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konjak
Member
(10-17-2017, 02:20 PM)
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Originally Posted by Rickenslacker

Since you don't have them either way I would say no.

People have reiterated that sound is your indication... I have little problem of telling general direction of shots, and suppressed guns have unique sound so you can tell not to trust those. Try headphones if you're not? :P

I think the lack of markers is what adds tension and asks you for more attention in this game
Daffy Duck
Member
(10-17-2017, 02:21 PM)
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Originally Posted by Rickenslacker

I did learn how to use the current system, I only said it would be pretty nice to have that basic visual feedback featured in just about every other shooter imaginable.

Just because it's featured in every other game doesn't mean it has to be included.

It works perfectly well as a system at the minute.
Rickenslacker
nothing's easy
nothing's too hard
(10-17-2017, 02:29 PM)
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Originally Posted by konjak

People have reiterated that sound is your indication... I have little problem of telling general direction of shots, and suppressed guns have unique sound so you can tell not to trust those. Try headphones if you're not? :P

I think this is getting blown out of proportion. Like, every video game with shooting other dudes in it has this as a feature, it would be nice for this one to as well. I mean, it could be an intentional thing, it could just be an oversight, but it's not some critical look on the game or needing to be some chestbeating over getting used to an exclusion of a normality. You can hear things, hey, I can hear things too, just like in every game, it's just a common element of game intuition to take the place of a human sense that can't be replicated.
Wardancer
Junior Member
(10-17-2017, 02:29 PM)

Originally Posted by Rickenslacker

A lot of things are fine, like the lack of vaulting is still fine in the game, but with the game angling on more sim elements it makes more sense to know where you've been hit (because d'uh, why wouldn't you?) so I question it as a design element. Even knowing the general direction doesn't stop the Where's Waldo element of trying to spot the errant aggressor pixels across the flora. Either way the initiator has the jump on you.

There is absolutely zero realism reasons to include hitmarkers, it is a 100% unrealistic feature that is only justified for gameplay reasons.

Hitmarkers are often used instead of good directional sound and realistic simulations of sounds or for games where most players are probably sitting infront of a TV with speakers (ether 2.0 or surround).

Current PUBG probably uses the most realistic system for determining where you get shot from, sound and visual muzzle flashes.

Anyway any argument about hitmarkers should ignore realism and just go for pro-cons from a pure gameplay perspective and currently I like the challenge of identifying where incoming fire is coming form because its a skill you learn and get rewarded for being good at. It is also rather important when balancing the attachments because they have various effects on being able to identify where the shooter is.
SomTervo
Member
(10-17-2017, 02:32 PM)
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Hit direction markers would be very convenient and would absolutely reduce frustration, but imagine how much it would impact the sense of realism and fun panic in the gameplay, which is crucial to PUBG and IMO is part of what makes it so successful.

Currently: get hit, panic, immediately and frantically try to move your position to block their siteline based on where the sound came from, either fail and die or succeed and then you've got the cat-and-mouse tension of trying to spot them where you THINK they fired from

With hit direction markers: get hit, immediately spin in the direction of the shot, more likely get a bead, either get shot again and die (no chaotic panic which is less fun) or kill them largely on the merit of being able to spin in their direction immediately

I see what you're saying Ricken but when you imagine an actual moment-by-moment gameplay scenario you'd definitely lose that edge which makes PUBG so unique and intense.

Originally Posted by AniHawk


man, trying to imagine that last guy's surprise as the four of us rushed him, running over the hill all at once.

The sort of brutal, intense, magic moments that PUBG is made for.
shiyrley
Banned
(10-17-2017, 02:33 PM)
Wait, people are arguing there should be an UI indicator of where the shot came from because realistically you would know because of pain?

I mean...if you want to be realistic about that, immediately after getting shot, the character should lay in the ground and scream in pain, unable to move. lol.

If anything, they should make the bleeding effect last just a bit longer longer and make it more clear where the bleeding is. But that's it.
SomTervo
Member
(10-17-2017, 02:36 PM)
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Originally Posted by shiyrley

Wait, people are arguing there should be an UI indicator of where the shot came from because realistically you would know because of pain?

