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Running in PR

Posted: 2008-02-07 10:13
by OwnRize
[Looked at search, notting found]

Atm Running in PR is pretty unrealistic. You see everywhere clear around you. I heard from a friend (Jonny - same clan) of mine that they already tried the shakemovement on the screen but you get fast "sea-sick".

However there is an other option for this. Probably some of you know the blur effect of need of speed when you press the NOS/Turbo. Why don't we do that in PR too? The point where you are going is "clear" but the surounding get that blur effect. The Awarness of the seroundings will be decreased.

People will use more of a "tactical" movement to go to one place & not just run like a crazy to the next flag. Running will be now used more for those situation where you must run to get cover & other situations.

This will increase the "survivability" within PR since people will be more aware of the area around them & counteract easier towards for example enemy fire. I think you would also see less people running towards a flag & get killed halfway since they only focus on the flag.

Posted: 2008-02-07 11:37
by Heskey
The headbob is hardcoded I believe, but I think a blur effect when sprinting would be fantastic; I know I would often prefer to walk than sprint for the sake of tactics and manouver, but in most cases I think "Why bother? I can see the same stuff, but go faster! Only takes a second to ready my gun!"

Posted: 2008-02-07 11:40
by RCMoonPie
you guys are kidding right?

Posted: 2008-02-07 11:44
by <1sk>Headshot
RCMoonPie wrote:you guys are kidding right?
If you haven't got anything constructive to bring, then just don't bother posting.

I'm not sure about blurring neccesarily but I believe something should be added to prevent people sprinting everywhere. Slow movement is not encouraged at all at present.

Posted: 2008-02-07 11:50
by Heskey
H3eadshot wrote:I'm not sure about blurring neccesarily but I believe something should be added to prevent people sprinting everywhere. Slow movement is not encouraged at all at present.
In reference to the quote above, just before some other clever gobshite says it; yes there is a sprint metre but we're not talking about that. :roll:

Posted: 2008-02-07 12:25
by RCMoonPie
H3eadshot wrote:If you haven't got anything constructive to bring, then just don't bother posting.

I'm not sure about blurring neccesarily but I believe something should be added to prevent people sprinting everywhere. Slow movement is not encouraged at all at present.
Whether constructive or not....it was feedback.
I think its a waste of time.
Why not add the viual effect of that your running so fast your cover flies off and your hair is blowing in the breeze.
We could also add a dust trail behind the runner as well, so that they mimic the road-runner too.

Posted: 2008-02-07 12:35
by <1sk>Headshot
RCMoonPie wrote:Whether constructive or not....it was feedback.
I think its a waste of time.
Why not add the viual effect of that your running so fast your cover flies off and your hair is blowing in the breeze.
We could also add a dust trail behind the runner as well, so that they mimic the road-runner too.
I need say no more...

Heskey wrote:In reference to the quote above, just before some other clever gobshite says it; yes there is a sprint metre but we're not talking about that. :roll:
Sprint meter is useless. I'm talking about sprinting into a battle while being able to stop suddenly and pop a guy after the allowed time.

Someone moving slow should have a huge advantage when stopping to fire. Possibly half the time for accuracy to come back to 100%

Posted: 2008-02-07 12:41
by DrKniSh[DK]
I think we need no Sprint blurring, jiggling or whatever. Cause already your situational awareness(running or not) is limited by the fact that this is a game and your point of view is fixed straight forward. IRL you could turn your head, while walking/running And have a much better overview than a FPS can offer. Try to watch some Battlerecorders and notice how often two enemies will cross each others paths,not noticing eachother were IRL that would certainly not happen..
But again the idea would IMO be great if implemented on Jet-pilot or certain fast vehicles. IE a Jet pilot diving, or putting the afterburner on. would be nice to get tunnelvision under these circumstances

Posted: 2008-02-07 13:21
by RCMoonPie
H3eadshot wrote:I need say no more...
Then dont. :roll:

My post was made to show how pointless the "blurred vision" idea was.

Posted: 2008-02-07 13:24
by RCMoonPie
'DrKniSh[DK wrote:;602983']I think we need no Sprint blurring, jiggling or whatever. Cause already your situational awareness(running or not) is limited by the fact that this is a game and your point of view is fixed straight forward. IRL you could turn your head, while walking/running And have a much better overview than a FPS can offer. Try to watch some Battlerecorders and notice how often two enemies will cross each others paths,not noticing eachother were IRL that would certainly not happen..
But again the idea would IMO be great if implemented on Jet-pilot or certain fast vehicles. IE a Jet pilot diving, or putting the afterburner on. would be nice to get tunnelvision under these circumstances
I agree...except I think under certain maneuvres that the pilot should have red-outs or black-outs...not just blurred vision.
But I'm not sure if the game can accomplish this.

Posted: 2008-02-07 14:19
by DrKniSh[DK]
RCMoonPie wrote:I agree...except I think under certain maneuvres that the pilot should have red-outs or black-outs...not just blurred vision.
But I'm not sure if the game can accomplish this.
Yeah..if you mess to much with the G-force you will risk loosing consciousness..tunnelvision/dots. could be the warning sign

Posted: 2008-02-07 14:28
by Heskey
RCMoonPie wrote:Whether constructive or not....it was feedback.
I think its a waste of time.
Why not add the viual effect of that your running so fast your cover flies off and your hair is blowing in the breeze.
We could also add a dust trail behind the runner as well, so that they mimic the road-runner too.
We're not talking about adding it for aethetic reasons, you sarcy bugger. We're talking about adding it so that you are not 100% visually aware when sprinting full-pelt, to encourage more co-ordinated, slower tactical movement.

