On forum: 05/22/2007
Two things for the devs.|
Two things for the devs to take into consideration for whatever they're planning to do with the franchise.
1. Your ranking in the game should have some kind of effect on the way NPCs interact with you. As in, if I'm the number 1 stalker in the PDA rankings, other NPCs (probably rookies and vet stalkers) should be somewhat starstruck. Neutral NPCs should not still treat you like any other no-name stalker; the guy selling a "gauss rifle" in Dark Valley would probably not try to dupe me if he knew I could kill him and every one of the members of his group, unless he had absolutely no contact with the outside world (or just had a lot of guts, but I still doubt he'd give the player any kind of grief). Other factions should want me to join them because I'm so amazing, and bandits should retreat (while firing, of course, and slowly) when they see me in my somewhat-unique gear. Animals and mutants can still be suicidal because they don't own PDAs.
2. There's just something off with the first-person camera view. I understand every FPS game in the world uses the "gun at your cheek camera," but if you're trying for realism, you should change it (not to mention that it doesn't show off as much of the wonderful gun models as it could). Raise the camera height to seem like it's at eye-level, and make the way the arms and weapons look realistic. If you look down, you can see your legs and arms when you've got your weapon down, holding the weapon across your torso, like when you're sprinting (or if you wanna be a bad-ass, make it so the player-character leans his gun on his shoulder when he's walking). When he's firing without iron-sights/scope, then you can plant the gun near his face, but make it look like he's got the butt against his shoulder and his elbow crooked. If it's a pistol, put his arms in front of him.*
*Note: I understand this can be obtrusive to some players, and eventually there needs to be a compromise between realism and convenience. But I, personally, want to feel like a three-dimensional character, not just a camera on a (bumping) floating, rotating cylinder.