I mean...if you want to be realistic about that, immediately after getting shot, the character should lay in the ground and scream in pain, unable to move. lol.

If anything, they should make the bleeding effect last just a bit longer longer and make it more clear where the bleeding is. But that's it.

One person is, and it's a good discussion to have.

One of the most frustrating things in PUBG is simply dying from a distant/unknown shooter, out of the blue.

But:
A) those lows are worth it for the highs, and actually enhance the highs when you play well or get lucky
B) this should happen less the better you play, encouraging more care and paying more attention to sound/positioning
JDB
Member
(10-17-2017, 02:38 PM)
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Originally Posted by Rickenslacker

I think this is getting blown out of proportion. Like, every video game with shooting other dudes in it has this as a feature, it would be nice for this one to as well. I mean, it could be an intentional thing, it could just be an oversight, but it's not some critical look on the game or needing to be some chestbeating over getting used to an exclusion of a normality. You can hear things, hey, I can hear things too, just like in every game, it's just a common element of game intuition to take the place of a human sense that can't be replicated.

Arma 3, Insurgency, DayZ and Squad don't.
Sensing a theme here.
dripdripsplash
Member
(10-17-2017, 02:39 PM)

Originally Posted by Rickenslacker

I think this is getting blown out of proportion. Like, every video game with shooting other dudes in it has this as a feature, it would be nice for this one to as well. I mean, it could be an intentional thing, it could just be an oversight, but it's not some critical look on the game or needing to be some chestbeating over getting used to an exclusion of a normality. You can hear things, hey, I can hear things too, just like in every game, it's just a common element of game intuition to take the place of a human sense that can't be replicated.

Just because it is in every other game, does not warrant that it should be in this game too.

Looking past the realistic/gamelike discussion, the pros and cons for the inclusion of that in the unique gameplay experience of something like PUBG, I believe the cons would outweigh since it strips the game of so much of the intuitive, dynamic gameplay situations that occur, when getting shot from an unknown place for example.
Rickenslacker
nothing's easy
nothing's too hard
(10-17-2017, 02:39 PM)
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Originally Posted by Wardancer

There is absolutely zero realism reasons to include hitmarkers, it is a 100% unrealistic feature that is only justified for gameplay reasons.

It's a substitution for a body sense that can't be simulated directly in the way something like, say, sound could. The reasoning stands for both, but people shouldn't get hung up on the former because the moment the word gets tossed things seem to get stupid.

Originally Posted by SomTervo

Hit direction markers would be very convenient and would absolutely reduce frustration, but imagine how much it would impact the sense of realism and fun panic in the gameplay, which is crucial to PUBG and IMO is part of what makes it so successful.

Currently: get hit, panic, immediately and frantically try to move your position to block their siteline based on where the sound came from, either fail and die or succeed and then you've got the cat-and-mouse tension of trying to spot them where you THINK they fired from

With hit direction markers: get hit, immediately spin in the direction of the shot, more likely get a bead, either get shot again and die (no chaotic panic which is fun) or kill them largely on the merit of being able to spin in their direction immediately

I see what you're saying Ricken but when you imagine an actual moment-by-moment gameplay scenario you'd definitely lose that edge which makes PUBG so unique and intense.

Fair points. It would definitely change the flavour of the encounters, for better or worse.

Originally Posted by JDB

Arma 3, Insurgency, DayZ and Squad don't.
Sensing a theme here.

I don't know enough about DayZ or Arma, but I believe Insurgency and Squad don't even have health meters going back to what I mentioned before.

Originally Posted by dripdripsplash

Just because it is in every other game, does not warrant that it should be in this game too.

Looking past the realistic/gamelike discussion, the pros and cons for the inclusion of that in the unique gameplay experience of something like PUBG, I believe the cons would outweigh since it strips the game of so much of the intuitive, dynamic gameplay situations that occur, when getting shot from an unknown place for example.

Yeah, it's not a reason on its own -- afterall, most games don't plop you on an island in a 100 man survival free for all either, so it all adds to a game's appeal. It was more a means of getting a reasoning other than "it's fine, everything's fine, I want the game to have nothing more but bug fixes because things are fine".
Wardancer
Junior Member
(10-17-2017, 04:04 PM)

Originally Posted by Rickenslacker

It's a substitution for a body sense that can't be simulated directly in the way something like, say, sound could. The reasoning stands for both, but people shouldn't get hung up on the former because the moment the word gets tossed things seem to get stupid.

