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1st & 3rd person views for inf... does something seem off?


hathcock
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There's nothing to bump. This is obvious. This is correct. This is in the read me. This is intentional.

We like the combat stance and we like that it provides more concealment in a game with fixed heights. It reduces the profile slightly but never actually makes a player invisible.

We liked having the eyepoint tied to this change but everyone had a hissy fit so we took it out.

I understand that.

What I'm talking about is evident only when prone or leaning. in these specfic instances, the infantry avatar will remain hidden completely by any solid object in game (ie sanbags, berms, windows, roofs, etc) while being able to fully see and engage an enemy who is unable to see or hit the opposing infantry due to said berm, windows frame, roofs, etc.

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  • 1 month later...

whatever we choose will be a compromise because the perfect situation (ie: "just like real life") is not possible due to several limitations that it being a coded world place us under

we went through several different compromises and what we ended up with after an extensive range of changes and going back and forth through those versions, using player feedback the whole time ... was the best and more importantly, most acceptable compromise of those available to us to use

all the other versions we tried had other complications that were deemed "unacceptable" so here we are

the fact that all the other 1st person shooters have the same issues and elected the same compromise is no surprise

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Eh? Something seem different?

I've been trying to put my finger on what feels so different to me with 1.31. Especially when it comes to shooting at people in windows... somethin doesn't seem entirely right. Like how much they're exposed, versus how much they think is showing, doesn't match up.

Coulda sworn I've been shot at by guys who only had an elbow showing in a window or doorway.

Suppose megalag could do that too, but...

this, bump.

edit : hmm should have read the whole thread. lol

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the fact that all the other 1st person shooters have the same issues and elected the same compromise is no surprise

That's why most 1st person shooters don't have 'prone'... :)

He's specifically talking about things like this:

Notice specifically how the guy can be seen and shot, but the player getting shot cannot shoot back since he cannot see the player shooting him at all the player that is prone 'is' invisible to the player that's about ready to be capped in the head.

pov2.jpgpov1.jpg

Edited by dekard
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There are several quality FPS's that have a prone position that don't have this issue. The original Ghost Recon and the Rainbow Six series come to mind.

Dekard: exactly..ty. How's the new job thingy going btw?

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There are several quality FPS's that have a prone position that don't have this issue. The original Ghost Recon and the Rainbow Six series come to mind.

Dekard: exactly..ty. How's the new job thingy going btw?

Americas Army as well.... When a avatar leans around the corner you (as the person standing on the other side) see what one would expect to see and thats a full head shot, shoulders, and most of the time both arms.

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