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maturin

Anyone else like the blood splatter in Eagle Wing?

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I think the blood splatter effect that was added to the EW campaign should become standard for Arma 2, or at least added as an Editor module for easy use.

It really makes you jump and 'feel' it when you get shot, in my opinion. It's not over-the-top and irritating like in MW2 either.

Most important of all, it is very hard to know when you have actually been hit in the game. If a round strikes anywhere near you, your hand shakes and the screen blurs or flashes. Often, I can only guess whether the game is modeling the effects of suppression and the bullets have missed, or if I have been injured by a ricochet or even direct shot. Sans pain, it's confusing. As a new player, I thought I was being hit each time and wondered why people called the game realistic if I could soak up so much fire.

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The muddy screen when you roll on the ground which took a long time to fade completely away should become standard IMO. Its a great addition.

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agreed, dirt should also get on eyes when running and pressing "Z" (lay down)

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I think they are good features to have, and to add in at a mission makers digression, but coming standard...? I dont know.

As far as actually registering when you are hit, there should be more, like a "got hit" animation (stumble back, fall over, shift point of aim, NOT just the whole upper body bobing up and down thing), or severe screen shake and shout, something

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We need additional animations to see where we got hit instead of blood splatter effects on screens that are unrealistic.

Guess how fast the human eyelid reacts if something hits your eye? What was/is your normal reaction? ;)

I would like to see such an real reaction/animation ingame instead of having a screen designed with blood and splashes. Keep Arma2/OA tidy from mainstream trends/effects and keep it unique.

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There's only so much you can do with animations in a first person game.

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Maybe the ACE team can incorporate the mud and blood into the mod, the mud could be another benefit to wearing goggles.

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There's only so much you can do with animations in a first person game.

Well, something like the intro of the main campaign

where you are a CDF soldier defending a ruined church or something

and you cant move in the beginning because you are playing some kind of animation would work fine. It would just need to be shorter and make you look down at your own body. It should only play when you get a significant amount of damage in 1 shot, and even then maybe not always.

EDIT: @Randir, goggles dont get dirty? :D

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EDIT: @Randir, goggles dont get dirty? :D

I mean goggles could prevent the mud from getting in your eyes and blurring your vision or something.

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@randir, what Nemesis is saying is that goggles prevent mud from getting into your eyes but goggles get dirty with mud as well so it should not prevent the mud effect.

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I´m a sucker for the moody broody post-processing and the vignette (the darkish borders), but the dirt-in-the-eye would only make sense when you are wearing goggles.

For the blood, it´d be really cool if BIS came up with a system by which you could visually judge just by looking down how badly hurt you were. I know only one other game that -kind of- tried to do something Similar, which was Trespasser, but that one wasn´t really great in how it was designed.

I´d rather have BIS stay on the safe side and add these movie-esque effects again, rather than add a system which potentially adds MORE actions than there are already in the game.

Hitting a button to clean your glasses or a complicated system for checking yourself for injuries would be a little too much. This is a game, and ACE2 is already pushing the boundaries of where it remains fun.... anything beyond that is overkill

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nothing is more anoying than shit blocking your view.

1st it makes no sence to make blod on the screen. it might look cool.

but if your hurt in the eye.you close it. shot in the eye then youre most likely dead.

2nd if your shot somewhere on the body. why do you need to see red ?

oh my hands are bleeding i my see red now. :\

about that dirt thing. that sounds even worse. do you stick your eyes/head in the mud each time you lay down. when did we become a struthio or whater that bird s called :p

only thing that would make some sence i to add it as an effect to googles.

you could add dirt to the google view after crawling for a while. and take it on/off to clean it. other than that its just foolish. and would only sute as a cinematc effect for a video imo,

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@Instagoat, you actually can see your degree of injury from your character model itself. Just go to the editor put a couple of friendly soldiers down and slowly shoot them using pistol to see the wounding graphic build up.

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nothing is more anoying than shit blocking your view.

1st it makes no sence to make blod on the screen. it might look cool.

but if your hurt in the eye.you close it. shot in the eye then youre most likely dead.

The blood splatter is an unrealistic abstraction. Your entire is also an abstraction, however, trying to inform you about an entire organism using only two senses. Injuries will often have visual effects in real life, even if that effect is only blinking or distorted vision from panic or pain. Hence the screen blur, which is confusing for reasons already stated. Any brief, blood-colored effect removes the ambiguity and shocks or disrupts the player as a substitute for pain.

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The above poster is right. The blood 'hitting the camera' is just an effect designed to elicit an emotional response from the gamer. It adds a sort of grizzly feeling to being shot. The mud is the same sort of thing, designed to elicit the feeling of being dirty, likely. I think the blood was effective. I didn't notice the dirt effect. I don't actually go prone very much unless I'm navigating low cover because I can't see through the grass.

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animations and better audio would illicit a better emotional response than a simple blood splatter on screen (this applies especially because of the use of body armor because you are much more likly to survive normally fatal damage). Being shot is a horrible and traumatic experience, and in amra, it is not (you say "OH!" and screen gets a little blurry). I recently played a bit of STALKER the other day, and when NPCs get hit in that game, they stumble back and generally act like they got hit. I have played arma for so long that i have forgotten what its like to see some one react to being hit rather than just seeing a blood splash, and the AI/player facing towards me as if they did not have 3, 5.56 rounds in their chest

edit; also, how many of you remember ghost recon 1? it had great animations (both death anim, and NPC wounding anims), and the best (and only to my knowledge) dynamic wounding decals in any game

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I think it's nice for immersion to compensate for the clear lack of body awareness.

I like both mud and blood. It's not too overdone in EW as it is in MW2 for instance.

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I think the blood splatter fitted the campaign very well. I was pleasantly surprised when it happened. Do i need that sort of thing all the time? Nope. :)

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animations and better audio would illicit a better emotional response than a simple blood splatter on screen (this applies especially because of the use of body armor because you are much more likly to survive normally fatal damage). Being shot is a horrible and traumatic experience, and in amra, it is not (you say "OH!" and screen gets a little blurry). I recently played a bit of STALKER the other day, and when NPCs get hit in that game, they stumble back and generally act like they got hit. I have played arma for so long that i have forgotten what its like to see some one react to being hit rather than just seeing a blood splash, and the AI/player facing towards me as if they did not have 3, 5.56 rounds in their chest

edit; also, how many of you remember ghost recon 1? it had great animations (both death anim, and NPC wounding anims), and the best (and only to my knowledge) dynamic wounding decals in any game

I think AVP 1 had great wounding decals.

So you propose to have the player's control taken away as his avatar stumbles back after being shot?

No thanks.

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The reason blood splatter works best is that it *can't* be anything else.

In ACE 2, for example, you can get burned by an AT backblast, deafened and shocked by a tank firing, exhausted or panicked, all of which could be represented by screen and weapon shake, audio effects, screams and blurry vision. Simply adding some of those effects to getting shot does not remove the ambiguity over a critical event. Blood means bullets, and nothing else.

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Stalker had great effects. But there should be something like a 1 second blackout, reddened vision, sound effects and maybe a tendency to fall over?

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