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".