No if you get shot you would either be on the ground bleeding having 0 idea where it comes from or your vest would have stopped it, and you would be on the ground trying to find cover and have either a massive bruise, cracked a rib and its not like you can look at your vest and see the bullet came 30 degrees to your left since all your vest has is a hole, a flattened bullet indicating the enemy is somewhere 180 degrees to your front, but since you are now on the ground crawling around you have to check that and then figure out how and where you where standing when that hit.

There is nothing realistic about hit indicators. And like i said it really doesn't matter if its realistic or not. Argue for or against it based on the gameplay, realism have little to no impact in anything since there are about a million other things that would need to change for it to be a simulator.
BernardoOne
Banned
(10-17-2017, 04:06 PM)
Server default selection bug has been fixed
Rickenslacker
nothing's easy
nothing's too hard
(10-17-2017, 04:07 PM)
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Originally Posted by Wardancer

No if you get shot you would either be on the ground bleeding having 0 idea where it comes from or your vest would have stopped it, and you would be on the ground trying to find cover and have either a massive bruise, cracked a rib and its not like you can look at your vest and see the bullet came 30 degrees to your left since all your vest has is a hole, a flattened bullet indicating the enemy is somewhere 180 degrees to your front, but since you are now on the ground crawling around you have to check that and then figure out how and where you where standing when that hit.

There is nothing realistic about hit indicators. And like i said it really doesn't matter if its realistic or not. Argue for or against it based on the gameplay, realism have little to no impact in anything since there are about a million other things that would need to change for it to be a simulator.

I already acknowledged that, hence the "but people shouldn't get hung up on the former because the moment the word gets tossed things seem to get stupid."
Hans Gruber
Member
(10-17-2017, 04:11 PM)

Originally Posted by BernardoOne

Server default selection bug has been fixed

Not for me it isn't. It now just defaults to NA instead of AS, I'm in Europe.
Wardancer
Junior Member
(10-17-2017, 04:12 PM)

Originally Posted by Hans Gruber

Not for me it isn't. It now just defaults to NA instead of AS, I'm in Europe.

ffs....
St3v3
Member
(10-17-2017, 04:17 PM)
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Originally Posted by BernardoOne

Server default selection bug has been fixed

*If you're American
Daffy Duck
Member
(10-17-2017, 04:20 PM)
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It's not a bug is it?

I thought it was a QoL improvement as people always chose AS servers to win easily so they just defaulted it to those for all the plebs.
Parsnip
Member
(10-17-2017, 04:31 PM)
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Originally Posted by Hans Gruber

Not for me it isn't. It now just defaults to NA instead of AS, I'm in Europe.

Yup. Ridiculous.
Crimsonclaw111
Member
(10-17-2017, 04:32 PM)
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Originally Posted by BernardoOne

Server default selection bug has been fixed

Thank god, that's been the one thing annoying me lately outside of the usual wants like server optimizations.
JDB
Member
(10-17-2017, 04:33 PM)
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Originally Posted by Daffy Duck

It's not a bug is it?

???
Parsnip
Member
(10-17-2017, 04:36 PM)
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I would love a ping indicator.

Originally Posted by Crimsonclaw111

Thank god, that's been the one thing annoying me lately outside of the usual wants like server optimizations.

It's not fixed though, it just defaults to NA now.

EDIT: Actually, it might be after all. It wasn't sticking immediately after the patch, but after finishing a match on the EU server it now seems to default to it. Hooray!?
demosthenes
Member
(10-17-2017, 04:51 PM)
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Originally Posted by SomTervo

One person is, and it's a good discussion to have.

One of the most frustrating things in PUBG is simply dying from a distant/unknown shooter, out of the blue.

But:
A) those lows are worth it for the highs, and actually enhance the highs when you play well or get lucky
B) this should happen less the better you play, encouraging more care and paying more attention to sound/positioning

They should add a kill cam to solve that issue.
EmCeeGramr
Member
(10-17-2017, 04:55 PM)
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I nearly won a solo queue squads match, I downed one of the three remaining people on the other squad, then suddenly potatoed against another.

