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Skumball

What annoys me about this game

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I love this game: fact. I don't need to go into all the details of what makes it so good, but I know it's good because I'm still playing and editing it 3 years after it first came out.

The thing that generally annoys me is the way it feels to play. I like how the developers have added restrictions to the player to make it less 'arcadey' and more realistic, but have you seen how slow it can be to just turn around on the spot? In RL (real life) I can turn around in a fraction of a second, more in line with how fast you can turn in a typical FPS, and in a combat situation you know that you'd have quick reactions! In OFP there are heavy restrictions on movement and which therefore do not help the suspension of disbelief that you are actually that soldier.

In OFP2 I would like to see a similar method to that found in Call Of Duty. Standing or ducking allows freedom of movement, fluid and easy to use. But when prone there should be a fluid arc to shoot at but anything beyond, say 90 degrees, should be slowed down to simulate having to drag your body around on the floor.

I liked the almost revolutionary style of aiming to start with, whereby the gun looks elsewhere to the head, but I would like to see a more classic approach in OFP2.

What do you lot think?

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Put 30-40 kg on yourself and try again. Keep playing COD if you like.

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Put 30-40 kg on yourself and try again. Keep playing COD if you like.

Even in a civilian position you have this turn around restrictions, the same as your 30/40 backpack soldier.

Actually a soldier with weapons and those 30/40 kg can even run a lot faster that an unarmed civilian too.

I like OFP certainly but there are some enhancements in the movements that i hope to see in OFP2.

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I dont think its slow to turn around on the spot, unless you do it with the X and C keys that is tounge_o.gif .

Its the best system ive played with so far, made GR feel like 10 years behind at the time smile_o.gif .

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the turning speed can be easily changed if you edit the main config file. I've been doing a lot of work with the ofp soldier animation configs, and i found that you can change every aspect of how a soldier moves. turning rate, aiming stability, when certain optics/aiming reticles appear, what parts of the body move when you aim you gun around, and even down to the core of what actions you are allowed to do. For example, if you are standing in normal combat mode, and you throw a grenade, it plays the animation. If you are running and throw a grenade, it plays a different animation. You can change this, you can remove it or add it to any other movement, like walking sideways. Basically what I am saying is that ofp's soldiers aren't hardcoded at all, so if you get tired/annoyed with the controls, make new ones smile_o.gif

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Try changing your mouse sensitivity.

Then, as others have said, try putting a realistic combat loadout on yourself and trying it IRL.

And Arcadey games like CoD are not a good arguement as to how games involving a little more skill should be.

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I actually really like how flashpoint handles movement.

I like that you can use left alt to just turn and look with your head, I use that all the time. I feel like I'm wearing a neckbrace in every other FPS now since I can't do that.

That and your not a floating camera with a picture of a gun in your face. You are seeing how your weapon really is in orientation to you. Heck look straight down and you see your legs and feet, in other games just a black circle (apparently your a floating sphere).

This game has so spoiled me.

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Yes I do like how the developers have made the game more realistic, but the controls DO feel 'clunky'. Because of the slight lag in turning around (due primarily to the gun being independent to the head view) it makes the user feel less in control of their character and a decrease in enjoyment. Hey I'm a gamer, I can nit-pick the stuff that can get frustrating tounge_o.gif

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Yes I do like how the developers have made the game more realistic, but the controls DO feel 'clunky'. Because of the slight lag in turning around (due primarily to the gun being independent to the head view) it makes the user feel less in control of their character and a decrease in enjoyment. Hey I'm a gamer, I can nit-pick the stuff that can get frustrating  tounge_o.gif

well we are the what you gamers called "simulation freaks" wink_o.gif

for me i only see the gun pointing at different direction, notthing more, notthing less blues.gif

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Then, as others have said, try putting a realistic combat loadout on yourself and trying it IRL.

Not only that, but try bringing your gun around that fast, because that is what the character does in OFP. I actually bet the character turns FASTER than Skumball would in real life in that situation.

So what I think: No.

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So the fact that in OFP a soldier with several kg in his backpack, with guns and every other kind of objects will always run a lot faster than civilians that have nothing heavy to carry or disturb their movements does not disturb "simulation freak" ?

strange, i thought "simulation freaks" people would like to see some realism improvement on OFP, on situation like this one.

