Hit feedback seems faint
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Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
Recently upgraded my computer and can now properly enjoy the game, but it made other issues stand out all the more.
In particular, I was repeatedly surprised by my own death, since I had no idea I was taking so much damage.
While I don't want a <b>B-B-B-BLOODY SCREEN</b> (<i>so real</i>) it'd help with learning how to dodge and aim a lot if there was something distinct every time I get hit. Maybe not quite as distinct as the giant 2D sprites in Goldsrc games, but at the least some obvious impact sounds would help.
Feedback when dealing damage is rather better, though the rolling number does make it unclear whether it's counting up from my most recent bite or the one before that, so I can't tell if I hit or not.
I guess it could show an individual number popup for each attack instead? Proportional to the amount of damage inflicted, so you get a big fat number from shotgun blasts and grenades and a ton of smaller ones for MG bullets.
In particular, I was repeatedly surprised by my own death, since I had no idea I was taking so much damage.
While I don't want a <b>B-B-B-BLOODY SCREEN</b> (<i>so real</i>) it'd help with learning how to dodge and aim a lot if there was something distinct every time I get hit. Maybe not quite as distinct as the giant 2D sprites in Goldsrc games, but at the least some obvious impact sounds would help.
Feedback when dealing damage is rather better, though the rolling number does make it unclear whether it's counting up from my most recent bite or the one before that, so I can't tell if I hit or not.
I guess it could show an individual number popup for each attack instead? Proportional to the amount of damage inflicted, so you get a big fat number from shotgun blasts and grenades and a ton of smaller ones for MG bullets.
Comments
I would prefer this as well, it is the method that TF2 uses.
scaling hitbeeps like in Quake could be a good fix to the confusion of the rolling numbers, too
Yeah, hit-feedback needs some work. Can't tell what though, should probably see how other games do it.
which is the problem of alien vision and not lack of hit feedback. at one point we had so much blood particles in the game that people complained about not being able to see their target :D
And for it to be reliable and instant... well, I guess that's not possible either.