Sprinting is essential to keep the pace of the game high. I vote for a low penalty for sprinting.
Community Question: Shooting While Sprinting
For me, its the way BF3 presents something as an unlock during the game. For example I could unlock a shotgun I know I would never use, but its cool seeing it on the screen in the way they present it. In saying that I cannot stand persistent unlock systems lol. A game that uses a reset system, would need to make that a little bit more subtle as it will happen all the time, but obvious enough for a new player to go - WOW IVE GOT UPGRADED STROYENT!
The other one is the scope glare on snipers, but only because of the way it suits that particular game. Where as the Sniper trail, and the Railgun trail fits ETQW.
/sorry for offtopic post badman
The question actually is a rhetorical question, since if the accuracy wouldn’t be lowered there wouldn’t be a sprint button.
If there is a difference in speed on top of the default speed, than it would require something that has a negative impact from the default speed or there wouldn’t be a sprint button and everyone would sprint all the time. Therefor there should be an accuracy penalty for example; of course this stands seperate from how severe the penalty has to be.
The game does or doesn’t have such ambivalent features, if it does it needs a reason why it would be two-sided in the first place.
This whole thing can be turned around if sprinting was a negative alteration, but that’s would be a weird alternate dimension.
Congrazulazions on yor promozion herr gefreiter.
But that’s cosmetic.
You basically need two layers. A persistent one where you grow during a campaign and a short therm one where you grow during one life.
If you really want a third one, one like Brink where you get to keep and your character slowly grows stronger. It needs to be more subtle though like WoW and Skyrim, where you walk down trees. These need to be implicit, in other words, the perks you select in this underlying tree only become apparent through the way you grow in the campaign and per life.
In other words. The tree determines how fast you grow in certain fields. They consistent rewards are the fertilizer of your progress. Everyone starts from scratch at the start of a campaign, but from there on people will develop faster or slower in specific fields depending on the carreer path they’ve selected in that tree. One player may have put all his ‘coins’ into developing passive stats faster, he’ll walk around faster with more hp and more ammo after a few matchs, there are players that have placed all their jokers on growing faster in a specific class another player may have lowered the amount of kills in a killstreak before he gets his rewards, another player may have gone for more powerful killstreak rewards
It’s a hybrid of Brink and ETQW with a pinch of COD and MMORPG’s. I believe it’s way more rewarding to play under such a system than in anything else. What’s key here is that you have constant rewards that stick to you for a lifetime, but at the same time, you can’t ever max out like you can in Brink, you’ll still need to work for them in every campaign.
[QUOTE=Apoc;386276]I voted other, “you should be able to shoot while sprinting with no penalty”
Games need to stop slowing everything down…
Quake live/tribes/ETQWpro/etc[/QUOTE]
this 10 char
What you’re basically saying then is ‘there should be no sprint’. What we call ‘sprint’ would just be the base movement speed.
The question actually is a retorical question, since if the accuracy wouldn’t be lowered there wouldn’t be a sprint button.
Its not rhetorical.
Its asking you whether you want sprint to be a travelling tool. (no)
Or whether you want sprint to effect combat as well as travelling (yes)
In etqw for example, you cant sprint and shoot at the same time - its a travelling tool. Its also unlimited.
In w:et, you can sprint and shoot at the same time - it has a stamina bar.
Voted yes but with penalty, but I nearly voted no, firing should interrupt
IMO it depends quite a lot on the type of game. For the tactically-oriented games SD releases I think there should be some movement limitations that the player has to work within.
Basically, although i would also be ok with a system where shooting while moving (fast) is nomal spread, accurate but not pinpoint, but if you stop and say crouch then you get an accuracy boost. So yea, there are no penaltys, only choices. But most importantly the running spread would be accurate still, just the crouching would be even better. Instead of the poll option which seems kinda idiotic, whats the point of being able to sprint and shoot if the penalty for doing so renders your weapon useless…
It would still be relevant on close encounters where you can accept high spread. In other words, sprinting in close combat would be far less punitive than on other distances. That’s a reason why I’m against sprint/shooting altogether.
I own Brink, but I haven’t played in a while. Isn’t what you described what Brink does? I can see something like this bringing variety into the gameplay. It comes down to choices.
Let’s say some guy with low health catches you off-guard as you sprint by. You’re sprinting towards him. You could either keep sprinting and fire with large spread, or you could stop sprinting and be sure that you get the kill.
