Initial Gut Feedback


(iwound) #81

[QUOTE=Humate;409415]It may be that i was on a 320 ping, but I couldnt tell where I was being shot from.
Sometimes the player was invisible. Sometimes I was getting shot through walls.[/QUOTE]

not just you. im sure this will get fixed, an indication of where the fire is coming from.

in the match last night i was in the church crouching stabbing away at rrd2 ankles, he had no idea where i was. if he’d just looked down. i have to look 360 to find my attacker or dive for cover, both resulting in death.
also some indication of where the enemy or objectives was would help. atm only indication is no indication.
map needs a lot more infomation added, radar is next to useless atm, background sounds of fighting isnt helping as i need audio cues aswell as visual to know whats going on. considering the speed of play any delay in knowing where things are equal a quick death or starvation due to getting lost.


(.FROST.) #82

[QUOTE=.FROST.;409441]*Wich is for now my only real complaint about DB. I can see me playing this game as long as I did Brink, but not with this movement system. I understand(at least I think so) the reason behind this inertia simulating movement system. It’s like the bobbing head or motion blur thing. It adds a certain layer of realism and virtual weight to the game. But even if it looks cool and all, I have to switch off head-bobbing and motion blur in every game, otherwise I’d have no fun playing it. Even afterwards I’d feel dizzy for quite some time.
Today I felt a bit more accustomed to DB’s movement-sys than yesterday, but it still effes up my concentration. I don’t want to exaggerate this topic, but it’s impossible for me to even concentrate on the objective. Sounds stupid, but it’s true. Maybe a couple more days will help me to get more accustomed to all that, but I don’t know.

This was the last time I’ve spammed this forum with my movement system issue; I promise…[/QUOTE]

Sorry, have to break my promise :wink: I was ingame today, just to try out stuff and I’ve noticed, that there is indeed head-bobbing. It’s there when you reload, when you jump up and when you jump off of something. This accumulates quite quickly since you are doing those things basically the whole time. There must be an option to turn this off even though it looks cool. This and this feel of inertia when you press WASD.


(Ashog) #83

Head bobbing also occurs when tossing medkits and ammo packs.


(uvhannes) #84

Quick impressions from my side.

Very smooth running and turning. No framerate hickups. If I enable vsync the game is just really smooth at this early stage (probably also because there is not much going on right now) But I was a little amazed by that.

I dont think that movement speed or jump height is an issue. I quite liked it.

What i do not like however, is the constant glow and bloom effects being thrown at the players…
Will try to meet up with some of the peeps here for some firefights.

First impression: more positive than negative :slight_smile:


(MrEd) #85

Hi Frost,

Just wanted to let you know you’re posts on motion sickness are really interesting. We’ve got a lot of different effects and techniques going on in the game atm to try and raise the immersion levels such as player acceleration, mouse smoothing, motion blur, depth of field, 1st person hand & weapon inertia, camera walk bobs, reload cameras, camera hits & explosions effects and a pretty high movement speed.

All of which I can imagine would add up to some pretty horrible effects for anyone with high sensitivity to such things. Most of these effects weren’t in W:ET or ET:QW and although lots of these effects were in Brink to some degree that was a lot slower a game than DB. Accessibility to a wide range of gamers is important so it’d be good to try and help find a system that works for gamers such as yourself.

The bad news is that things like player acceleration & hit pushes will be a gameplay balance issue, so it’ll depend on what tweaking goes on there as to how that effects you.

The good news is that most of the visual effects are cosmetic so we can look at giving you player options for which effects you want to keep and which you want to disable.

As such it’d help to know:

  1. What options have you found/tweaked in DB already, e.g. FoV, mouse sensitivity, mouse smoothing, graphics settings?
  2. What options have you found/tweaked in existing SD games and which really made a difference?
  3. What options have you found/tweaked in other games (e.g. CoD, BF, Tribes, NS2) and which really made a difference?

(rookie1) #86

what mouse smoothing do ? sorry to ask :frowning:


(.FROST.) #87

[QUOTE=MrEd;410044]

  1. What options have you found/tweaked in DB already, e.g. FoV, mouse sensitivity, mouse smoothing, graphics settings?

  2. What options have you found/tweaked in existing SD games and which really made a difference?

  3. What options have you found/tweaked in other games (e.g. CoD, BF, Tribes, NS2) and which really made a difference?[/QUOTE]

  4. My FOV is “90”, mouse sensitivity is 45-50(might edit it when I’m at home at my PC), mouse smoothing is “0” My g-settings are(not exactly sure now) all maxed out at 1920x1080

  5. As for previous SD titles; I have only played Brink and never experienced motion sickness with it. The game is maxed out at 1920x1080, no ambient occlusion.

  6. The only other FPS game I play regularly now is NS2 and the first thing I did was to switch of head-bobbing(has a different name in NS2)

Head-bobbing and anything that shakes around the environment(very important, because bouncing weapons don’t have that effect on me), in a way that I have no control over it hits really hard on my equilibrium organ. I feel really stupid, but I’m not entirely alone with that problem.

PS: I’ll edit this as soon as I’m at home, but I can allready say, that I won’t change much regarding the settings. They are mostly the same in every game I play.

Just wanted to say, that I actually like head-bobbing and motionblur and all that, but my senses are…well, very sensitive I guess.


(Paul) #88

I personally hate it and always disable it as it gives me a feeling I’m losing control of my character


(MrEd) #89

Mouse smoothing interpolates between mouse movements to try and reduce the jerkiness that can be caused by the engine’s sample rate. Obviously the more smoothing you do the more latent the aim is to your actions which will likely affect both twitch aiming and motion sickness.

See:

Options Menu
MouseSmoothing [on/off]
MouseSmoothingWeight [0,1]

The weight affects the fall off curve for the mouse samples.

