the iron...sigh(t)


(kilL_888) #21

well, all that “it wont be necessary to use it, it just gives you a slightly better aim” talk.

if there is a function called ironsight then its there to use it. you cant say, “uhm im no fan of ironsight, i dont use it”. ignoring game functions just doesnt feel right. its part of the game, part of the gameplay! lets not forget this.

everything that was mentioned is true though. it adds to complexity, but complexity is not always good. again i refer to quake3 (still the best 1st person shooter out there imho). you cant design a shooter more simple. quake3 is simple and to the point. run, crouch, jump, shoot. imagine quake3 would have an ironsight. lmao.

brink is a totally different game, it aproaches a different croud. yes, thats also true. but a decision has to be made. stick to game mechanics that established for many many years, that created communities, competitions and so forth, OR try something the mainstream games use nowadays and probably fail delivering a flawless game experience.

brink imo is an action game. it introduces something very new. it kind of evolves the strafejumping from quake3 to the s.m.a.r.t. system and everything you can do with it. a key element of brink. that in mind i just dont understand why you add something that kills the game speed like the ironsight. i really dont get it. ironsight is for people who camp behind a crate imo.

i can already see it. theres a guy trying to shoot me, he moves very slow and seems to ironsight his gun. and i laugh, run away, do some “parkour” stuff, jump, slide, and before my enemy knows it im behind him and stick the knife in his back. he thinks, wtf just happened, stupid ironsight. next time ill also do that fancy parkour thingy and think twice before ironsighting.

geee. me dont like ironsights. me dont like slow gameplay. me dont like camping. me like quake gameplay. me like wolf:et gameplay.

i have to repeat myself…

think about your roots and think about why we are here and post our asses off.


(tokamak) #22

Next to being an action game, Brink is also a tactical shooter where the decisions you make count. People should be able to go gun-ho rambo and be effective, but only if the situation calls for it, there should be just as many other situations and fights that call for a different approach.


(needforWeed) #23

New game without ironsights looks outdated IMO.


(LyndonL) #24

Anyone played Killing Floor? PERFECT utilisation of iron sights.

If you want a quick kill of a clot, bloat etc just aim them in the middle of the screen and blast. If you want the headshot from 50m away, bring up the ironsights. It works fine without iron sights, but may take 2-3 times as much ammo (if you’re not very good with your placement) but is lethal and deadly accurate with them.

When I first played a game with ironsights I hated it, but over time and playing games with them and without them, I truly prefer them now.


(Qhullu) #25

actually, many “pros” use kind of an iron sigth in quake 3 with railgun to make the shots from those few pixels wide angles across the map easier for example, doesn’t show up in demos though. :wink:

but yea i don’t really get how an ironsight mechanic in all guns would make for example the gameplay in et richer in any way, sure it would make seeing far away enemies a little easier, but for example in mp_radar on a server that allows you to turn off the fog, you can see to the clipping distance of the map just fine without it and hit enemies near it just fine. only thing it would change is it would make the enemy models near the clipping distance a little bigger and so a little easier to hit, which would favor the defense even more since it’s the attacking team that has to show their face without knowledge where the players on defense are camping looking through their iron sights (coming from side entrance there are tons of camping places where only part of your head is visible to the attacker across around 120 degree field horizontally with lots of variation vertically).

besides, the iron sight mechanic isn’t even realistic on a gun with no scope, looking down a barrel of a gun doesn’t give your eyes an ability to magically zoom in. not that i want games to be realistic in any way.

so i guess my preference would be, no ironsight except with guns that have a scope, the mere existence of it might force the developers to make automatic weapons more inaccurate than i’d like at long distance without it.

meaning, since Brink will have them i hope the accuracy of the guns without a scope is the same either with ironsight or crouching, whether i want to zoom in or not would dictate which one i use in a situation.

benefits:
iron sight - you can see better
crouching - you are a smaller target

disadvantages:
both: diminished movement ability
using both at the same: further diminished movement ability


(Brandmon) #26

[quote=H0RSE;218478]but it does make it worse…it decreases your FOV, your movement and mobility. The thing is, even if you don’t ‘have’ to use, just having the button there is going to make people want to push it. I’m hoping fully mappable buttons make it to console (my PC is crap right now and I’m broke) so I can just leave that action unbound…hoping that it truly isn’t needed. If they have to have some sort of ‘fine tuning’ aiming, why don’t they just link it to movement…

sprinting = decreased accuracy
walking = increased accuracy
crouching = increased accuracy
jumping = decreased accuracy

something like that would work just as well, while still maintaining some movement and no FOV compromise. I am not a fan of ironsights at all, and it was one of my biggest gripes in QW.[/quote]

