that means your position is compramised unless you kill the guy in one shot.
Also in real life when people are shot they do not automatically know where they have been shot from. That means they have to scan the area and find the enemy before moving out from cover. If we could tell where the enemy is that means your position is compramised unless you kill the guy in one shot.
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Figisaacnewton
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BrokenArrow
- Retired PR Developer
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Tom#13
- Posts: 477
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i want to have realistic blood effects alot of games have real sh#t ones. I mean dont go overboard with swimming pools worth of blood spurting out but generally when a person is shot a fair amount of blood spurts out on entry followed by continued bleeding. it depends where your hit, say you where hit in the knee the blood would relatively little but if you get hit in the neck theres gonna be a sh*t load of blood going everwhere.
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trim
- Posts: 28
- Joined: 2005-06-26 00:12
can't remember who said it and i did not wan't to go to all the truble of doing a quote, but some one said that boddy armor would prove a problem of seeing the blood, in the context of realisum. but if there is any blood drwn thru the boddy armor the bulet would have to go thru the boddy armor and that wold give the blood a way out of the armor and thus be visable
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SaWeD
- Posts: 62
- Joined: 2005-06-24 04:22
anybody ever play the infamous golden eye for N64. Talk about some blood spots that stay. After a while (of getting shot and hit) your characters become martians from mars. Giant one if you use Jaws
and little midget ones for oddjob 
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