However, I can also see this as being a really frustrating feature. In fights, skill largely gets replaced by probability. Few things in an FPS are more annoying than firing right at someone to see your bullets make an outline of your target. Hmm… I kinda wish I could change my vote now.
For me, it comes down to the bigger picture.
If sprint disrupts shooting, then clearly sprint is about moving around the map. That should be skill-based, but not completely. If someone wants to hold down shift and W, by all means run in a straight line. But there should be other methods that are faster. cough
The only way I can see sprint effecting combat, is by not making it a spread condition, but rather a stamina bar. And that stamina bar would need to effect strafing speed. Otherwise the whole the sprint+shoot question doesnt make sense. No one sprints forward and shoots.
edit: My selection is ‘shooting disrupting sprint’, with the knife risk reward mechanic + strafe jumping + unlimited sprint
I voted for “other” because I don’t think shooting while sprinting should be completely useless in allmost every situation.
Might be offtopic but my problem with sprinting in most modern games goes deeper.
In RtCW or W:ET sprinting is a simple speed modifier, you hit the key and you instantly move faster ( kind of like fast forwarding a movie), in most modern games sprinting is some kindee of “new level of moving”, yoou can’t do anything while sprinting and the worst part is that there is a transition between sprinting and walking where you still can’t do anything but you’re getting slower.
That just feels sluggish, heavy, slow and unresponsive.
[QUOTE=Humate;386429]For me, it comes down to the bigger picture.
If sprint disrupts shooting, then clearly sprint is about moving around the map. That should be skill-based, but not completely. If someone wants to hold down shift and W, by all means run in a straight line. But there should be other methods that are faster. cough
<snip>
My selection is ‘shooting disrupting sprint’, with the knife risk reward mechanic + strafe jumping + unlimited sprint[/QUOTE]
Voted ‘other’, for pretty much these reasons.
Optimal: Normal movement speed = fast, swap to one-handed weapon (or whatever) to move a bit faster, crouch to steady your aim/ reduce recoil.
It ties into strafe-jumping (since it multiplies your movement speed, the small boost from not holding a two-handed weapon gets further boosted), it’s smooth, and it doesn’t obscure your vision. You spend your time playing, without waiting for some canned animation to finish first.
But we can’t do that for some reason, so instead of swapping to knife we have a sprint button that disables our gun with a clunky animation, and another aim button that brings up our weapon with another clunky animation that massively obscures whatever we’re trying to aim at.
If you really must have an ‘aiming’ animation, tie it into your stances. Have the gun lower in the visual field when standing and running. When crouched, the player pulls the gun up a bit so it’s more prominant, but not directly in between the camera and the target. Add this raised gun posture to your ‘walk’ stance that’s faster moving than crouching, quiet, and slightly poorer at recoil control.
You then have a movement system where the primary focus of this stuff is on stances, where your aiming animation is secondary and doesn’t distract from the pew pew. Wanna play like you have ironsights? Hold your walk key, or crouch. Wanna run somewhere? Push your WASD.
I’d probably then put zoom/scope usage on alt-fire (which would be melee for non-scoped guns, I guess? I quite liked the Brink knock-down mechanism).
While I’m at it: This aiming stuff should be about trying to stretch your current gun to work like something else (like trying to use an SMG at AR range, or for extended bursts, or trying to snipe people with an AR). It shouldn’t be something you need to keep holding to use your gun at all.
Another thing to keep into consideration is applying different restrictions to each body class.
I really really dislike the idea of a stamina bar, they look horrific, are clumbsy to use and do nothing but limit the possibilities and speed of the game
What you’re basically saying then is ‘there should be no sprint’. What we call ‘sprint’ would just be the base movement speed.
OR
walking could be the alt movement speed while running is default, so that u r able to slow down to cap flags or something ( Tribes ascend much??? )
I really really dislike the idea of a stamina bar, they look horrific, are clumbsy to use and do nothing but limit the possibilities and speed of the game
Yes, but sometimes they are nessesary in order to keep the fps up & prevent spamming of certain game mechanics ( tho imo im speaking from a console point of view where almost any game needs to be slow to stay smooth )
//back on topic
i voted other…
walking should be an alt movement speed while running is default ( aka not a big spread penallty )
Walls. The only purpose of walls is to limit the player’s ability as well. The next poll should be about whether we want noclip on or not.
Wow, another over exaggerated tokamak example to completely skew the original posters point out of proportion.