Because it recreates real life tactics far better than FPP.
Real life tactics? But "we don't have a drone following us IRL," right? And real life tactics would look way different if we did,
right? "This recreates the thing by not recreating the thing at all." You refute yourself, again.
Again, FPP does a terrible job at recreating our IRL situational awareness and our IRL ability to peak around cover without being seen. Why you keep ignoring my main argument is fascinating to see.
You make bad analogies, refute yourself, I point them out, then you move the goalposts. Instead of dying on this hill, you should be advocating for a leaning mechanism in first-person like Tarkov or a line of sight mechanism in third-person like Scum, where risk is not removed and balance is maintained.
Again, I point you to playing hide and go seek as children. Unless you sucked at it (which judging by this conversation is plausible) then you saw the thrill of watching the person walk right past you as you maintained your hiding spot.
Hiding is not unique to any camera perspective, and third-person doesn't make hiding more representative of real life. If you want to sit in a bush, more power to you, but
hiding is
hiding, and I'm not buying your spin that 3-peeking a doorway is like playing hide and seek. It possibly reminds you of
your childhood in some way, but that's a you thing.
If young children understand this, why can't you?
Are you talking to your inner-child? Explains your logic, at least.
Severely diminished choices, I agree.
In quantity or quality? You could list either, and we'll see if what you say is true.
An absolutely beautiful engagment that, again, recreates a plausible real world scenario.
Damn. Not even an attempt to say, "Yeah, I was wrong about this twitter clip. I didn't have all the context." What happened to all the "brain-dead play style" stuff you were talking about?
Shooting from cover is highly advantageous IRL.
Shooting from cover is highly advantageous IRL, and nobody is disputing that.
Shroud wants to strip games of tactics and choice because he wants outcome decided by aim skill rather than positioning, communication, creative tool usage etc...
Yet, in the timestamp, he's using positioning and communication. He's directly refuting you.
Nope. We've all gotten killed plenty of times using corner peak.
Speaking for yourself, was that against unsuspecting players, Mr. Stealthy Smart Player? If so, damn. If not, that's a skill issue, yes?
I can assure you that ARC Raiders is designed to be played in the 3rd person perspective and the fact that all players have it makes it balanced.
That doesn't make it balanced. I demonstrate this in a response further down in this reply.
There are no consequence free actions in combat.
In third-person, there is.
Time and positioning carries risk reward just like everything else.
Except, in third-person, where positioning can outright eliminate risk.
You want me to tell you what a low skill player, caught out of position, is going to do against a high skill player in great positioning?
He's going to lose his loot. How anyone could have a problem with that makes no sense.
I never specified the skill-level of the attacker, then you made the engagement about high-skill vs low-skill instead of addressing my actual point about the fairness of 3-peeking. Nice dodge.
It doesn't. High skill players can breeze through doorways chasing after their prey. That's lame game design.
Players of any skill level can do that, and none of them are invincible. They all assume risk.
If a wounded player gets behind cover, they should become a threat to the predator...
He's already a threat, it's why he got wounded.
which is exactly what happens IRL.
You know what doesn't happen IRL? The wounded guy gathering consequence-free tactical intel, "because we don't have a drone following us IRL."
Right?
There's a great scene in the movie Dragged Across Concrete where two cops, located behind their police car, are in a stand off against 3 bank robbers trapped inside a van. The scene takes 30+ minutes to play out because neither side can afford to leave their defensive positions. It's a significantly more interesting scene than the lame John Wick dance shooting scenes because both sides actually have to think rather than just reflexively shoot eachother.
I, too, have watched movies.
PeteBull
might say the ending to Dragged Across Concrete was some woke bullshit, though, and I would leave a like on his post if he did.
I'm addressing all your points.
You're certainly
responding.
It just seems like you've never played hide and go seek, or paintball, or really thought about what cover does for people with guns.
No, there's a distinction. Cover can be advantageous. There's no dispute there. In third-person, however, cover grants you an additional advantage of free information that you don't have to risk your safety for.
Aiming and shooting are reflexes. There's very little choice there.
Because we're talking about shooters and this is the primary way to play these game. You're saying the primary way to play these games is brain-dead, which I was unsure if that's what you truly meant. It's one of the takes of all time, that's for sure.
It's like comparing the tactical and strategic validity of a 400m sprint vs a game of Chess.
I do this, you do that, then I do this, then you do that...
Is objectively superior design than...
i clicked on your head faster than you clicked on my head.
You're just asserting that your subjective opinion is objectively true. Even if you reduce shooters down to "shoot first, kill first," that still doesn't prove third-person shooters are this highly strategic battle of wits that just simply cannot be found in first-person shooters. You're still talking about a shooter, even though it has an exploitable flaw built into it. You still need skill to play it. You're trying to make third-person shooters seem like something that they're not.
I'm sorry but if you don't want to think and come up with creative solutions in PvP games, ARC Raiders just isn't for you. There's tons of games that rely on aim reflex to determine outcome. That's not this.
Here's a creative solution that doesn't demonize people with skills or glorify people with a lack thereof:
If everyone is special, then no one is special.
If everyone has corner peak, then your game is bakanced.
Equal opportunity doesn't make 3-peeking balanced. It's unbalanced because it lets players gather risk-free tactical intel. The 3-peeker can see opponents who can't see them,
regardless of their opponents' camera angle, giving the 3-peeker an unfair advantage. Unlike corner camping, shadow camping or bush camping, which involves truly hiding (and works in first-person too), 3-peeking exploits third-person perspective. So yes—it's unbalanced.
Yes, just like the smarter player is able to kill the more reflexive player in ARC Raiders.
There's nothing preventing a "reflexive player" from exploiting the same camera flaw that a "smarter player" would, so the distinction between them would dissolve in that case.
ARC Raiders is a game about creating stories. It's "water cooler moments" the game. It's the kind of game you tell your friends about at school the next day.
Maybe the PvPvE aspect where a lobby joins together to take out the Queen, but judging by Helldivers 2, you don't even need PvP for that.
Do you really think a game that leans on reflex shooting tells great stories?
"I ran into this player last night and we both saw each other but I killed him faster than he killed me because my thumbs are faster."
Wow, fascinating.
What you wrote directly applies to third-person shooters as well. Good job.
Anyway, I'll do what you thought you were doing.
"Well, I 3-peeked a doorway until an unsuspecting player came into the adjoining room. Blew him away with a shotgun."
"I died to a player 3-peeking a doorway. He also used a shotgun. Was that you?"
Yeah, man, riveting stuff.
Woah dude, that's faaar out.
I was just using your words against you so you could look at yourself in the proverbial mirror.