Exactly, as I stated in my first post, I'm fine with realistic recoil and the like. That's a "fair" way of doing it. As you stated, in general your aim is already compromised by the very fact that you are moving and most likely aiming at another object also in motion. A skilled player shouldn't be further handicapped by random bullet trajectory.
I know screenshots are not the best way to show motion blur, but I have to say the motion blur in dirt2 is probably the best iv seen yet.
The only part of the scene thats blurred are rims on the car, they spin really fast so they would blur IRL
Here, as someone mentioned earlier, in a car if you looked down at the road it would be the only part the would be blurred, not the whole screen. In this screenshot, only the part of road closest to the camera is blurred
Not sure about the rest of you guys. I love motion blur when it is done right.
Except the Cone of Fire is stupid. Attempting to blur the line between the good (usually labeled hardcore, which isn't always true, as a player can play 80 hours a week and still suck) and the bad (usually labeled casual), is what is making games so piss poor easy. I don't want easy games with auto aim and "helpers" to let people who have bad coordination / tactical planning abilities "hang with the big boys". The days of true skill based online challengers is going away. It is all becoming luck so the noobs can feel good about themselves.Perfect crosshairs are unrealistic.
If you were to jump off a 30 story skyscraper, do you really think that you could whip out a sidearm and down 2 helicopters hovering overhead by unloading a clip straight into each of their engines, then turn around and headshot 20 enemies on the sidewalk below before you hit the ground?
In an FPS with hitscan weapons, that's not even a particularly taxing scenario.
Moving doesn't hinder a skilled player's aim at all. We're not playing Doom with the arrow keys here. WASD + mouselook has been out for a while.
Wandering crosshairs is not the answer. That first leads to, "Weaving mouse syndrome." Then you learn that a quick swipe with the mouse will drag the crosshairs over the target, which becomes the de facto aiming technique.
Go fire up a 200FPS FPS and spend an hour walking around while jiggling your mouse and tell me how you feel. "Earthquake vision" is eyestrain central.
The cone of fire is the only way to get realistic aiming without screwing with the visual field.
I honestly don't mind any of those things... the dynamic crosshair, the blur, the film grain effect, the lens flares... I really don't mindI actually think they're pretty cool...
Next? The feature has been around since the Voodoo5 series.
maybe as a capability, but I have never seen it in an older game, while it seems every newer game now comes with overused motion blur.
No, but in real life I would only get one attempt at it and then I would be dead. You wouldn't be able to do that in a game upon your first attempt either. The difference is obviously in a game skills can be honed over time, attempt and reattempt with skills continually improving. Also, in game you have little fear of death, makes it a whole lot easier to concentrate.Perfect crosshairs are unrealistic.
If you were to jump off a 30 story skyscraper, do you really think that you could whip out a sidearm and down 2 helicopters hovering overhead by unloading a clip straight into each of their engines, then turn around and headshot 20 enemies on the sidewalk below before you hit the ground?
In an FPS with hitscan weapons, that's not even a particularly taxing scenario.
Moving doesn't hinder a skilled player's aim at all. We're not playing Doom with the arrow keys here. WASD + mouselook has been out for a while.
The cone of fire is the only way to get realistic aiming without screwing with the visual field.
There was a Racing game 8ish years ago that used Motion Blur.
I'll give you a very exact example of why cone of fire sucks. Let's take a generic FPS, say two stationary adversaries at maybe 35ft. Player A (let's say he's very highly skilled) takes aim a Player B (Joe Average) while Player B simultaneously takes aim at Player A, both firing from the hip. Player A's crosshairs are squarely placed dead center of Player B's head, Player B's crosshairs are close but maybe 8-10 inches off Player A's left shoulder. Both fire in earnest, however due to random cone of fire variance, Player A's shot misses by mere inches. Meanwhile that same variance allows Player B's shot to catch Player A in the chin. Now, I'm aware law of averages will of course eventually even this out. Doesn't make it any less frustrating knowing for certain you had them cleanly headshot. A believe me, a good player knows when a shot should have landed.
No, but in real life I would only get one attempt at it and then I would be dead. You wouldn't be able to do that in a game upon your first attempt either. The difference is obviously in a game skills can be honed over time, attempt and reattempt with skills continually improving. Also, in game you have little fear of death, makes it a whole lot easier to concentrate.
Right, moving doesn't hinder a skilled player's aim....that is our point. To be more correct though, it hinders it less.
I'll give you a very exact example of why cone of fire sucks. Let's take a generic FPS, say two stationary adversaries at maybe 35ft. Player A (let's say he's very highly skilled) takes aim a Player B (Joe Average) while Player B simultaneously takes aim at Player A, both firing from the hip. Player A's crosshairs are squarely placed dead center of Player B's head, Player B's crosshairs are close but maybe 8-10 inches off Player A's left shoulder. Both fire in earnest, however due to random cone of fire variance, Player A's shot misses by mere inches. Meanwhile that same variance allows Player B's shot to catch Player A in the chin. Now, I'm aware law of averages will of course eventually even this out. Doesn't make it any less frustrating knowing for certain you had them cleanly headshot. A believe me, a good player knows when a shot should have landed.
Because he just "pwned a n00b," his score went up, and the game is therefore fun. He'll tell all his friends about it, like Frank Normal and Sam Mediocre, and they'll run around giggling, yelling inane shit into the mic, and generally making a pain in the ass of themselves. The company will sell millions of copies of the game as word of it spreads like wild fire, and meanwhile "srs bzns" gamers will post in threads like this complaining, and then go back to Counter Strike.even for joe average... the one time he aims perfectly and it misses due to cone effect (which is usually completely obvious... especially with precision based weapons such as snipers).
And joe average also sees himself getting that headshot when he knows he missed... Why should he play the game if its just luck? Because the fact that skill is replaced by luck "evens the field" with more skilled players? well, its still just luck so why should he practice and get better?, there is no point to it all.
Except the Cone of Fire is stupid. Attempting to blur the line between the good (usually labeled hardcore, which isn't always true, as a player can play 80 hours a week and still suck) and the bad (usually labeled casual), is what is making games so piss poor easy.
No, but in real life I would only get one attempt at it and then I would be dead. You wouldn't be able to do that in a game upon your first attempt either.
Right, moving doesn't hinder a skilled player's aim....that is our point. To be more correct though, it hinders it less.
A believe me, a good player knows when a shot should have landed.
You might have an inferiority complex and need to compensate by being "perfect" in games, but most of us are confident enough not to need that.I hate the random chance I'll miss because the game decides my shot should be off, when it wasn't.
I hate motion blur, but I love lens flares. Especially the over the top ones, like in Serious Sam.
