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I wonder if these changes can put an end to 600+ to even 3000+ ticket lemmingfests. And then you'll see that the total amount of revives per round is abysmal.
But from what I can imagine, even if people get the shock paddles, they still won't revive
The vehicle-enter animation is useless and glitchy. It didn't bring anything to the gameplay experience and had poor fidelity with what the server is/was actually doing. It was basically veneer. The field gun animation is nice, but really its just a pretty way of showing you a timer, and that's fine.
At a fundamental level games are an abstraction, some moreso than others. They require concessions to make a game a game. Animations reducing abstraction don't actually translate to a better game.
The vehicle-enter animation is useless and glitchy. It didn't bring anything to the gameplay experience and had poor fidelity with what the server is/was actually doing. It was basically veneer. The field gun animation is nice, but really its just a pretty way of showing you a timer, and that's fine.
At a fundamental level games are an abstraction, some moreso than others. They require concessions to make a game a game. Animations reducing abstraction don't actually translate to a better game.
Something tells me there's really no point in arguing this; that sort of nihilistic/purely-technical philosophy doesn't really apply very well to, well to most things, but not games like this. I would say it's not a game designed for that mindset, but I'm not really sure of a game that is. Chess, maybe?
It sounds like you're trying to argue the animations and physicality are somehow a detriment to gameplay, when they're actually the whole idea. The gameplay results these actions bring is the gameplay that's intended; it's the intent, not some side effect.
No what I'm saying is that animations are not intrinsically good. They can be well done: eg reload animation in lieu of reload timer/UI icon, or they can be done poorly: eg vehicle animations where the animation is desynched from the player state in the game.
No what I'm saying is that animations are not intrinsically good. They can be well done: eg reload animation in lieu of reload timer/UI icon, or they can be done poorly: eg vehicle animations where the animation is desynched from the player state in the game.
That something can be done poorly isn't an argument against a concept. Anything can be done poorly.
It absolutely is an argument for cautioning excitement about it.
It is doubly relevant when the parties have a track record of previously poor implementations after several iterations of similar games with the same engine.
Being excited about new animations is pure hype train-ing. This is the antidote.
TL;DW summary:
It absolutely is an argument for cautioning excitement about it.
It is doubly relevant when the parties have a track record of previously poor implementations after several iterations of similar games with the same engine.
Being excited about new animations is pure hype train-ing. This is the antidote.
Seeing as I disagree that the things you mentioned are bad, I'm perfectly content to be excited about all of this. What we have now is fantastic, and everything in BFV sounds like a straight upgrade.
New JackFrags interview with Design Director Dan Berlin.
TL;DW summary
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