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.
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.