displaydeathghosts


(Loffy) #1

Feedback about the Work In Progress thingy called displaydeathghosts


Enable it by typing displaydeathghosts true in the console.
(Open console by hitting the HOME button.)

Initial reaction/feeling: I think it might be both cool and useful. I find death cams in most games are handy, 'cos I want to know how/where/when the enemy got me.


(Dormamu) #2

I think is a great . It reminds me of Demon’s Souls :smiley:
Displaying the info without the gore, me gusta! :smiley:


(Mustang) #3

Very very awesome, but please don’t turn this into a standard killcam, keep the information level high.

I like that you can see exactly what position you and your killer were in and where the killing blow landed.

I’d like to be able to bind a key to “Show killers view” which when held would allow you to rotate around your killer rather than rotating around yourself.

Also would be cool to do a slow-motion bullet fire along the tracer line, but not to lock-on and follow it with the camera as this loses the high level of information that you can obtain from manually being in control of the camera.

It also allows you to ignore the ghosts and look around for other things that in the situation might be more important, for example if there’s a medic nearby.

Fully rendered translucent figures with a quad damage-esque shimmer is the direction I would go.

Additionally I noticed that it kept showing my death pose as mid-jump although my thumb hadn’t hit the spacebar for quite sometime, guess this is one of the kinks that still need ironing.


(V1s0r) #4

Yes, this feature looks awesome. Never seen something like this before.

Would be cool to see you switch between your yourself and the enemy. But will that not give to much away? Because I also like the suprise factor :slight_smile:

If this feature comes in the final version.
For me it would look cool/help, see the wireframes show a little animation. Only rotate around your third person view and show the last 2 or 3 seconds of the firefight or what happend before you got knocked down.
Like showing where the first bullets land and did damage. Yellow tracer lines for the first bullets. And end the animation with how it is now, with the red line for the fatal shot.


(stealth6) #5

I think it’s awesome as is. You see where you are and then you follow the tracer to where the enemy was.


(SockDog) #6

Anti was saying they were working on a killcam like feature but they didn’t want something to take you away from your incapped body. This looks pretty damn good. Will check it out later.


(Mustang) #7

Ahh glad it’s been considered already, this is important.


(Shiv) #8

I think the figure should fade into view a little after you incap, currently it pops in as you are falling over incapped, sometimes if the character falls forward it flashes green on my screen and its pretty jarring.

It also sometimes didnt display if I got stabbed.

If killed by a grenade an arc line would be so sexy if that is at all possible, otherwise dying by random grenade will just show your green man.


(.FROST.) #9

I like it as it is now. It’s very unique(at least for me, never seen such a kill cam). I’d say, don’t change it in general, just polish it, if you need.


(Anti) #10

It’s very ‘work in progress’ at the minute, it only went in a day or two before the patch so it’s all debug right now and we’ve done no camera work. I’d definitely like to do the ‘killer view’ camera toggle that you guys have also suggested, as well as have us make it look a lot nicer than the current Tron guys :slight_smile:


(Apoc) #11

Please dont forget that this completely destroys any kind of stealthy tactic a player can have and nerfs snipers into oblivion, anyone doing their killing from range in a place they dont want to be found, or specifically hiding in a place and trying to kill the enemy before they can see whats happened and tell their team will just get destroyed. Any team using voip of some sort, or even just the chat box can just run into the open get shot down by a sniper who has worked hard to get a great position thats hard to spot and then just have them type “sniper 2nd house at the end of the street on the bins, someone run round and kill him” 5 seconds later, sniper dead. How did they gain this valuable information? By dying. Then using psychic powers. Seems legit.


(SockDog) #12

Valid point yet I have to say that I learn a lot from a kill cam and this can help the quality of all players improve. I’d also argue that it help alleviate the call of hacks when you can see clearly that the enemy simply out gunned or positioned you.

I expect, without any doubts, that this is going to be a server side option.


(Scrupus) #13

I liked this feature as well, just need a bit more work on the tron look and it’s good.

