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Member Since 26 Feb 2007
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In Topic: The YouTube Thread

15 August 2015 - 06:29 PM

Probably one of the coolest video on YT.

In Topic: What is with "Sci-Fi Weapon Syndrome" and how do we stop it?

12 August 2015 - 11:00 AM

I don't see why bulk and size is a problem, unless there is no technical explanation for this and is pure steroid design.

Machine guns are larger, heavier and thicker than rifles, although they fire the same ammo. The reason is technology, so for me, regarding the design, it all depends on whether it makes sense or not.

In Topic: A quick peek

29 July 2015 - 03:22 PM

Good work! Looks very real. With some more work on the lighting (proper shadows and all), it will look just photo realistic.

In Topic: Animations feedback

29 July 2015 - 03:17 PM

I like how in BF2 the character inserts an AK mag by moving it a bit around the mag well until it properly inserts (vid). Looks very realistic. I then watched this vid and beginning with 1:28 the guy kind of does the same (if you watch it slowed down). I think it's natural to the AK design to have this happening, but this little imperfection is what makes it look so real in BF2.

Which is kind of the point I'm getting at. Little build in imperfections like this make things appear a bit more authentic. So I guess I'd vote for "simulation", because I'd like animations to be fast (functional in the game) but to look slight imperfect at times as if performed by a human under pressure (looks realistic in the game). However, I don't think it would be very cool to always make it look that way, because sometimes a mag just goes in smooth, but sometimes not. So I'd like to see some randomization, but since making this would add more work to the already complicated animations work set, I'd go with two versions (smoother, and less smoother looking) to have some natural variety to it.

I'm a big fan of the reloading animations in Project Reality and Squad. Checking ejecting port each time is maybe not what most agree with, but aside this they look top notch.

For me personally is the actual weapon posture during reloading important.

In Topic: Metal Gear Solid 5: The Phantom Pain

17 July 2015 - 06:23 PM

View PostLukasoss, on 13 July 2015 - 09:35 PM, said:

I'm not quite sure what you mean by that. I played using both, keyboard + mouse and a Playstation 1 controller and had no problems at all (I prefered using the PS1 controller since, of course, it's the way I played every other MGS).

Controller layout is good. The PC controls work, but they're basically the controller layout ported to keyboard. Functions combined on same keys that don't feel right on the keyboard, certain functions not re-mappable, little options (need walk default and run as hold key, not other way around, for instance). You can't even use the mouse in the menus.

For example I put the gun zoom (sight aim) on RMB and contextually it would have made perfect sense if when the gun is holstered that the same key does a related function, namely using the binoculars, but the binocs are another key that have some secondary unrelated function and this whole thing feels just unnatural and artificial.

Is personal preference, but looking back at how many people complained about the same things tells me that the complaints are valid.

View PostLukasoss, on 13 July 2015 - 09:35 PM, said:

Have you played previous games in the series? the controls felt like you were playing twister with your fingers over the controller, and Snake movements were clunky and stiff as hell. Ground Zeroes was actually the most fluid and flexible in terms of controls (MGS4 could make the cut here aswell) and has been praised by fans of the series for having the best controls as opposed to what we were used to cope with in the past.

I played MGS and Resident Evil and all those PS games back then, but mostly I let my cousin play, because I hated the controller already back then, before having played PC games. Once I played a game with a mouse I was all over it. Todays controllers with the analogue sticks were a great improvement.