displaydeathghosts


(.Chris.) #21

How about just on ‘rookie friendly’ servers like in NS2? Be cool to see something like that which can have stuff like what’s discussed turn on.


(H0RSE) #22

Well, I would expect this feature to be player selectable option from the menus.


(SockDog) #23

[QUOTE=Apoc;414962]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.[/QUOTE]

Just giving an example of using the knowledge that your position is known to draw enemies into a trap. I mean, how long is it doing to be before every campy corner and snipey shadow is known to players? It doesn’t take much when incapped to spot a sniper, guns have tracers on them, there is directional sound and indicators. I can’t honestly think any competent player/team is going to let any sniper sit somewhere unknown to pick them off regardless of killcam or not.

I’m not arguing against your point, this needs to be a server side, filterable, option. I’m just not seeing it as game breaking, more game altering.

On the subject of seeing the rest of the enemy team. Maybe when viewing from the killer’s perspective the game just doesn’t render the enemy team?

Server side enforced but player optional as to whether they want it when the server allows yes.


(MrEd) #24

Really glad you guys are enjoying the prototype. It was mostly put together with some pretty quick and awesome work by gameplay programmer Alex Baird. There are a few goofy edge cases atm due to latency between the hit detection & player positions when we save off the anim poses we need to work out and I hope you don’t mind the current programmer art - it looks a lot better than the original ones Alex and I sketched on some paper that’s for sure :wink:


(SockDog) #25

Love this feature.

When playing on a US server (ping about 160) I noticed most of the shots were not correctly lined up, I assume this anti-lag discrepancy can be cleaned up relatively easily otherwise I have little doubt people will interpret the bullet tragectory to be going through a massive hitbox rather than it being lag compensation.

Also rather oddly I noticed a lot of my deaths showed me off the ground as if I was jumping.

Will this have a kind of looping animation when complete. Maybe the ability to slowmo and also dump to save clip?


(Dormamu) #26

About the Sniper/killer position, how about:

  • if the sniper is more than 20m away the position will not be revealed. If the sniper is killing more than 3 (let’s say 3-5 people from the same position, to counter sniper camping?) the position will be revealed to the last victim. as a spark (BF3 sniper) or as a bullet trajectory (something like Sniper Elite, but backwards) the last victim can spot(Binoculars - so everyone can see the sniper position/ tell the team by VOIP/ reveal the location by v-says “V89” - Bad sniper! :frowning: )
  • if the sniper is within the 10-20m radius the relative position will be shown (45 degree angle view, or 90 degree NV SV etc.)(you hear the sound but not quite sure from where)
  • if the sniper is within 0-10m the position will be shown on the killcam (you can always hear the sound)
    The range can upgraded or not with unlock/level advancement/xp/coins etc.

(SockDog) #27

Protecting camp spots and having a killcam isn’t really going to work. I’d rather have a good killcam than a compromised one to protect camp spots that anyone who’s played more than 10 hours will likely know about anyway.


(iwound) #28

looks great. pity the death view gets stuck a little. an immediate view of this at death and fully rotateable would be great.
nothing worse than being forced to look at a wall or the ground at death.


(SockDog) #29

Nice improvements and seems a bit more accurate. I’m sure at times they don’t display though, will have to pay more attention.

Question. At some point will these be animated?


(Mustang) #30

I find the current ghosts too angley and bitty.

Is it possible to make them be more of a sweeping outline than showing every single vertex or polygon.

More like these:



And less like this:



(MrEd) #31

They currently disappear when your character is fully killed, Alex has that on his list to fix.

Question. At some point will these be animated?

That is a possibility, whether to show the last few seconds or just a matrix style slomo but there are no concrete plans for animating the death ghosts at the moment.


(Anti) #32

[QUOTE=Mustang;421671]I find the current ghosts too angley and bitty.

Is it possible to make them be more of a sweeping outline than showing every single vertex or polygon.

More like these:



And less like this:


[/QUOTE]

I was thinking more of a pointillism approach!


:smiley:

We’re still looking at the visual treatment and what we think will be best for it. I agree they should be clearer than now, but without causing confusion or obstructing live play.


(rookie1) #33

would be nice animated… cam following bullet from killer to target char leaving the global crime scene after as it is except mb like some1 mentioned less details of the ghost


(Violator) #34

I was assuming the deathghosts was just a debug/testing thing? They will make a sniper’s life difficult, but tbh if you snipe and don’t move you are generally dead pretty quick anyway.


(SockDog) #35

I don’t think the cam will move during an animation as the goal seems to be that it stays on your incap in case you are revived. A slowmo animation, maybe with speed adjustable with mousewheel would be a neat touch. You could also remove that red line bullet path and render a nice bullet time distortion wave.


(rookie1) #36

[QUOTE=SockDog;421749]I don’t think the cam will move during an animation as the goal seems to be that it stays on your incap in case you are revived. A slowmo animation, maybe with speed adjustable with mousewheel would be a neat touch. You could also remove that red line bullet path and render a nice bullet time distortion wave.[/QUOTE]Yeah youre right Sockdog , I forgot the revive possibility .may be a very fast cam shot from where the shots came from idk …something less static


(Anti) #37

We’ve actually been debating that very issue this last week. We want you to be able to get a good view of both ghosts, even after rag doll, but we have to make sure you can view from your corpse to see if a revive is coming. We’re going to try a few things related to this and see what works.