Scope:
Graphics/Visuals
Issue:
While swimming/floating near the surface of the water, the water line has no detail.
Resolution:
Add a bubbles/foam effect to smooth out the water line and give it more volume and detail.
---------- Post added at 04:16 ---------- Previous post was at 04:08 ----------
Scope:
Visuals/Ambient Physics
Issue:
Shooting marine life (fish) there is no blood or sign of bullet impact and the fish simply stops animating and sits static in the water.
Resolution:
Add 1 or 2 'twitch' animations upon weapon impact, bubbles around the bullet path, bubbles around the fish on impact, blood bloom on impact which expands and fades into the water gradually (~60s to full dissipation), fish is flung through the water relative to each impact, upon death apply physics to make the fish drift and turn in the water, gradually coming to rest upside-down and floating gradually to the surface.
---------- Post added at 04:29 ---------- Previous post was at 04:16 ----------
Scope:
Underwater gameplay physics
Issue:
When player stops in water after swimming, player comes to dead stop. Swimming does not feel like swimming, but rather like being on dry ground.
Resolution:
Apply more realistic deceleration when coming to a stop underwater. Player should drift toward a halt, and 'sway' slightly underwater, very gradually floating up. Surface waves should affect player vertical 'bob' underwater, and player should be able to ride the waves when treading on the surface.
Player should have a complete 360 degree freedom of movement when underwater, swimming upside down, rotating, etc. similar to aircraft physics.
---------- Post added at 04:33 ---------- Previous post was at 04:29 ----------
Scope:
Underwater Effects/Visuals
Issue:
Underwater environment is too bland and lacking in detail.
Resolution:
More bubble and particle effects should be present underwater (rendered to the edge of underwater visibility).
More marine life - clam, octopus, shark, jellyfish, etc.
More effects relating to light penetration (refracted light rays) into the water.
---------- Post added at 04:38 ---------- Previous post was at 04:33 ----------
More details on bullets and other projectiles in water (bubbles, etc).
Blood should bloom into a cloud around the player or other life that is damaged by fire, which then expands and rises slowly, gradually fading after at least 60 seconds, but longer would be preferable (at least 5 minutes).
---------- Post added at 04:55 ---------- Previous post was at 04:38 ----------
Scope:
Gameplay (multiple)
Issue:
Enemies cannot be shot but can shoot you.
Cannot board enemy vessels.
Enemies do not react realistically to sound.
Enemies react too fast, shoot too accurately.
Resolution:
During the 'underwater showcase' in Beta, after disarming the bombs, I found I could not climb into the enemy boat. This needs to be a menu option or else enhancement to the 'step over' move.
When I came up on the beach, the helicopter was still a ways off, but two shots came from it and I was dead. Enemies should not have this kind of accuracy or reaction time. To fix this: the helicopter should have come in closer to me, taken some time to evaluate me, and then attempted to surrender me (raise weapon), and then radio any nearby ground units to approach and take me. If I were wearing enemy uniform, however, they should have swooped into close range to evaluate, and then .5 chance to ignore me (as their own) or .5 chance to surrender me as detailed above. A Player issuing a salute during this evaluation time should give a .5 chance to raise OR lower the chance of surrender/ignore by .2 (20%). Repeated salutes within the evaluation time increase the chance of the enemy surrendering the Player (suspicious behavior).
I approached the AA-vehicle with two guards next to it from the opposite side. I prone'd and shot at their legs. Bullets did not seem to touch them. They dropped prone also and turned and killed me, even as I continued to fire at their bodies/heads, without any effect. This same inability to hit an exposed enemy occurs when shooting around trees (bullets hit tree despite having clear line of sight), or when enemy is near a structure with head or other body part is in plain sight (like a wood pile). There is also no blood spray from hits to indicate a hit, nor any reaction from the enemy soldiers to indicate they have been hit. You should be able to shoot helmets off, shoot hands and arms to incapacitate them using two-handed weapons, and there should be a chance of a hit to stun or otherwise interrupt their action.
This is supposed to be a combat simulation; I never saw someone take a bullet in real life without some kind of reaction or being incapacitated in some way, for however brief.