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Those games you listed are all futuristic/fantasy shooters. AAPG is based on modern day combat. As such the game needs to stick to modern aspect and what one would expect from such an environment. If AAPG took place 50 years from now, then maybe you can have some fun with crazy features.
Certain games want to go more towards being a simulator, others more towards arcade. However, to say "we're a modern military squad based shooter" it would make no sense to have jump boots and such. To say "We're Arma and we provide an experience of true combat gameplay in a massive military sandbox. Authentic, diverse, open" is one thing. In a game like that, you expect more realistic features.
In AAPG or any America's Army game, there was never a goal to have the most realistic game possible. There was always the idea of being authentic, sure. However, purely realistic? Never. Even the Devs themselves have said this multiple times. We have a game where guys get shot in the face and then get revived back into to the fight. We have a game where people do a whole assortment of stuff that would never occur in real life. The game is not in any way a simulator. So when it comes down to, "hey let's add this feature because it's realistic" that's not a good reason. Otherwise we're going to start talking about flashbangs pretty much taking you out of rounds, grenades blowing up body parts, among other things.
This game is supposed to be authentic, i.e, has equipment, locations, abilities, etc. that are grounded in reality but that doesn't mean they have to behave exactly like they do in "real life". The rules are decided towards creating the best gameplay possible.
Realistic games are closer to simulations, where things work as close to real as possible regardless of how the gameplay turns out.
Unless we are talking about a simulation, the realism argument is pointless.
THIS! THIS! THIS!
I like this.......just sayin'
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Otherwise, my prior tongue-in-cheek points about jump boots stand.....
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Really? Nobody's yet demonstrated a negative impact on gameplay.
Yep....Supported position - player not looking at you when shooting. Example of improvement needed for gameplay.
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The point is that the designers get to choose how much realism they want to add, how much fun physics-breaking stuff they want to add, how much XYZ they want to add.
A design choice isn't automatically good or bad because of the game's genre. The design choices decide the game's genre, not the other way around.
Okay. I read your post AGAIN.
Your post is semantics. We are talking about how close to what can be accomplished in real life we will model the game.
I said that realism is the baseline we hold up our requirements to, and modify away from for the sake of gameplay. In what way am I not being open-minded about this?
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I'm starting to think that you like to argue for the sake of arguing.
I gave explanations and discussed advantages of the mechanic. You ignored them and later commented on how you wished somebody could offer some pros.
You're now complaining about me defending Keebler's idea that "realism" is a valid concept to work from as arguing for the sake of arguing. That's just ridiculous.
- Makes spray&pray highly effective in every single situation
- Creates a one dimensional game where every one plays the same, every one wants to shoot first regardless of where. Fights at the same level are always decided by who shot first, technically turning the game into a pseudo hardcore mode.
- Makes pre-fires too good, pre-fire has its uses, but its a braindead move that has zero risk when the opposing player doesn't get a chance to fight back. Pre-fires were fine in the beta.
- Rifles easily beat scopes at range. Should they?
- Makes newbs completely helpless against better players, they don't even get a chance to land a lucky headshot once in a while. They're always sprayed into oblivion.
I can go on, but I'll wait for some positive impacts...
Possible pro...(This is NOT me standing up for the feature!)... makes people more cautious to engage without a battle buddy covering him, understanding that gunfire can actually be dangerous to ones health....reduces the "one man team" concept.
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Before they cried about getting random hs by newbs, now the other way arround. I'm very confused. You will never be happy in this world.
Over 2k Golden Hawkeyes.
- S&P highly effective -- No, it depends on exposure. S&P against a guy with 2 pixels showing at a corner isn't going to work because aimpunch is never going to play a role. S&P depends on seeing enough of the target to actually land hits and now it's a different dynamic.
- 1-D game -- everybody **always** wanted to shoot first. Nobody was going around saying they wanted to shoot second. The non-aimpunch dynamic was still first to hit, you're just saying that now it's less about "first to hit the head". Nobody took away your ability to fall back, either. You don't have to fully commit to a fight. If the argument is that players are now going for easy bodyshots instead of aimed 1-taps (and that is what your S&P point and first-hit points are saying), it'd now be easier than it previously was to disengage.
- Prefire doesn't mean no chance to fight back any more than in the past. Aimpunch isn't a crippling blow that prevents any return fire. Same rebuttal as before -- why are you that exposed that a hipfire spray is hitting you? And if they're placing careful aimed shots that are landing without eyes on a target, why exactly shouldn't that be rewarded?
- Rifles don't easily beat scopes at range even with aimpunch present. The mechanic keeps scopes from being more dominant at long range than they already are.
- On newbs being hit with greater disadvantage -- yeah, probably, but to some extent this works against your idea that first hit matters so greatly. Reaction time isn't a learned skill.
Positive impacts --
- nerf on scope effectiveness
- immersion / flinch reflex / player feedback
I love this community!
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Disagree. If you are stupid enough to expose your shoulder like that you take the damage and as long as it's in the game the aim punch as well. Taking and holding corners properly is a game mechanic and by design.
I love this community!