Well from the looks of it, that is honestly your problem and not bad game design. You are just saying that you don’t want ironsights just because you like them, not because they are actually bad. I understand that and I know many more with that kind of opinion. But just because I hate fish as food doesn’t mean that fish sucks. You either have to adapt/adjust your tastes or move on. I have played many games which have ironsights in the: Call of Duty, Red Orchestra, Battlefield and so on. And it was just a matter a getting used to how any of those games are played. It ain’t possible to play Battlefield for example the same way I play Quake 3. I’d get murdered.
And don’t forget, ironsights don’t remove the fact that you can use movement to control accuracy. You can have both and that’s the way I like it in my opinion.

Also OP, to be frank your argument is just narrow-minded and even nearing silly. First of all:

if there is a function called ironsight then its there to use it. you cant say, “uhm im no fan of ironsight, i dont use it”. ignoring game functions just doesnt feel right. its part of the game, part of the gameplay! lets not forget this.

There is a game out there called ‘Day of Defeat: Source’. Which I very doubt you ever played since from the looks of it you aren’t able to play anything other than id games competitively. Most weapons in it didn’t have ironsights except for the rifle. Yet the rifle’s ironsight was not CoD-like. A significant amount of time is taken to switch to ironsight, the sight takes half the screen and the mouse sensitivity is reduced. It’s nearly useless except for long range situations since its gives you a slight zoom too and so hardly anyone uses it except for situations where one would benefit from it. And just to finish off your “ignoring game functions just doesnt feel right”: Smoke grenades. In both W:ET and QW I had hardly seen anyone use Smoke grenades, at all. Just because it’s there doesn’t mean it is going to be used alot. (Oh and, QW shotgun)

that in mind i just dont understand why you add something that kills the game speed like the ironsight

Very untrue. Just because the ironsight is there doesn’t mean that the game speed is restricted. It depends on how the game play’s when I don’t use the ironsight. (Yes, you actually don;t have to use them :rolleyes:) If the spread of hip fire is horrible ala CoD, then you would slow the game down since the player has to if he has a chance to hit anything. But then look at ETQW. The pace for that game would hardly be any different with or without ironsights.

ironsight is for people who camp behind a crate imo.

Just shows how narrow your library of games is. And you are trying to convince SD on your argument on game design? Lets just take Call of Duty then, since you from the looks you too consider it the game that is mostly associated with Ironsights. You say that ironsights encourage camping. (which mean staying at the same spot for more than a minute) So by that you mean that Call of Duty is a game filled with campers, right? Well there is another term for those campers in nearly all CoD games: Noobs. There is more movement in CoD than you like to admit. Look at this for example. Tell me a point in that video where the player camps. The other side migth have, but they lost. That is how CoD is played competitively. CoD’s gameplay is much slower than Quake 3, of course. You can’t run as fast as in Q3 but you also have to worry about making a noise while running since that would alert the other side and caution sometimes has its rewards. Sure, it’s not as fast and chaotic as Q3’s, but it certainly ain’t mindless. And don’t forget, a game’s pace isn’t all about ‘Ironsights’. How the maps are build, how the character moves, what movement restrictions are there for the player and what weapons are there. All could dictate a game’s pace.

think about your roots

Yeah sure, Quake III was awesome but if you want that kind of play, go to Quake Live. Yeah sure, Wolf:ET was also awesome but if you want to play a newer version of that, just hope that SD are planning Wolf:ET2. And guess what? This isn’t Wolf:ET2. This is Brink. And I expect Brink: I expect something fresh and new on the table.


(Apples) #27

Once again, I’m ok for fresh and new, but killing almost UBER idea from previous SD games and rework many things from scratch isnt a “fresh and new” approach to me, ah it’ll be fresh for sure, new maybe, but what I expect is an enjoyable and functionnal game.

I rather have my old’fashioned toilet with new fancy stuffs on it, than a “fresh and new” toilet on the rooftop which is simply silly and non-functional…

If the game is as paced as we saw, using ironsight reducing your mobility AGAIN will be plain dumb IMO, I dont expect to play Q3 but I agree when Killmachine say “think about your roots”, we’re here cuz we enjoyed/enjoy/will enjoy SD games, some of the choices are just not appealing to us, dont we have the “right” (sry for such a big word) to express our opinion? Afterall we arent working on making the game, but we’ll buy it right?