I alos think it’s okay that it reveal the sniper position - I’m pretty sure most real life snipers move their position after each shot, it’s only in games you can camp in the same place forever :stuck_out_tongue: Enemy at the gates anyone :wink:

One question about the current implementation: in some cases the tracers where totally off, as I saw my dead body behind a corner while the the bullet trace passed outside the corner, not hitting my body in the ghostview. I also noticed my body in midair in many cases, like Mustang noticed as well. Is this caused by bugs in the the ghostview rendering, or in the hit code detection itself? Forgot to take screenshots but can try later if needed.


(Apoc) #14

Its only ok to reveal the sniper position if your not the sniper, also seeing something from an enemies point of view can show where their team-mates are, any hidden turrets to look out for, if a wave has just spawned etc. Also snipers should be able to have a good few shots before having to move. If a sniper can only kill one then move to a completely different position, they arent going to be of use in this game and you may aswell remove them.
I like kill cams in tdm and stuff, but not when tactics are involved.


(Kiddspooky) #15

Very cool, I don’t really have an issue with knowing how I died in this game as I do in others. But can’t wait to try it out.


(Scrupus) #16

Apoc, I partly agree with you there - forgot to comment on the killers view, was thinking of the dead mans view only, where you can aprox see where the sniper is but not the exact position if it’s in a distance (unless some kind of zoom is added).

Killers view will probably give away too much info, so better leave that out (or controllable by a server setting).

I think there should be a server setting to control the access to this feature for all players, then a client side to control if you wanna see it or not.

btw would be really neat if it could be stored as small automatic screenshots as well, maybe both for victim and killer. So you can go through them after the match, and post it somewhere for shame or glory :slight_smile:


(SockDog) #17

IMO Killer view is an essential learning tool. By all means switch it off on some servers or as you suggested, maybe differ playback to after match clips but I’d say the feature is a very good one to have.

Just don’t think that in your average, totally random, pub match that this matters all that much. Ultimately knowing that someone knows your position could allow you to set up an ambush. I was playing sniper the other day and the enemy knew where I was, I just threw a heartbeat sensor and as soon as they tried to flank me I shifted position and engaged them.


(Apoc) #18

This one action doesnt offset the problem. The problem is that your position is given away when the enemy has done nothing. Forcing the enemy to show themselves or spotting them across the map is one thing, it takes effort and a bit of concentration. I just have a problem with the fact that killing someone gives you a positional disadvantage. Not all classes have a heart beat sensor, and only one of the snipers classes has one. Also your forced to use a heart beat sensor that could have been better served helping your team, purely because you killed someone. Just seems like something that is great in gamemodes that are kill dependent, and everyone is constantly moving/no real obvective or focus on positioning. But tactical gametypes.

I mean, what if someone is moving with a whole team push in a co-ordinated flank, they throw a grenade over a building they have practiced, so they know it will land in a common hold point. If it kills someone, it alerts the whole enemy team that there is a team push going on down the flank and they can counter it. Without killcam, either the enemy doesnt know where it comes from, or thinks there is one enemy only.


(H0RSE) #19

[QUOTE=Mustang;414554]Very very awesome, but please don’t turn this into a standard killcam, keep the information level high.

I like that you can see exactly what position you and your killer were in and where the killing blow landed.

I’d like to be able to bind a key to “Show killers view” which when held would allow you to rotate around your killer rather than rotating around yourself.

Also would be cool to do a slow-motion bullet fire along the tracer line, but not to lock-on and follow it with the camera as this loses the high level of information that you can obtain from manually being in control of the camera.

It also allows you to ignore the ghosts and look around for other things that in the situation might be more important, for example if there’s a medic nearby.

Fully rendered translucent figures with a quad damage-esque shimmer is the direction I would go…[/QUOTE]
Agree. I find that standard killcams don’t do anything except rub it in your face that you died. If the mechanic was more of a useful tool rather than a gimmicky mechanic, perhaps I wouldn’t despise them so much.


(Apples) #20

It would be ok in pub, not in comp tho, problem solved? :slight_smile:

The more server option you give, the more “niche” server players will find think “fun fun fun” for pub and “all controlable via server cvar” for comp, and everyone should be happy (if the game core is good, which I find it is but need polishing, thats why we are here).

Peace