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View Full Version : The lack of feedback(gameplay) - A glaring problem in CSP



Smuffe
01-31-2011, 12:59 PM
I don't know if the devs have hit a brick wall when it comes to this aspect of the gameplay because of the source engine, but there hasn't been much change since 1.04.

Because when I play the game, everything just feels so "disconnected" and lacks feedback so to speak, you know - sort of like cs source. Here's a summary of my concerns:

Sounds:
The sound system taken from source is just miles behind the 1.6 one - everything is so muffled - from gunshots to walking sounds, and the area of which you actually pick up directional sound is somehow missleading - something that is actually quite close to you sounds like its much further away. And no I dont have shit headphones, they work perfectly for 1.6 - steelseries 7h.

You don't hear if you're hitting someone - like the moans/grunts from 1.6. Really big deal to fix the issue of knowing if you're ACTUALLY hitting your opponent.

You don't hear individual footsteps enough - its muffled or skipped and its hard to know exactly WHERE the opponents is in relation to what you hear in your headphones.


Movement:
It still feels like you're somewhat floating, you don't feel 100% in control of your movement in the current version because you cant seem to make extreme precision movement like in 1.6, it all just feels like gliding a bit.

When I get shot, I don't feel like im getting shot - via sounds or hindered movement. Then im dead.

User Interface:
This is also a huge one for me - I want to know what the fuck is going on without having to really focus my eyes on the specific UI-piece. Take the scoreboard for example - the difference in color and transparacy between alive and dead people is just too small, it is really confusing.

This is extremely frustrating especially on bright maps like D2 and inferno where the light shines through the transparent overlays.

Kill feedback
I'm not sure why but since I don't see much effects on the playermodel, hear any grunts or anything that will indicate that i killed someone besides the kill message that pops up at the top right of my screen. I barely notice the +300 you get at your money hud. The colors of the fonts are too washed out, they're too transparent and the animation for the +300 is too quickly over.

Death feedback
The red text you get when low hp is again too washed out and transparent to catch your attention that you're actually really close to dying and in danger.

Particle effects
This might be related to the actual playermodels because they are just so vague and undefined compared to the map textures, they dont stand out enough to be seen clearly.
And again, I don't think there's enough blood/plink effects on when you're hitting someone - Its really hard to see from a far.

Thats it for now. I hope this gets prioritized because the game just feels off and I keep second guessing what im hearing, what im seeing and how to pull off precise movement.

satzeN
01-31-2011, 01:09 PM
+1

yuri
01-31-2011, 01:12 PM
Sound system is not taken from CSS, the sounds are. It's big pain in the ass, it's been custom made for 1.04 and it still needs lots of work.

Mazzer
01-31-2011, 01:14 PM
Tagging to mimic 1.6 was added, along with flinches and the blood particles are an improvement on the light red spray 1.04, in what way can these be made more obvious from your point of view ?

Smuffe
01-31-2011, 01:17 PM
Mazzer I think it might have to do with the models themselves, they just dont stand out enough from the map textures if you know what I mean? So if the models are hard to spot from a distance, the effects on them are probaly hard to spot too.

That and proper clear and crisp sound effects would probably make the gameplay experience like day and night.

thomsonic
01-31-2011, 01:20 PM
User Interface:
This is also a huge one for me - I want to know what the fuck is going on without having to really focus my eyes on the specific UI-piece. Take the scoreboard for example - the difference in color and transparacy between alive and dead people is just too small, it is really confusing.

This is extremely frustrating especially on bright maps like D2 and inferno where the light shines through the transparent overlays.

Kill feedback
I'm not sure why but since I don't see much effects on the playermodel, hear any grunts or anything that will indicate that i killed someone besides the kill message that pops up at the top right of my screen. I barely notice the +300 you get at your money hud. The colors of the fonts are too washed out, they're too transparent and the animation for the +300 is too quickly over.

Particle effects
This might be related to the actual playermodels because they are just so vague and undefined compared to the map textures, they dont stand out enough to be seen clearly.
And again, I don't think there's enough blood/plink effects on when you're hitting someone - Its really hard to see from a far.

Nice contribution. You're able to express these issues really precisely and right to the point. And I agree with everything although I think they've come a long way with the movement feel. And except for the new particle effects. I think there's often too much blood splatter when I hit players. Almost all the time I think I do more damage to them than I actually do. About the UI, I think they're on the right track with the scoreboard though, but the issues you're pointing out are still present and it's annoying. To me, the HUD is still a pain in the ass. Yeah, things fade out too quickly.

Mazzer
01-31-2011, 01:21 PM
hmm ok i'll keep an eye out for this see how it is the more i play.

-thomsonic - yes the blood splatters need looking at, whilst they are an improvement on 1.04 they were not able to be refined more than they are at is stage, but we aim to.

thomsonic
01-31-2011, 01:26 PM
Tagging to mimic 1.6 was added, along with flinches and the blood particles are an improvement on the light red spray 1.04, in what way can these be made more obvious from your point of view ?

If you play 1.6 on a daily basis, you know exactly that 1.6 tagging is not replicated very well. You're often slowed down way too much now.

22Chrono
01-31-2011, 01:32 PM
Is it normal that i have only shadows under dead body but not when models are alives?
And, OMFG.... where is the "I LOVE KURT RUSSEL" spray... :P

Massey
01-31-2011, 01:38 PM
If you play 1.6 on a daily basis, you know exactly that 1.6 tagging is not replicated very well. You're often slowed down way too much now.

http://cspromod.com/community/threads/3629-what-to-improve-(imho)?p=56291#post56291

Mith posted a little bit about it in this thread. Post #9

yuri
01-31-2011, 01:51 PM
Blood spatters are super crude ATM. Check the Jobs page (http://wiki.cspromod.com/Jobs) - dev team is recruiting a particle effect artist - smoke, blood spatters, etc.

blackaddR
01-31-2011, 01:53 PM
Is it normal that i have only shadows under dead body but not when models are alives?
And, OMFG.... where is the "I LOVE KURT RUSSEL" spray... :P

No shadows when alive is for the competitive game play elements. As far as i know, to be addressed with a 'spot' shadow under the players but no idea.

Azarel
01-31-2011, 04:48 PM
Agree on the movement part, I have been playing many FPS games on a high level and can assure you that very clear/strict(don't know how to describe it) movement is crucial for a good game, unfortunately I don't see that in CSP 1.05. You can try to mimic 1.6 movement even more, but I don't think it's possible to have a good/solid game on HL2 engine. I have had big hopes for CSP but today after playing for 1-2 hours I just gave up.