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Trying to catch more players with things like this is alarming a bit, for me at least..
I do hope your right.
But, it doesn't read like it's sound work.
It reads to me, like it's a visual indicator?
Mabee i'm wrong... But, directional sound should be part of the ongoing sound improvements. Mentioned seperatly in the same news.
The fact they've added this on another line and it's wording suggests to me a 'visual indicator'
https://steamcommunity.com/games/686810/announcements/detail/1615014523639280012
what appealed to me most about this game while playing last beta weekend is the lack of hand holding the game has. i hope this game doesnt go that route.
+1
+1
We need it because rn when character gets shot - absolutely nothing happens, he shows no reaction to it at all and just start bleeding
I don't think you won't be able to tell in which part of body from which direction you've been shot IRL
Remember, this is being tested in the beta. If it's overwhelmingly unpopular, we can just remove it in time for EA launch.
Give it a try, see what you think and then let us know.
This is the time for testing things out, so I don't have a problem with trying this idea in-game. Like you say, Jonno, if it doesn't work out it can be removed.
Feedback ftw :) .
1. The sound should design should deal with this. If you are getting shot, you should be able to tell by the sound and not an arbitrary arrow.
2. Making an arrow "vague" is easier said than done, since just making the arrow wider, still leaves the center aiming right at the shooter. So its not vague at all.
3. I have allways enjoyed sneaky flanking games. In Red Orchestra, BF, PS, Squad, Insurgency, everywhere. So if you manage to sneak into a flanking position, a hit indicator will INSTANTLY give your position away. You kill the first person? Chances are he will instantly communicate to his squad "hey I got a hit marker from the right side, seem like that bush over there must have an enemy in it!" And boom your advantage is gone.
If instead someone was listening to his surroundings and HEARD me shoot, and made the connection, that since theres no friendlies there, it must be an enemy shot - THEN I am happy to get killed by him. Thats what a high skill cealing should provide. Not some hand holding HUD arrow.
IFFFFFF you have to add a hit indicator, just apply it to non leathal shots. If you die by the bullet, your soldier shouldnt have a chance to notice it.
Also: I believe what you want to approach with this indicator is the issue that you barely ever know what killed you.
How about a kill screen with the stats of your killer?
Like name, class and which weapon he used. I would not suggest giving away his distance to you, since that makes it quite easy again to pin point him.
My two cents.
Best regards!
I still think that this is responsibility of high quality sound work. But still, thank You for reaction Jonno, we appreciate it very much :) At least me. r
Agreed only sound should be the indication where you got shot from.
To prevent mass lone wolves wandering the map taking pot shots at divisions, the devs can think of other measurements.
Perhaps a negative morale impacting vision from being alone and scared.
Or weapons jamming due to stress, or or... many ways to go around this.
There is a reason soldiers never went out into enemy lines on their own.
its just unrealistic to have lone wolves all over the map.