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  1. #1

    Stupid

    Hos is IT possible to make a game like this without the opportunity to press yourself against a wall when you go around corners, walls or into buildings.????????
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  2. #2
    Sp--pyBrown's Avatar Senior Member
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    Originally Posted by TKNORWAY Go to original post
    Hos is IT possible to make a game like this without the opportunity to press yourself against a wall when you go around corners, walls or into buildings.????????

    My belief is that the devs wanted an environment that looks organic and natural, that means that the available cover isn't suitable for such a mechanic. Snap-to cover mechanics lead to unnatural half-height pieces of cover being dotted around the map. We'll soon see how this hybrid-esque design works.
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  3. #3
    ES-Ulukai's Avatar Senior Member
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    The actual cover system is pretty good, you'll see at the beta if you received a invite or the open one !
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  4. #4
    Zoream's Avatar Senior Member
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    Originally Posted by M_Ulukai Go to original post
    The actual cover system is pretty good, you'll see at the beta if you received a invite or the open one !
    More fluid than the division?
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  5. #5
    ES-Ulukai's Avatar Senior Member
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    For me it's better than the Division.
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  6. #6
    WIldlands doesnt lend itself to a standard stap-to-cover style system cuz its mostly based in nature like rocks, cliff-sides, jungles, etc. The Division can do it because it takes place entirely in a city which has blockiness and doesn't distort the aesthetic of the environment. Seeing a bunch of chest high walls and little cement blocks in the Division isn't weird while dotting a mountain side with smooth rocks just to hamfist a snap-cover mechanic on is just gross.
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  7. #7
    UbiKeeba's Avatar Community Manager
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    Please remember to keep all feedback worded in a constructive, respectful way. Negative feedback is fine, but there's always a respectful way to express yourself.
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