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Benny Moore

Please fix the movement.  No more drunkenness.

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Controlling the player's character in Armed Assault is even more of an experience in simulated inebriation than it was in Operation Flashpoint. The character's gait is rife with involuntary pauses. Why should I be forced to stop moving when I decide to change my default stopped position from crouching to standing? It would be unnecessary enough even if the change were immediate, as any real human can easily go from a crouching walk to a standing walk without pause. But it's especially ridiculous since the requested change doesn't even take place until the player releases the walk key. As the character is always upright when jogging, ordering him to crouch does not take effect until the movement key is released (which is fine). Why, then, the sudden and unavoidable hesitation in forward movement?

Then, too, there is another pause when the character is slowly walking forward (as when walking while looking through the iron sights) and attempts to also walk sideways. I don't know about you, but I have absolutely no problem, in the real world, changing a forward walk to a diagonal one without stopping. So why does this happen in Armed Assault?

And then there is the prone pause. When running forward, if you instruct your character to go prone, he idiotically continues running forward for a few gratuitous paces (usually under fire) before beginning the desired earthward plunge.

Additonally, when crouched, releasing the movement key does not instantly stop motion. The character continues to take another step or two, often walking right out of cover and into the open. This is especially tiresome in urban combat, when the player desires to move in a crouch to the edge of a building to peer around cautiously but instead finds himself accidentally charging into the open street.

Lastly, firing recoilless guns, and rockets and missiles which have an open firing tube (which most, if not all, have), should not require a crouched position. As there is no recoil, there is no reason you cannot stand while firing.

Controlling a character's unskilled motor functions, such as walking and running, should not be difficult in games. It should be as easy, natural, and intuitive as possible. Why is this so? Real humans do not need to think about such actions; they are instinctive. Making their simulated counterparts a learned skill, making the player "fight" the character for control, is a very bad thing. It unnecessarily kills immersion, causing the player to wonder what is wrong with his character, and it is frustrating, causing the player to acknowledge that he has no problem with it in the real world but does in the game.

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i dont think this is a problem in fact i find it realistic

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I seem to have forgotten to add that I have no problem, in the real world, reloading my AR-15 (semi-automatic M-16) while walking. I'll bet that I could even do it while running, although this would be awkward. Furthermore, if I were reloading and suddenly found myself being fired upon, you can bet your hat that I wouldn't keep reloading, standing still. I'd run for it, even if it meant halting my reload. The inability in the game to move until you've completed a reload (or any action, really) is silly.

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i dont think this is a problem in fact i find it realistic

Why, you think that the army would allow you to be in a constant state of intoxication? Think again. It's not realistic.

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check "my want list" thread below. we agree i just didnt understand what u meant banghead.gif

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As far as I know sakura-chan's animation fixer fixes some of the transition bugs you outlined (like moving extra steps after selecting a new movement mode).

http://www.flashpoint1985.com/cgi-bin....=sprint

re: at position: I seem to recall that most AT launchers, even though the tube is 'open', still provide quite a jolt to the user, and thus a crouching stance is optimal. I forget which thread that was brought up in.

Re: moving while reloading: I wouldn't mind moving while reloading, but I do think that reloading without moving should be a *much* quicker process than reloading while moving. Dropping a magazine onto the ground and replacing it while walking doesn't sound too hard, but replacing the old magazine in your vest, searching out a new magazine, and loading that into the weapon is much more difficult while moving, and pausing for a few seconds certainly helps the process.

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Yes, the "recoilless" weapons usually has a really powerful recoil, although of course nothing compared to if the weapon would be closed.

But yes, standing and prone shooting should be possible with the pros and cons that comes with it.

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