Then I saw that I died #3 squad, not #2, even though the two guys I was shooting at were clearly running across an open field with no cover to flank my position while a third guy was pinning me down from a hill with sniper fire, blatantly suppressing me and not trying to actually hit me, and the two flankers came from the same spot he was shooting.

Teaming fucks.
Erheller
Member
(10-17-2017, 05:10 PM)

Originally Posted by Rickenslacker

But there is a gameplay justification, a really basic elemental one present in most shooters as representing something like the sense of pain is difficult to do outside of some visual indicator, to where it feels like a weird omission here given the nature that the design in PUBG skews towards.

Counter-Strike: GO, Quake Champions, Titanfall 2, Overwatch, Fortnite, Rainbow Six: Siege, really take your pick as it's in just about anything and you'd be more hard pressed to find games that don't feature it. Just a radial graphic indicator when you get hurt.

You obviously haven't played any of the less arcadey, more mil-sim-y games. ARMA, Red Orchestra, Rising Storm, Insurgency, and Day of Infamy all lack the "I'm getting shot from the north" indicators.
Divius
Member
(10-17-2017, 05:15 PM)
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So now it remembers the region, but not the gamemode. Still, it's progress I guess.
BernardoOne
Banned
(10-17-2017, 05:18 PM)

Originally Posted by Hans Gruber

Not for me it isn't. It now just defaults to NA instead of AS, I'm in Europe.

Originally Posted by St3v3

*If you're American

I'm European and it's working
LucidMomentum
Member
(10-17-2017, 05:24 PM)
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Originally Posted by demosthenes

They should add a kill cam to solve that issue.

I would love a kill cam that shows how much health they had left at the time they killed you. Could be abused for sure, but I like knowing why I lost an engagement.

Originally Posted by Divius

So now it remembers the region, but not the gamemode. Still, it's progress I guess.

EARLY ACCESS TM.

We had a match last night as a group of 4 where we took on 2-3 other squads in a firefight and won. We ended up having a guy on our team with a dozen kills who carried us to a Chicken Dinner. Felt good.
Daffy Duck
Member
(10-17-2017, 06:59 PM)
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Originally Posted by demosthenes

They should add a kill cam to solve that issue.

There was talk of them adding it in, but I donít see the point really in this game.

You canít go back and kill them, and it would give an unfair advantage in squads/duos.
fuzaco
Member
(10-17-2017, 07:04 PM)

Originally Posted by Daffy Duck

There was talk of them adding it in, but I donít see the point really in this game.

You canít go back and kill them, and it would give an unfair advantage in squads/duos.

I think PU said in his AMA that they're going to add it, but only in solo.
demosthenes
Member
(10-17-2017, 07:35 PM)
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Originally Posted by fuzaco

I think PU said in his AMA that they're going to add it, but only in solo.

Good. Hate when I'm killed and I have no idea where they were.

They could add it for duo and squad when the last person dies too.
Plasmid
Member
(10-17-2017, 07:37 PM)
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Was there a main game update today? If so what was the size?
Venfayth
Member
(10-17-2017, 07:38 PM)
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One of the features mentioned in the (lack of a) patch plan until release was 3D replays. I'm super excited for that.

Originally Posted by Plasmid

Was there a main game update today? If so what was the size?

900MB I think, it was just a few bug fixes though.
Rickenslacker
nothing's easy
nothing's too hard
(10-17-2017, 07:46 PM)
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Originally Posted by Erheller

You obviously haven't played any of the less arcadey, more mil-sim-y games. ARMA, Red Orchestra, Rising Storm, Insurgency, and Day of Infamy all lack the "I'm getting shot from the north" indicators.