And H3adshot, I was support you with that comment, not flaming you haha.

Posted: 2008-02-07 14:36
by Sadist_Cain
RCMoonPie wrote:Then dont. :roll:

My post was made to show how pointless the "blurred vision" idea was.
No it's just shown how pointless your posts are on here.
RCMoonPie wrote: We could also add a dust trail behind the runner as well, so that they mimic the road-runner too.
There already is a dust trail :) have a look *pisses all over your Flamethrower*

Go sprinting at full speed through some woodland right now. Nevermind blurred vision or anything I give you a couple of minutes till you've impaled yourself on a treebranch you can't see.

Are we all catwalk models in PR? Can you run at full sprint and keep your head perfectly level as you move? I doubt it and this is meant to try to get as close to reality as possible.

any questions of feeling "seasick" is down to the type of motion PR would settle on

Sprinting is supposed to be a burst of energy where you'll be pinned and need to bolt for cover whereas right now is used as a way of running anywhere you need to be on the map.

Getting sick of having to tell a squad EVERY time to stop sprinting and form up together to move for the flag as they all try to just charge into enemy fire, fearless because of their crystal clear vision.

Tis really frustrating in that it's meant to be that if you all move together slowly then you're ready for contact and all highly aware. If you run then you can move where you need to be fast but you're unlikely to know what's going on on the other side of the battleground.

Insta proning is yet another reason this NEEDS to be implemented. right now a slow moving soldier with his weapon ready has no advantage over linford christie pelting towards him with an M249

What should happen is I should be concealed away as the dork sprints foolishly through the woods and gets shot because he can't see. What does happen is he sees me at the same time and it's who can dolphin dive and wait for deviation to settle first

I find the "seasick" arguement absolutly pathetic to be honest. FH2 has head bob that works fine without any grogginess (though screwing up EVERY other mods controls :roll :)

Blurred vision when sprinting along with a very slight headbob at all times should be a good combination

I'm also thinking about when in combat. There's little encouragement to stay still behind cover and take shots at your enemy, Seriously why bother? you can see exactly the same while you run up into move cover closer in and all you'll need to do is dive as soon as you see the slight glimmer of an enemy.

Sorry but ANY claims saying this thread is pointless and useless is complete and total BS in a reality mod... If I ever go to war in reality and I am Behind a dirt mound taking shots at the enemy, there is no way in hell I could run across the no mans land with grenades going off and shots being fired at me and STILL see the PLA soldiers head just pop over the wall 50metres away on my right.. No F*^&ing way in hell

In a warzone you're going to be focused on keeping your head down so that bullets don't go through it, not keeping it perfectly still with Robot head

Helmet Camera videos...

Defending a roof

Just general walking (better one)
You even get to see some running in that one :) ^^^

Point is your head isn't perfectly stable at the best of times in a firefight why should it be perfectly still if we're sprinting?

I like the idea of blackouts for fighter pilots too, good idea

Are there any plans to remove the sprint meter? Maybe replace it with some more audible warnings (out of breathe etc) It is a bit unrealistic, Knowing exaclty how far I can go with each "recharge"

Perhaps remove the sprint meter and make the sprint recharge a lil longer/random. Just make sprinting more about how tired you are rather than how much you have left of the "Power Bar"
The right level of tweaking should see soldiers hiding behind cover and only going for it when they truly feel "ready" more experiance will better help you feel when this is without the sprint meter

Edit: There isn't a lot of peripheral vision on a 17" monitor (hence why god made Widescreen) but if you don't sprint it can be simulated with strafing. the problem is that between these two adversaries the sprinter is bound to see the enemy quicker and react quicker because he's covering more ground visually and can respond as soon as he sees something 100M away.
'DrKniSh[DK wrote:;602983']Try to watch some Battlerecorders and notice how often two enemies will cross each others paths,not noticing eachother were IRL that would certainly not happen..
http://query.nytimes.com/mem/archive-free/pdf?_r=1&res=9C0DE6D81438E633A25757C2A9649D946596D6CF&oref=slogin
Who says these chaps didnt walk past each other at some point? :P

Point is you can't watch a battlerecorder of a real war so you don't have the ability to look and see things you didn't pick up in battle. You could still miss a hostile running around you in the heat of the fight, it's about who sees who first in an engagement. In PR the latter is almost always the sprinters = Unreal

Posted: 2008-02-07 15:13
by BloodBane611
I agree that something should be added to make sprint less useful. Right now there is NO reason to walk anywhere, because you can simply stop sprinting and toss your sights up if you see an enemy, or quickly go prone and start blasting away. If some sort of blurred vision or increased deviation was added I think it would increase tactical movement, as opposed to arcadey run and gun.

Posted: 2008-02-07 15:17
by Alex6714
Heskey wrote:The headbob is hardcoded I believe,
Not played FH2? :wink:

Posted: 2008-02-07 16:48
by BloodBane611
Too dumb to operate a computer.

Mispost

Posted: 2008-02-07 17:28
by Heskey
Jonny wrote:Heskey & H3adshot:
You seem to have the right idea.

Sadist:
sea or motion sickness is caused by your eyes not agreeing with your ears, and is not dependant on the type of motion. Sway, while realistic, is not such a good idea because of this. Also, we already have the blur effect so it can just be thrown in there and activated when you run.

Everyone else:
This is for gameplay, not aesthetics.
To be most effective it would need to slowly decrease over 2-3 seconds to give the walkers a much better chance and really stop the unnessecary sprinting.
Love you. :mrgreen:

Posted: 2008-02-07 17:36
by RCMoonPie
Good stuff jonny!
That made more sense.