How Would Everyone Feel about Making Viewkick Purely Visual?


(KangaJoo) #1

It seems pretty clear that a lot of people don’t want viewkick (also called aimpunch) in the game at all. However, it also seems pretty clear that SD does not want to remove it. According to one of their devs, SD feels it needs to be in the game for 3 reasons: 1. To let players know they’re being shot at 2. To give players a way to counter snipers via suppressive fire and 3. To indirectly reward good positioning and awareness by giving an extra reward to players who land the first shot. Now whether or not you feel viewkick is needed to accomplish those goals is up for debate (personally I don’t think it’s needed for goals 1 and 3 to be accomplished) but it doesn’t seem like that’s a debate SD is willing to hold.

Since it looks like viewkick is here to stay, I wanted to know how people would feel about making it just a visual effect. For example, your screen would kick up when taking damage but your crosshair would stay in the same position and your aim would be unaffected. This would make it so an experienced player would be able to counter the effects of viewkick but it would still be difficult for a sniper to line up their shot while their screen is bouncing around or for a player running around without checking corners to whip around and kill someone shooting them in the side (therefore it would achieve the 3 goals SD set for viewkick). BF3 had this type of viewkick and it actually worked pretty well and as far as I know ET also had this type of viewkick and none of the competitive players complained about it.

Just for the sake of transparency, I would prefer it be removed completely, but like I said already, it doesn’t seem like that’s an idea SD is willing to listen to.


(Mister__Wiggles) #2

Would rather it removed all together, but that seems unlikely so anything to tone it down can’t come quick enough.


(Kroad) #3

how about removing it entirely because it serves no purpose


(ebonyMountain) #4

removing it? right at the same time they get their shit together with the abyssal performance? How can this game have a worse performance, than Renegade-X ?


(KangaJoo) #5

I’m not gonna disagree with you on that, but the devs feel it does serve a needed purpose and have stated so multiple times.


(RuleofBooKz) #6

yay another aimpunch thread! i wonder how this one will get resolved?


(Harlot) #7

I’m not gonna disagree with you on that, but the devs feel it does serve a needed purpose and have stated so multiple times.
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And often times ignoring the desires of your player base is why your game fails. They can state what they feel all they want. They are not infallible. You’d think they’d have learned from their failure that was Brink.


(Ghosthree3) #8

I’d rather it be gone altogether but I’ll absolutely settle for that. Many games have used it in the past and it’s easy to learn how to play around it - rather, how to play around nothing because there’s nothing to play around.

My only issue is that it makes the skill separation between those that know it’s visual only, and those that don’t much bigger.


(CCP115) #9

TF2 has viewkick, and it’s all visual except for Sniper.

Why can’t SD just take a page from that book? Such a simple concept that still allows for suppressing fire.


(Jostabeere) #10

I never had any problems with the aimpunch at the point when people went berserk. It’s already nerfed, and people are still making threads about it? Why are people against flinching? I mean, you get shot in the face, and you totally ignore it?


(KangaJoo) #11

You’re right realistically if you get shot you’re going to flinch. However, realistically, if you get shot in the head once with a pistol you’d be dead, you couldn’t wall jump across 10 m gaps, zap someone to life with a revive gun, etc… The point is this isn’t a realistic game. It’s an arena fps shooter that was allegedly made for competitive play. If they really want to make it a competitive game, then all the mechanics need to be as skill based as possible and having a system where getting shot causes you to miss when you’re actually aiming for headshots but possibly hit when you’re going for easy bodyshots does not reward skill.


(TeeKayM) #12

I’m a bit of a newb. What is viewkick?


(Gi.Am) #13

Don’t like the idea, yeah I understand that other games use that, but for starters wether you agree with SDs concern for aimpunch or not. It is what they are concerned about. Only having the view move but not your aim wouldn’t help with point 2 and 3 at all. Leaving only point 1.

On the other hand having only your view shake but not your aim isn’t demanding “more skill” all it demands is that you visited a forum or a guide once and listen to the “LOL newb you gotta ignore the shake” flames. So it only gates, between people that have a specific knowledge about a counter intuitive mechanic and those that don’t.

Aimpunch with thrown of aim on the other hand is consistent, your screen shakes your crosshair moves and your shots still land where your crosshair points to (wysiwyg).
If you want to avoid aimpunch or regain your aim after being affected by it, you gotta avoid the hits either by shooting first (positional superiority) or by dodging as soon as the first shots come in. Considering that DB prides itself on being a movement based shooter, I find that quite good and would argue, that it promotes a bit more skill in key parts of the game.

Of course one could remove aimpunch all together and come up with other solutions for concerns 1-3, or convince SD that those are no concerns at all, would shift the gameplay into another direction tho.