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So the fact that in OFP a soldier with several kg in his backpack, with guns and every other kind of objects will always run a lot faster than civilians that have nothing heavy to carry or disturb their movements does not disturb "simulation freak" ?

No because civilians are just eye candy, to give some "life" to the maps and missions, sure they are playable but i think we are suposed to play with the military units and weapons.

The original game only came with 3 civilian units, i dont think it would be worth to change that, maybe in OPF2 wink_o.gif .

I think the colision detection, cliping and shakiness and physics are anoying sometimes, but the aim system on the rifles is perfect to me and i dont even use crosshairs, i guess after 3 years it became more and more natural smile_o.gif .

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Quote[/b] ]I think the colision detection, cliping and shakiness and physics are anoying sometimes

That too. The game engine just needs an overhaul. Roll on OFP2.

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Is'nt this thread a little too obvious?

We already know OFP does'nt have that great of a collision detection...most have known this for 5 years

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So the fact that in OFP a soldier with several kg in his backpack, with guns and every other kind of objects will always run a lot faster than civilians that have nothing heavy to carry or disturb their movements does not disturb "simulation freak" ?

No because civilians are just eye candy, to give some "life" to the maps and missions, sure they are playable but i think we are suposed to play with the military units and weapons.

The original game only came with 3 civilian units, i dont think it would be worth to change that, maybe in OPF2 wink_o.gif .

I think the colision detection, cliping and shakiness and physics are anoying sometimes, but the aim system on the rifles is perfect to me and i dont even use crosshairs, i guess after 3 years it became more and more natural smile_o.gif .

Eye Candy- Something you can only see but not use.

There you are wrong my friend.

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i agree with the first post.. sometimes you wish to do a quick evade move, and its not there.

example: you lay prone in montignac near the corner of a house and an enemy bmp comes up.. you know he has seen you , he turns his turret and in a part of a sec you will be dead..

you can do:

a: stay there, be dead

b: try to stand up (slooooow) and go behind that corner fast .. too slow, you are dead

c: crawl prone to that corner (slooow, you need 10 secs=dead)

in real life the soldier would do a quick roll, jump whatever body movement to get himself in the matter of 0.5 secs behind that corner.. even with these 40kg(?) of equipment

so ofp lacks a quick-evade-move which you can use in situations where you know you will be dead in a sec if you dont move NOW QUICK in whatever position you are smile_o.gif

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i agree with the first post.. sometimes you wish to do a quick evade move, and its not there.

example: you lay prone in montignac near the corner of a house and an enemy bmp comes up.. you know he has seen you , he turns his turret and in a part of a sec you will be dead..

you can do:

a: stay there, be dead

b: try to stand up (slooooow) and go behind that corner fast .. too slow, you are dead

c: crawl prone to that corner (slooow, you need 10 secs=dead)

in real life the soldier would do a quick roll, jump whatever body movement to get himself in the matter of 0.5 secs behind that corner.. even with these 40kg(?) of equipment

so ofp lacks a quick-evade-move which you can use in situations where you know you will be dead in a sec if you dont move NOW QUICK in whatever position you are smile_o.gif

If a soldier with 40kg equipment would attempt a roll I fear it would look more like a turtle on its back. Just turn and move as fast as you can.. It's not very far from reality.

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To be honest, any person (real or simulated) wouldn't be able to move fast enough to get away from the bmp.

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Yes, he would! And a lot of adrenaline would help him for a short periode. But it also would be very exhausting so he wouldn't manage to do it repeatedly without a little rest inbetween.

And why do we run faster in OFP with a gun in hand? Aren't we supposed to run alot faster in real life with the gun on back? And why aren't we alot faster after throwing away our weapons?

I too think that the movement in OFP is a little bit too slowly-acting. The simulation of weight and equipement is a good point here but sometimes it is definitely too much. I'd rather have faster movement for a short time and more exhaust as punishment. I think OFP has enough room and is slow enough to draw back/find cover for a little rest in a fight.

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When you have no weapons you use the civilian animation. If you could run faster with no weapons than with a weapon, civilians would fly past you. I think that is the reason it is the way it is.

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