Anyway: I’m ok with ironsight as long as the game is faster than what we saw, if no well, I’ll simply never use them, and if the spread is crazy and i cant hit at 1feet cuz I dont use them, well I guess I wont buy the game.


(kilL_888) #28

@Brandmon, i dont want to reply to all your statements. maybe theres a little missunderstanding. i dont want to raise my finger and say “bad, bad SD, dont do that, rather do this or you fail”. i just want to point out that im absolutely no fan of the ironsight. i hate it. but i admit that im a little bit ignorant, too (well at least about the ironsight).

the last few years there werent that many games i played with as much obsession as quake3. doom3 was great from the art perspective, but never had a online community. all those shooters that came out didnt catch me. you might call me oldschool. i am olschool and im proud of it. id rather play quakelive than any other new tripple A shooter. thats how oldschool i am.

but im also a fan of splash damage. since wolf:et they are in my top3 list of game developers. first is id software btw. so, im kind of concerned they change too much stuff that played really well in wolf:et. you know the phrase “never change a running system”?

but dont get me wrong. even though i dont like ironsights at all (i prefer mobility instead of accurate aiming) doesnt mean i wont use it if its well implemented. ill repeat myself again. the way etqw did it was absolutely ok. etqw was actually the first game that i personally think implemted the ironsight better than any other game (because it was almost an unncessary function). some weapons didnt even have ironsight. instead, the stroggs had zoom functions. so, its basicly the same, but looks different. its just a matter of how you implement it.

and i hope SD implements it the right way. i will freak out if i will be able to ironsight a grenadelauncher. know what i mean? i even dont know if its the right decision to ironsight a submachinegun or even pistol. ever saw someone ironsighting an uzi submachinegun? i cant see it, and if, it looks pretty silly. or why would i ironsight a shotgun? i mean, its a freakin shotgun. but maybe thats just me. remember, im oldschool and the shotgun coincedently is my favorite weapon. :slight_smile: but its tough to make the right decision on what weapon has the ironsight and how it works. i think about it myself and dont have an answer, yet.


(H0RSE) #29

Well from the looks of it, that is honestly your problem and not bad game design. You are just saying that you don’t want ironsights just because you like them, not because they are actually bad.
Umm, I just explained how they were bad - they decrease your FOV, your movement and mobility…do these only happen when I use ironsights?


(INF3RN0) #30

To me iron sights simply serve the purpose of sacrificing speed/fov in order to have greater accuracy at a range. As long as it is designed with this in mind, then non-scoped will be equally important (unless spread is utter sh!t). One of my biggest problems with iron sights is how ugly they are… I like a good red dot or QW strogg style.


(Senyin) #31

I find ironsight to be monotonous, unsatisfactory and dull.
It prevents you from using your primal reflexes/instincts to the fullest.

I hope I will rarely have to use ironsight in Brink and never
feel disadvantaged because I dont use it.


(kamikazee) #32

I leave it to SD whether iron sights make it to the nerf list. After all, in devs we trust.


(Guns N R0se) #33

Not really imo.


(Brandmon) #34

[quote=kilL_888;218654]@Brandmon, i dont want to reply to all your statements. maybe theres a little missunderstanding. i dont want to raise my finger and say “bad, bad SD, dont do that, rather do this or you fail”. i just want to point out that im absolutely no fan of the ironsight. i hate it. but i admit that im a little bit ignorant, too (well at least about the ironsight).

the last few years there werent that many games i played with as much obsession as quake3. doom3 was great from the art perspective, but never had a online community. all those shooters that came out didnt catch me. you might call me oldschool. i am olschool and im proud of it. id rather play quakelive than any other new tripple A shooter. thats how oldschool i am.

but im also a fan of splash damage. since wolf:et they are in my top3 list of game developers. first is id software btw. so, im kind of concerned they change too much stuff that played really well in wolf:et. you know the phrase “never change a running system”?

but dont get me wrong. even though i dont like ironsights at all (i prefer mobility instead of accurate aiming) doesnt mean i wont use it if its well implemented. ill repeat myself again. the way etqw did it was absolutely ok. etqw was actually the first game that i personally think implemted the ironsight better than any other game (because it was almost an unncessary function). some weapons didnt even have ironsight. instead, the stroggs had zoom functions. so, its basicly the same, but looks different. its just a matter of how you implement it.