Should also be able to turn smoothing on or off directly from the config files:

ShooterInput.ini
[Engine.PlayerInput]
bEnableMouseSmoothing=true


(MrEd) #90

[QUOTE=.FROST.;410050]Head-bobbing and anything that shakes around the environment(very important, because bouncing weapons don’t have that effect on me), in a way that I have no control over it hits really hard on my equilibrium organ.
[/QUOTE]

If you haven’t already, try setting “Enable View-Bob” to off in the Options > Controls menu. It won’t turn off firing, reload and hit react shakes atm but it should at least get rid of the movement view bob.


(.FROST.) #91

The view bob when I jump up, or off of something? That would allready be quite helpful. And will there be a way to switch off character inertia too, or is this a definite gameplay feature?

Just went ingame and saw, that I’ve allready turned off “view bob”.


(tokamak) #92

It’s the player acceleration that bugs me the most. It’s too easily mistaken for lag or latency issues. It makes the game feel unresponsive.

I rather see players start on maximum speed and see that move to a slower pace after a few seconds than vice versa. That way you still get a smooth and somewhat realistic view. That way there’s still a gradual transition between standing still and moving but it doesn’t make small movements feel so sluggish.


(.FROST.) #93

[QUOTE=tokamak;410108]It’s the player acceleration that bugs me the most. It’s too easily mistaken for lag or latency issues. It makes the game feel unresponsive.

I rather see players start on maximum speed and see that move to a slower pace after a few seconds than vice versa. That way you still get a smooth and somewhat realistic view. That way there’s still a gradual transition between standing still and moving but it doesn’t make small movements feel so sluggish.[/QUOTE]

We need this “Like Post”* button :wink:

*http://forums.warchestgames.com/showthread.php/33209-quot-Like-a-post-quot


(rookie1) #94

[QUOTE=MrEd;410052]Mouse smoothing interpolates between mouse movements to try and reduce the jerkiness that can be caused by the engine’s sample rate. Obviously the more smoothing you do the more latent the aim is to your actions which will likely affect both twitch aiming and motion sickness.

See:

Options Menu
MouseSmoothing [on/off]
MouseSmoothingWeight [0,1]

The weight affects the fall off curve for the mouse samples.

Should also be able to turn smoothing on or off directly from the config files:

ShooterInput.ini
[Engine.PlayerInput]
bEnableMouseSmoothing=true[/QUOTE]
Thanks, Ill test it.


(Senethro) #95

Played for the first time today, haven’t managed to figure out what I think yet. My first experience was very muddled, I remember stepping into ETQW very easily, but that could have been because I’d been following press releases and had already memorized all the classes before i first played it. ETQW maps were also very easy to navigate because all you had to do was step on something high and look where you were going and you could see everything. Very few long lines of sight in DB.

Actually, thats a thought. Despite being in unfamiliar maps I was able to navigate using the objective markers very easily compared to Brink. Maybe I just didn’t use Brink’s HUD and navigation proplerly (meaning I never tried to use it at all) but I had terrible trouble knowing where I needed to be and what to do in that game. In DB I was always able to find my way to the objective or even plan ahead and guess at what would be a flanking route. I was rarely wrong.

I liked the gunplay. I never lost faith in hipfiring and have been spraying and praying in every game since ETQW. In the Battlefield series I would rarely score kills but it would often cause enough suppression that it would allow me to move safely between cover. In DB suddenly my “covering” fire was scoring kills again. Felt both weird and good, but you’re going to have to communicate somehow to new players that hipfiring is effective. There will be so much rage at “lucky” shots.

Didn’t notice the direction change acceleration thing this time, but did notice that acceleration in general is pretty slow. The player character seems huge and I kept shouldering doorways/stairs and losing all my momentum.

I could say that I had no idea which class was which or their special abilities, but that would be my fault for not watching the tutorial video. I worked out there were skinny enemies and fat ones and the guy with the hat.

I had no idea if my grenades were hitting or not. I quite liked them though, a low fast and bouncy throw.

Is there good head damage? Felt like there was. Good reward for headshooting. Needs its own hitsound though.

I had a lot of trouble telling if stationary guns and the tank had a machinegunner in them. Friendly/enemy sentry identification was difficult too. Enemy sentries need some kind spin-up cue that is unique to dangerous turrets (and no, not big flashing letters warning me of lockon). Maybe give turrets a laser aiming device to show where they’re coming from?

This is long enough for now I guess.


(Humate) #96

Things i noted while playing today:

*Having trouble distinguishing friend from foe at times… could be low gfx settings
*Pre-fire and leading seems to be king at the moment.
*Game feels better with 100 fov, but movement is still slow gameplay wise.
*New environmental sounds are nice
*Hitsounds are masked by bullet fire. Higher freq needed?

edit: still feels a bit defensively biased… attacking needs to be a bit more exciting


(Dragonji) #97

Got a question: shouldn’t sprint be limited?


(Thundermuffin) #98

No it shouldn’t; that only helps to slow the pacing of the game down and creates a situation where players are more likely to become passive, campers than aggressive play-makers.


(EnderWiggin.DA.) #99

Interesting perspective. One could also argue that it adds a movement dynamic to the game. Without strafe jumping in the game, I can kind of see your point though.


(iwound) #100

can we stop using the word campers in a derogatory way. we all do it so stop using it as a way to get your paticular thang introduced.
if people want to run, let 'em and become a nice big juicy target.

After a run you shouldn’t expect to use that bang stick as well as when your crouched.
When firing when running you slow down and accuracy is still high. i’d like to see some more spread as you recover from a run as a price you pay for running. risk a low accuracy immediate shot or recover then fire.