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Sosna

Bring back OFP movement precision?

Which type of movement do you prefer?  

40 members have voted

  1. 1. Which type of movement do you prefer?

    • I prefer A2 movement (increments/step)
      19
    • I prefer OFP movement (unconstrained)
      18
    • I don't know/care/never played OFP/etc.
      3


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In A2 when pressing a WASD/arrow key, the player moves either in a very small increment, or a larger increment (step), or not at all (?), depending on the duration that the key was held. Also, stance seems to affect the increment.

In OFP the distance of the movement was always proportional to the duration of the key-press. There were no noticeable increments.

The difference is very noticeable when moving around cover/concealment.

At first I thought that I would get used to A2's way, but now I still find myself preferring the OFP method - I feel that it's more controllable, and overall makes movements more precise and predictable. I think this is the reason that the controls or CQB are often described as "clunky".

In my opinion this is one of the main areas where A2 suffers in comparison to OFP. I'm wondering what are others' opinion on this issue.

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i think this is the reason that the controls or cqb are often described as "clunky".

+1000 !

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so true... but I guess this is a point where BIS set "realistic optics" over "playability".

In other games like CS or AA3 the bodymovement is attachted to the camera view. This means you control the camera via WASD and the body follows and tries to animate the body accordingly to the movingdirection of the cam.

In ArmA in contrast, you start different movinganimations when pressing a button and the camera adjustes to where your head is.

The problem is obviously that those animations performed in ArmA arent just fluent enough (as it was in OFP) and therefor make the movement so unprecise and clunky...

No idea if this could be somehow fixed or changed by modders but it would be worth a try (even though the anims would look somehow strange from outside just like in AA3...) :o

Edited by Perfect Dark

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It is quite challenging after all those years of playing with the floaty camera viewpoint present in most shooters but I've come to consider ArmA's system (I assume BIS established their MoCap studio in between OFP and ArmA) closer to reality. People (especially those wearing combat boots) don't glide through centimeter-fine adjustments, they take a big step, a small step or no step at all. It's also part of why we enjoy such authentic player animations viewed in the 3rd person. It is especially challenging in and around buildings but if people would walk rather than run in those circumstances (as one would 90% of the time in RL) the difficulty is much reduced. Also I think I read ACE will include some more forgiving collision models (weapon lowered) developed by kju.

Only alternative is a whole new blended (& interuptible), skeletal animation system which would take BIS much work to create and would probably still compromise the look of the animations viewed in 3rd person.

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I assume BIS established their MoCap studio in between OFP and ArmA

MoCap studio was around before OFP, various pictures) were posted on the BI fun site, including Marek in the fetching spandex suit with reflectors on it.

Edited by DM

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I dont seem to recall any differences in how movement was handled in OFP, other than different animations. I have no problem with arma 2 movement model. when you are in CQB just make sure you are walking, NOT running.

the biggest problem with CQB is the weapon colliding with things and pushing you around

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when you are in CQB just make sure you are walking, NOT running.

Interestingly, whether walking or running there is no difference with the increments of small sidesteps, however the stance you are in does affect it.

Open A2 and try this: Stand at a corner and tap your sidestep key. Then crouch and tap the keys. Then go prone and tap the keys.

Note the difference in movement: standing has the largest increment/step, prone has the smallest - prone being much like how OFP had it for all movement. I think it should be like this in A2 for all movement.

I think that this increment + unpredictability is what leads to the "clunky" feel.

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