PDA

View Full Version : New Recoil Video



King_MK18
02-22-2015, 11:49 PM
I managed to watch the new video and saw that they made the decision to allow the bullets to originate from the center of the screen RATHER than the bore itself?

This is absolutely ludicrous. This is one of the biggest issues with all shooters these days because it allows the player to basically fire from the model's eyes.. Say hello to standing behind a piece of cover and getting mowed down by only viewing the top of the enemy's head.

Height of bore NEEDS to be molded into this game.

Cortexian
02-23-2015, 10:46 PM
It depends a lot on how the animations for the character models are setup while shooting, as well as where the first camera is placed. Yes, it can caused some issues with players seemingly shooting from behind cover, however the same problem exists to some degree with muzzle-origin bullets. Players can stick their right-side barely out of cover and spray bullets without fully seeing around the corner and exposing almost none of themselves to the target. This is more realistic to some degree, but the same problem of apparently getting shot by someone behind cover can happen.

From a development standpoint, there are a lot of advantages to line of site bullet origins. One of the main problems being that if the bullets DON'T originate from the center of the screen, they don't go where your reticule is aiming, as they're offset and would need to converge at some point. Depending on where that convergence point is, your shot may end up being low, high, to the left, or to the right.

It's kind of the same principle as how you sight a rifle to the scope.
http://upload.wikimedia.org/wikipedia/en/a/a8/TargetShooting3.gif
The trajectory of the bullet actually angles up and arcs back down to the point of impact after you start sighting in beyond a certain range. If you shoot further then the range you are sighted in for, but don't compensate with hold-over, your round will fall short because the round continues to arc down. This is why you aim high with a shot that is a longer distance than your rifle scope is configured for.

The same is the case in the reverse. If your target is fairly close compared to the distance your optic is sighted in for, you may need to shoot LOW, because the round will angle upwards, above your crosshairs initially.

This same principle needs to be taken into account when you have crosshairs in the center of your screen, and a bullet originating from the left or right side of the screen. The only way to compensate for this would be for the game to constantly calculate the trajectory information required to match up the origin of the bullet to hit the target, and then change the angle that the bullet comes out of the barrel to compensate for this. This would result in the bullet always going where you ain your crosshairs, but would probably be TERRIBLE for an online game with other people. Latency causes issues as-is with games that fire from center-of-screen. Adding all these calculations in afterwards would likely result in a bad online experience...

Just my thoughts on the matter.

King_MK18
02-23-2015, 11:06 PM
I know about trajectories and logistics of a bullet, But for translation to a game that purely involves CQB, (ranges that aren't anymore than 30 yards) there is no point in having to worry about bullet drop. All they would have to do is develop the round to reach the point of aim within' 1 foot of the model itself -- This would eliminate having the character drop someone when the weapon itself isn't even exposed.

nagajolokia666
02-23-2015, 11:34 PM
here is a great video on this topic:cool::

https://www.youtube.com/watch?v=cPr5K23Xk4c

King_MK18
02-24-2015, 12:21 AM
Thank you, Naga. That is the perfect demonstration of the issues with height of bore in video games. This issue needs to be addressed.

nagajolokia666
02-24-2015, 10:36 AM
@BlueAngel09WRX
here is a even better video,on this topic and how to fix it.;)

https://www.youtube.com/watch?v=OjWzQjKaYOo

King_MK18
02-24-2015, 03:22 PM
Funny thing is, Naga.. That would actually be the pinnacle of shooters. However, it doesn't even take 1/4 of the information in that video to get this up to par lol. But I am glad to see that I'm not the only one finding these issues with battlefield. These are issues that can be taken into account for all shooters that are in development.

I don't think these developers realize that if you create a shooter to compete with others (COD) then you come out with a watered down version of that particular shooter. People don't want this crap, they are buying YOUR title for a different experience. If they want COD then they're going to go and play COD. Developers have to release something of their own creativeness without worrying about sacrificing their innovation for the "Casual" players.

Whether they are casual or hardcore, they are going to play the game if it catches their attention, and you do NOT catch their attention by making some copy cat cookie cutter game woven of the same formula. This is why everyone attempts to compare shooters to COD and this is why year after year COD rakes in the most profit.

nagajolokia666
02-24-2015, 03:43 PM
I don't think these developers realize that if you create a shooter to compete with others (COD) then you come out with a watered down version of that particular shooter. People don't want this crap, they are buying YOUR title for a different experience. If they want COD then they're going to go and play COD. Developers have to release something of their own creativeness without worrying about sacrificing their innovation for the "Casual" players.

yep +1
Chris(the dude who makes this videos)has,again a video also on this topic;) http://youtu.be/CRFLpAOI8Cc?t=2m42s

King_MK18
02-24-2015, 06:03 PM
Thumbs up to Chris. He gets it. A lot of people get it. But these money greedy publishing companies just don't.

Cortexian
02-24-2015, 06:12 PM
Since this is a video game and not real life, I don't see why game devs can't originate the bullets from the muzzle for the first foot or so and then teleport / alter their trajectories to match up with the center of screen path. Shouldn't effect close quarters battles at all since the bullet jumping around vertically a couple inches won't matter. It would cause people trying to shoot from behind cover to hit the cover, but would also allow for accuracy without convergence issues beyond the crosshairs.

Just a thought.

King_MK18
02-24-2015, 06:26 PM
Teleport the bullet why? You could literally have the round lift to the center of the optic within' 1 foot of the barrel. There's no need to compensate for drop at all so just allow it to fly straight from there.

Cortexian
02-24-2015, 08:31 PM
Gradual lift, instant change in location. Either works the same.