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World War II Online is a Massively Multiplayer Online First Person Shooter based in Western Europe between 1939 and 1943. Through land, sea, and air combat using a ultra-realistic game engine, combined with a strategic layer, in the largest game world ever created - We offer the best WWII simulation experience around.

1.33.0.11 Crouch-move aiming... not liking it.


jadon
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Couple of animation Issues I wanted to bring up.

Crouch-move aiming - 1st person view.

This whole crouch-move while aiming in 1st person, is not a very enjoyable experience. It doesn't feel right. If I wanted to move while crouched, I would just simply advance after typing the "crouch" key (as we've always done. As is in every other fps out there). With slight movements, I'm going up and down like im on a boat.

Viewing and aiming out of windows is very clunky and often the ironsites are lower than the window frame when you adjust your weapon, making aiming impossible in some cases.

While I sort of understand implementing it, as it goes along with the 3rd person animation... It doesn't translate to game-play experience. I feel many others will come to dislike it as well.

Which brings up.. the "Action Stance, crouch-aiming" - 3rd person

This needs to be tweaked as to not look like hes about to 'pot a sqat'. Its a little too exaggerated a pose. Again, I realize you don't want your infantry to stand tall and ridgid, but the bending at the knees almost looks like hes about to sit down on a chair. This is combat, and naturally you want to keep low.. but it should be more fluid of a transition from crouch to standing.

Like this:

call_of_duty_2_360_image_8.jpg

Edited by jadon
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It will take some getting used to thats for sure.

Just like to add here that first of all they look great and will be a very welcomed update to live play.

The only thing that struck me as a bit odd was the way they run. Kind of a "shuffle me off to buffalo" or "exit stage right even" kinda run. Twisted at the waist a bit too much. I am sure this will be brought up once live.

Is it at all possible to rotate the upper body a bit.

Again I could be getting picky but thats my beta impression.

All else, they seem awesome!!

Edited by Ezrelay
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Lol, Ezrelay.. I was thinking the same exact phrases to describe the jogging animation myself. Too funny. Though I give them the benefit of the doubt. As Doc has said a bunch times.. these animations are sooo new, and there is plenty of room for modifying and tweaking them. (The time to make these as perfect as you can get them is now, while this is on the plate in front of us.. so to speak). Animations and the interaction from "shooter" to "reciever", MAKE a first person shooter experience. Period. I'm in the business of them.

You have to ask yourself, how real can we make this? I'm not being overly picky here, or fault-finding. This is simply the world of virtual realism we live in today in the FPS market.. and if the Rats want a piece of that multi-million player base that saturates the FPS game industry, it can begin with 1.33. I feel WWIIOnline has every bit the potentional (now, more than ever) to hit big with some specific improvements.

But yes, needless to say, Toto (& company) did a HELL of a job with the models themselves. The textures are very detailed and crisp, and have just the right polygon count for this game size.

What impressed me truly the most, was the level of authenticity put into the uniform design. I couldn't have dreamed a more realistic representation for the 3rd person models for this game. Top notch. There was no skimping on the production value of these (as I have to be honest and say, I've noticed in the past). This is the level of detail that can raise the bar in this game and put it amongst top historical shooters.

...Now on to the 1st person re-do... (which so badly needs it, when comparing it to FPS industry standards).

Edited by jadon
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