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PostPosted: Thu Jun 09, 2011 7:50 pm 
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Haraldzz wrote:
Atually, I was reffering to the thing as in video games there is no incenitive to keep yourself alive for as long as you can unlike it is in real life. The darkening/blurring disallows you to jump out of the corner and kill the enemy with 3 shots. In real life, you wouldn't jump out the corner because you value your life. This darkening/bluring is "your fake life"... Well, you just won't jump out the corner like in real life, because you know it will mean your death - like in real life!

Also, you sure BF3 is slow? It looks me actually even faster than CoD MW2 (I could complete that game with my eyes closed).

And yes, I don't know what is E3, what about it?


This new feature simply feels like it's taking choices away from you. I mean, once you're suppressed in that game, you barely can do anything.

MW2's multiplayer is definitively faster and more arcadish. According to the latest footages on E3, BF3's Recon mp class will be even less fitting for Run&Gun style. So yeah, suppressing fire DOES literally stop the game.

E3: Google is your best friend.


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PostPosted: Thu Jun 09, 2011 7:53 pm 
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The pink unicorn is there to represent the value of your life. You won't be able to jump out of the corner because it will block your path and stop you, just like your own logic and reasoning would in real life.

The question is, do we want an blurring/darkening/unicorn gimmick or do we want to approach the issue in the most realistic way possible.


The E3 question would make sense if you weren't connected to the world wide web. Just google it, the answer will be right there.


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PostPosted: Thu Jun 09, 2011 8:14 pm 
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There's this fact, you can't render fear/love/any emotion in video games to the player, so we have to add this pink unnicorn. That's the reason video games will never be realistic as much as we want, unless there is virtual reality bullshit which still doesn't do all the job.

Anyway, there must be something done. We could start by increasing the "bullet hits wall" sounds volume and maybe the "bullets fly by" - recently while playing against players with rather bad aiming, I understood I'm being shot from the back just because I see bulletholes appearing in front of me. If the player is using a silencer, that doesn't make it's bullets absolutely soundles.


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PostPosted: Thu Jun 09, 2011 8:38 pm 
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What I'd say is, if a realism element cannot be represented in a game accurately, it's forced implementation creates a negative effect to the gameplay.


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PostPosted: Tue Jun 14, 2011 8:00 am 
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Hey Coroner! If it is final arsenal, where is our bolt action rifles?


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PostPosted: Tue Jun 14, 2011 12:19 pm 
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Bolt actions have no place in CQB (pump actions do though)... I cannot wait to test the new weapons, interesting choose to include a gun(s) like the Saiga 12C, I wonder how hard it will be to balance it, but cool, I don't think I've seen it in other games.

New stuff sounds great Coroner, nice to hear and Mac OSX version is on the way. Since its Intel only, does that mean we will see performance increases over TC:E because it doesn't have to goes through Rosetta?


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PostPosted: Tue Jun 14, 2011 1:07 pm 
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@Coroner's latest blog entry - Great choice of weapons, however, are these weapons going to be added to the current ones or some will be replaced? If they get added on, then this thing really requires more convenient limbo menu. Waiting for the update nonetheless.


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PostPosted: Wed Jun 15, 2011 3:50 pm 
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Location: Under the hood.
glad to hear more from coroner.
new weapons are welcome, but more than that I wait for the new maps.
few months playing only on one map really made the players vanish from servers...
:D

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PostPosted: Wed Jun 15, 2011 9:16 pm 
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We're at the point of releasing obj_cargoship_a1.

We're waiting on a mapping MDK package for CQB.

I've got a new version of obj_oldtowne sitting on my hard drive as well.

I'm also going to finish a very cool map of a lumberyard in the redwoods.

Without giving away my layout here are some "Examples" of what it may look like.

Image
Image
Image


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PostPosted: Wed Jun 15, 2011 10:35 pm 
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nice player model, what game is that on the first picture?...

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PostPosted: Wed Jun 15, 2011 11:29 pm 
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Rainbow Six 3: Athena's Gun COOP


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PostPosted: Thu Jun 16, 2011 1:29 pm 
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@Stealth: They look awesome :) Will you convert some of your older maps for CQB?


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PostPosted: Thu Jun 16, 2011 4:56 pm 
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Absolutely, I'm just waiting on Coroner for the MDK. Meanwhile, I'm focusing on the details and routes. I've got awesome people helping me out like Damien and Merlin1991.


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PostPosted: Tue Jul 05, 2011 4:55 pm 
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Hmm... being rather dissapointed with the extremly screen-blocking blood on screen I made my own on GIMP. Comments?
Image

In my oppinion the main problem was having the middle of the screen absolutely blocked, leaving no chances to actually see the enemy and shoot blindly where you last saw him.


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PostPosted: Tue Jul 05, 2011 9:43 pm 
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Sharp Shooter
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Given what you were trying to do it looks good to me. I still do not like the whole "bloody screen" paradigm. I think it evolved from a bloodshot/seeing bloodvesils which was sort of OK (I forget the game, maybe COD?), but as we see it now, not so much.


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