and i hope SD implements it the right way. i will freak out if i will be able to ironsight a grenadelauncher. know what i mean? i even dont know if its the right decision to ironsight a submachinegun or even pistol. ever saw someone ironsighting an uzi submachinegun? i cant see it, and if, it looks pretty silly. or why would i ironsight a shotgun? i mean, its a freakin shotgun. but maybe thats just me. remember, im oldschool and the shotgun coincedently is my favorite weapon. :slight_smile: but its tough to make the right decision on what weapon has the ironsight and how it works. i think about it myself and dont have an answer, yet.[/quote]

Yeah, I think I understand your argument further. I think we can both agree that the problem isn’t if ironsights are there but how ironsights are done. In my opinion, I REALLY hope that ironsights are not done the same way as in CoD since I really expect to play unscoped/unsighted 80% of the time in a game like Brink. I mean, look at the trailer that was just released not long ago. Characters in it were using the guns like toys and only the sniper in it was ‘placing’ his shots. Thats how it should be in a fast paced game afaic and I hope that is the way SD is aiming it to be. But I think the option for the ironsight should be kept in case I happen to sneak behind someone (so I could make sure that headshot would come out right between his eyes) and in case of long range.

But my overall advice to you is this: Don’t expect Brink to be too similar to any other game you have played. So be ready to adapt your old ways to it so you can enjoy it. A good quote says that “Enjoying success requires the ability to adapt. Only by being open to change will you have a true opportunity to get the most from your talent”. Not only is it a good lesson to keep in mind for real life but it is also valuable in your case. Just welcome the difficulties you might get from getting used to Brink and you will get better and inevitably enjoy the game. It’s a sad fact that less and less games are being made like the older id games we all enjoy. Brink might actually be the closest non-id thing of the decade that can compare with Quake III’s awesome pace and feel!

But back to the ironsight argument, maybe you should propose how ironsights could be implemented without disrupting the flow of the game. Surely SD would be more interested in ideas on how ironsights can be implemented without making the game less fluid.


(Nail) #35

I like theEOTech approach


(brbrbr) #36

as always its route us to “how much?” question about numbers in answers.
“how much ironight apearance are balanced with realism and usuablity?”
“at how much scale spread[dammage?], penetration and etc will be increased/decreased in each case ?”
“in which cases this should NOT work ?”
and etc and etc.


(tokamak) #37

Like the way they did ironsights?

Alright.

As a drawback to ironsights I would rather see a short delay than a lot of recoil etc. That’s what ruined COD, the IS flick was instant so it could simply be applied at any time. Make the player a sitting duck for using it but at least give substantial advantage in aiming.

Next to that, a few upgrades that make a player better unscoped might be feasible as well. If there are people who really hate ironsights then they would gladly give up a few upgrade slots to compensate them out of the equation. Likewise a few upgrades that make players more efficient in ironsights would be welcome as well.

Well Shattered Horizon doesn’t have ironsights and works fine. It does have an excellent spread behaviour though. Also the focus of the game lies on zero-gravity combat and isn’t as tactical as COD, ET or Brink for that matter.


(Brandmon) #38

[quote=tokamak;218776]
As a drawback to ironsights I would rather see a short delay than a lot of recoil etc. That’s what ruined COD, the IS flick was instant so it could simply be applied at any time. Make the player a sitting duck for using it but at least give substantial advantage in aiming.[/quote]

Hmm, a short delay might be a good idea, as long as it doesn’t feel bulky. Overall, Ironsights should be kept with long range combat in mind. Lower FOV to present a bigger target and lower sensitivity maybe? All would benefit someone using it for long range but would be near useless at close range.

Also, I liked how the FG-42 was done back in Wolf:ET where Auto fire was not allowed while scoped. Maybe this should be kept in mind with Brink’s heavier rifles?


(Free2game) #39

I remember a game called Hidden and Dangerous has them in like 1998. Think that was the first use of them. Or I might be mistaken. Either that or Operation Flashpoint, both ace games. I get what they mean though, there’s too many half assed half realistic/half arcade FPS games today. there’s no more totally unrealistic FPS games like you used to see and not many totally realistic shooters you used to see either.


(tokamak) #40

Hence the delay as a pay off. Making choices should always have an appropriate price. Sure don’t make it bulky but instant or very fast switches remove the burden of making the right choice.

Well if you want a simple arcade shooter then simply pick a classic, most of them have still a great playerbase. These days games need to offer more depth than that. Oh yes I said it, ironsights add depth to a game if balanced right.