Yep, got me pegged to a tee. Those are outside my wheelhouse in the genre.
Blizzard
Banned
(10-17-2017, 07:50 PM)
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Originally Posted by BernardoOne

Server default selection bug has been fixed

Huzzah! I might play again some time. :P
juicyb
Member
(10-17-2017, 08:16 PM)
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Got a couple wins last night then ran into a hacker so we called it a night. Even still, it felt good to get some wins under our belt as we had been getting top 3 a lot lately.
BernardoOne
Banned
(10-17-2017, 10:45 PM)
So there I was, the circle was the other side of the map, so I just set auto-run and went to browse gaf

this happened

https://streamable.com/rjjq6
SpacLock
Member
(10-17-2017, 10:47 PM)
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Why is your character blacked out in the tab screen? Lowest settings?
Bread
Banned
(10-17-2017, 10:49 PM)
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Originally Posted by SpacLock

Why is your character blacked out in the tab screen? Lowest settings?

you can change the settings, it improves performance and really isn't necessary.
BernardoOne
Banned
(10-17-2017, 10:50 PM)

Originally Posted by SpacLock

Why is your character blacked out in the tab screen? Lowest settings?

There's a in-game setting specifically for it. It eliminates the terrible stutter you get when opening the inventory in the beggining of the game.
SpacLock
Member
(10-17-2017, 10:52 PM)
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Originally Posted by Bread

you can change the settings, it improves performance and really isn't necessary.

Ah, nice to know.

I run a medium setting and average high 60ís to 80ís most of the time.

Are there any other shortcuts to saving frames other than running on lowest quality?

I heard running on full screen helps a lot with this game, but I havenít tried since this is the type of game I alt-tab a lot in. Any truth to it?
shiyrley
Banned
(10-17-2017, 11:00 PM)

Originally Posted by BernardoOne

So there I was, the circle was the other side of the map, so I just set auto-run and went to browse gaf

this happened

https://streamable.com/rjjq6

You can open links in a new tab by simply clicking on it with the mouse wheel. Or ctrl + left click also works.

That was awesome
demosthenes
Member
(10-17-2017, 11:01 PM)
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Originally Posted by BernardoOne

There's a in-game setting specifically for it. It eliminates the terrible stutter you get when opening the inventory in the beggining of the game.

Amazing to learn this.
ultron87
Member
(10-17-2017, 11:01 PM)
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Originally Posted by BernardoOne

So there I was, the circle was the other side of the map, so I just set auto-run and went to browse gaf

this happened

https://streamable.com/rjjq6

You have so many unread PMs!
Night.Ninja
One really creepy thing I do is just repeatedly shit on GAF while sarcastically calling it a "top tier gaming forum" so feel free to report me if I keep doing this.
(10-17-2017, 11:13 PM)
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Originally Posted by SpacLock

Why is your character blacked out in the tab screen? Lowest settings?

Originally Posted by Bread

you can change the settings, it improves performance and really isn't necessary.

Always wondered what that was
Blizzard
Banned
(10-17-2017, 11:21 PM)
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Originally Posted by BernardoOne

So there I was, the circle was the other side of the map, so I just set auto-run and went to browse gaf

this happened

https://streamable.com/rjjq6

Check your PMs, you monster. *edit* Beaten already.
Vipu
Banned
(10-17-2017, 11:49 PM)

Originally Posted by Bread

when someone says burst fire sucks on m16...

M16 burst sux

Sure you can get lucky sometimes but most of times I have used it, it have failed me.
Better just single tap imo, UNLESS they are literally next to you so you cant miss.
Vipu
Banned
(10-17-2017, 11:52 PM)

Originally Posted by JDB

Also, my friend always whines about not being able to click fast so I was wondering how fast people here can click per second.

I got 8.3 on http://www.mcrpg.com/kohi-click-test
Wondering if I'm fast or he's just slow.

2 tries, both times 6.7

I tried to have "controlled" movement while clicking around the box to be "as real as possible".
Astral/H3X
Member
(10-18-2017, 12:18 AM)
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Why do I keep getting "matching cancelled?"
Plasmid
Member
(10-18-2017, 12:26 AM)
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Originally Posted by Astral/H3X

Why do I keep getting "matching cancelled?"

Yeah, same thing's happening to me in solo NA
Astral/H3X
Member
(10-18-2017, 12:51 AM)
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Oh boy flash bangs only cook three seconds.

Made it to top 4 with basically nothing but an M416 before I flashed myself. :/

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