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Control ideas

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  12:24:53  26 June 2005
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The Someone
(Novice)
 
On forum: 06/26/2005
Messages: 6
Control ideas

In games where you can look around the corner you do this by pressing maybe E to move the head a bit to the right. This sucks.

Why don't have a better function? Like, when you are next to an outer corner and points at it you can press for example Alt to make the character put the gun around the corner, and then you can aim around the corner. Whit the A and D buttons you cycles between 3 views. 1: All of the head is hiding. 2: Half of the head (one eye) is showing. 3: Both eyes is showing.
And when you points at a wall that is not above the characters head, he/she will put the gun on the wall. And of course this will make gun not moving that much.

Grenades.
By holding (for example) the left mouse button to throw a grenade there will show up a line that shows the grenades course. While the left mouse button is holding the line will be longer and longer, the grenades course will reach more and more far away. While the left button is holding and you then also starts to hold the right mouse button you can (by moving the mouse at left or right) make the grenades course turn at left or right.

What do you think?
  12:38:42  26 June 2005
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Naaaaa
Senior Resident
 

 
On forum: 04/07/2004
Messages: 825
First idea: pretty good, obviously every one will want as much control as possible on the character as possible, but I don't know how complicated this will be.

Second idea: not good IMO, simply because it's unrealistic.
  14:37:33  26 June 2005
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The Someone
(Novice)
 
On forum: 06/26/2005
Messages: 6
When I mean that the grenades course can be turned it's not unrealistic.
The idea is that the charachter throws the grenade at that direction. Yeah, I know, you can just point at that direction instead, but if you are running and wants to see where you puts your feet and throw the grenade at another direction while you are running.
  20:28:18  29 June 2005
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wondervirus
Resident Filth
(Resident)

 

 
On forum: 03/30/2004
 

Message edited by:
wondervirus
06/29/2005 20:28:36
Messages: 337

---QUOTATION---
Control ideas
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System Shock I had reaaaally exquisite control over your character stance
and positioning! It was great for a quick low duck from behind a wall to take
a potshot at a mob, duck back, pop back out high.

It'd be sweet if they had this kind of thing plus mantling and so forth, but
alas, leaning and ducking will simply have to do
  22:17:59  1 July 2005
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The Someone
(Novice)
 
On forum: 06/26/2005
Messages: 6
About my grenade idea... Maybe the function that allows you choose a direction at which the grenade will be thrown isn't so useful... But to have a line that shows the grenades course and where it will land can be very useful because when you are new to a game it's really hard to know where grenades gonna land so many goes to nothing. And that's a pity!
  23:13:28  1 July 2005
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sercoe
(Novice)
 
On forum: 06/30/2005
Messages: 4
heh ya i know what you mean, but I think in stalker, instead of gaining "skill points" to improve your character, the fhocus was for te actual player to improve in skill as the game progressed.

Of course I could be thinking about an entire different game, and if I am than sorry..

Anyhow...

So in the start, we would suck with the gernade, but after a while we could predict how it reacts to our movement and stuff.
  23:24:28  1 July 2005
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wondervirus
Resident Filth
(Resident)

 

 
On forum: 03/30/2004
Messages: 337

---QUOTATION---
we could predict how it reacts to our movement and stuff.
---END QUOTATION---



Yeah, but that takes time and practice rather than the blind panic that will
reign when you reaaaaly need that grenade to be accurate
  08:08:48  2 July 2005
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The Someone
(Novice)
 
On forum: 06/26/2005
Messages: 6
Yeah you must know where the gre. will land before you are skillful whit it. The line maybe don't have to show the exact landing position. Maybe it could be a little for the real player to learn if there is a big circel that will show up and the gre. will land somewhere in it or something like that.

About the skillpoints... whas that something you meaned about what I had written? Or did I missunderstand maybe...
  22:47:14  2 July 2005
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sercoe
(Novice)
 
On forum: 06/30/2005
Messages: 4

---QUOTATION---
Yeah you must know where the gre. will land before you are skillful whit it. The line maybe don't have to show the exact landing position. Maybe it could be a little for the real player to learn if there is a big circel that will show up and the gre. will land somewhere in it or something like that.

About the skillpoints... whas that something you meaned about what I had written? Or did I missunderstand maybe...
---END QUOTATION---



I donno, I'm confused. I think I had heard that stalker was supposed to be a kind of "FPS RPG" type, combining elements of rpg into an fps. But i think they said something about not wanting to use skill points as a way to level and improve your character. Instead as you precede through the game, you learn how the guns and weapons react to different things and stuff. So its not so much the character improving, its the actual player improving.

I was under the impression that stalker was trying to a good amount of realism and haveing a line or circle showing were a nade will land imo doesnt really fit in.


hmm okay I think this is what i read, its pretty old....



---QUOTATION---

CGN: What does it mean when you call S.T.A.L.K.E.R. an FPS/RPG?

Oleg: If we try to roughly define the genre of S.T.A.L.K.E.R., it will then be an original mix of FPS with such elements as stealth, survival and RPG. We did not use a system of abstractly changing characteristics, levels and model skills on the screen, as we believe that would be out of place in S.T.A.L.K.E.R. Our understanding is that upgradeable player characteristics do not make the game a role-playing one. Where it may veer into RPG territory is in the interaction amongst characters, and circumstances that will change depending on the player’s own decisions - players continuously traverse the Zone territory, collect artefacts, weapons, reveal anomalous zones, communicate and trade with each other and help to support an “economy”.

Besides, we strive to create an utterly realistic world where all is entirely dependent on mastery of a certain player. Entering the Zone, your character’s destiny is purely in hands of your personal skills and experience, as the character in-game is the player himself. To succeed you will have to possess excellent reactions, have mastered peculiarities of the weapons, know enemy weak spots, be able to use anomaly detecting equipment and so on. Only when you master these skills will you stand a chance of success within this manmade disaster zone.

---END QUOTATION---


http://www.cgno.com/features/70.html
  22:55:40  2 July 2005
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Roman2
(Novice)
 
On forum: 06/04/2005
Messages: 43
i read some where that it'll be "25% RPG and 75% FPS" so i understand u'll have a character menu like in diablo(where u put the armor weapon etc.) and u'll be able to trade and move in a RPG like world
  09:46:42  3 July 2005
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The Someone
(Novice)
 
On forum: 06/26/2005
Messages: 6
But the game isn't realistic anyway. And i think that the line makes it more realistic than if there is no line. Because in reality you are so experienced that you knows were stuff gonna land. But in a game you don't know that after some practice.

But okay, there maybe can be some type of tutorial that learns you where the grenade will land.

And please GSC, if you choose to not have an "unrealistic" line, make it easy to know where the grenade will land, don't have a strange turned course that requires much training before youre good whit it.
 
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