(Jostabeere) #14

You’re right realistically if you get shot you’re going to flinch. However, realistically, if you get shot in the head once with a pistol you’d be dead, you couldn’t wall jump across 10 m gaps, zap someone to life with a revive gun, etc… The point is this isn’t a realistic game. It’s an arena fps shooter that was allegedly made for competitive play. If they really want to make it a competitive game, then all the mechanics need to be as skill based as possible and having a system where getting shot causes you to miss when you’re actually aiming for headshots but possibly hit when you’re going for easy bodyshots does not reward skill. [/quote]
Just because the game isn’t realistic we shouldn’t have any realistic mechanics to make the game a little bit skill-based. This is such a poor argument.
Aimpunch is great. It lowers the spray-and-pray situations in 1v1 situations and let you use either movements, or skilled aim-control instead of just spraying and hoping you hit faster than your enemy or survive because you have more health. Without aimpunch mercs like Fragger or Rhino would dominate 1v1 completely. Imagine you shooting a Fragger and after dealing 20 damage he turns around and start shooting at you. He has more damage and more health. He’ll kill you, no matter how much more skilled you are.


(KangaJoo) #15

You’re right realistically if you get shot you’re going to flinch. However, realistically, if you get shot in the head once with a pistol you’d be dead, you couldn’t wall jump across 10 m gaps, zap someone to life with a revive gun, etc… The point is this isn’t a realistic game. It’s an arena fps shooter that was allegedly made for competitive play. If they really want to make it a competitive game, then all the mechanics need to be as skill based as possible and having a system where getting shot causes you to miss when you’re actually aiming for headshots but possibly hit when you’re going for easy bodyshots does not reward skill. [/quote]
Just because the game isn’t realistic we shouldn’t have any realistic mechanics to make the game a little bit skill-based. This is such a poor argument.
Aimpunch is great. It lowers the spray-and-pray situations in 1v1 situations and let you use either movements, or skilled aim-control instead of just spraying and hoping you hit faster than your enemy or survive because you have more health. Without aimpunch mercs like Fragger or Rhino would dominate 1v1 completely. Imagine you shooting a Fragger and after dealing 20 damage he turns around and start shooting at you. He has more damage and more health. He’ll kill you, no matter how much more skilled you are.[/quote]
It’s funny you say mercs like Rhino would dominate without aimpunch since he is a merc that relies on aimpunch more than any other; his minigun is too inaccurate to reliably get headshots past close range so he always just spams you with lots of body shots causing your crosshair to bounce all over the place.

Now as for the scenario you mentioned above, honestly it doesn’t seem particularly realistic. If you only dealt 20 damage to him while he was facing the other direction, then I’m sorry but you failed pretty hard. You can do 20 damage with 1 bullet to the head using pretty much any gun in the game and if all you can do is land 1 singular head shot or two body shots in the time it takes for the enemy to react to being shot in the back, turn around, determine exactly where you are, and then line up the shot, then you deserve to lose that gunfight. If the enemy is just as skilled an aimer as you are but is using a merc with more health, then you also deserve to lose that gunfight. This is a team based game and if you’re not playing an assault type merc, then don’t run around like rambo expecting to be able to kill fraggers, rhinos, naders, etc in a head to head gunfight.

If anything aimpunch makes the situation you’re describing worse since it makes it impossible to get headshots consistently while taking fire. Normally, if someone has more health than me, I can still win the gunfight if I consistently get headshots while they go for body shots because I can out damage them. Before the last patch it was pretty much impossible to do that because even at close range you were basically forced to aim for the stomach as soon as you started taking fire. Since both players are forced to aim for the body, there was no way for a skilled player to out damage an average one.

You say it lowers the ability to spray and pray but I really don’t see the logic there. It makes it hard to go for precise headshots, a target you cannot reliably while spraying and praying, and makes it so you can only reliably land easy body shots, a large target you can hit while spraying and praying. If anything this mechanic encourages spraying in the general vicinity of an enemy and hoping for the best.

@Gi.Am It’s actually pretty intuitive. BF3 had this type of viewkick and it was pretty obvious that it was only visual because yes, your screen would flail around when you got hit but your crosshair/sights would stay in the same position. You say it wouldn’t help with goals 2 and 3 but I’d argue it does. Just like it’s more difficult to aim at a moving target, having your screen move around will make it more difficult to line up the shot but unlike the current version of viewkick it won’t make it impossible to get consistent headshots. It’s kind of hard to see because the TTKs in BF3 are so low but here’s a video https://www.youtube.com/watch?v=veGJtE6p7SA .

If you watch closely the sight I’m using actually moves towards the bottom of my screen as my view gets kicked upward when I’m getting shot at.


(RenLou) #16

None. Remove everything about it.

[center]
Even its definition from the dictionary. [/center]

Also remove it from our memories.


(Amerika) #17

Aimpunch/finch/viewkick etc. are all just a tool that devs use as a knob to turn for balance (for weapons or for skill ceilings). It has it’s place and can work around it but I also come from Q3 so it being completely removed wouldn’t bother me.

I’m personally fine with how it works in DB today.


(XavienX) #18

Idk why, I’m fine with both having it gone or have it stay, it’s just that it feels weird as a FPS game without aimpunch.


(Kroad) #19

all famous fps games have aimpunch in them, for example, quake and csgo, well known for the massive amounts of aimpunch


(Ghosthree3) #20

I wouldn’t say Quake has ‘massive’ aim punch. In fact I hardly notice it.