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#1201
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![]() Oh, And did you get my message?. |
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#1202
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Yes, but I'll get you back tomorrow, time for me to get some sleep.
It looks like you are new to the forums and provably missed some info about this game. I'll let you know a bit more about the game tomorrow. ![]() King regards, Last edited by tatoforever; 05-23-2011 at 11:17 PM.. |
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#1203
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#1204
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Auto-aim is a bad idea in my opinion. It definitely ruins the atmosphere. I mean, seriously? An enemy comes out and your camera focuses on the enemy, and you'll never miss a shot?? It turns into a 3rd person shooter, not a psychological horror 3rd person game. And shooting shouldn't even be that important an aspect, that you have to shoot all the time, because like I said the game just turns into a shooter.
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#1205
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No Auto-Aim just makes you waste ammo when you keep missing the shots. That in turn makes it a frustrating experiance, As i've said before. But hey, Tato Will do something about this. So I'm good. |
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#1206
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You guys, with the rails and aim arguments remind me of the character in the wheelchair "I can do it myself!", from Scary Movie 2.
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#1207
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If you combine both of those methods (which is more or less what Gameloft does, though more the first method than the second), you can have an adjustable auto-aim option that assists the player but doesn't detract from the suspense of the game. This is especially important for a game with a fixed camera in which you can't see from your character's POV. The key thing here is OPTION - you definitely don't want to force it. However, if you're really unwilling to incorporate auto-aim, at least have something like a laser sight that will help provide a line of sight for the player. Also, clunky controls are a combination of poor design and hardware. The iOS hardware is not the most ideal for FPSs or TPSs because it lacks the accuracy of a PC mouse (consoles are the same - they're also not the most ideal for FPSs/TPSs). Devs can't control that, but they can control the software side. Yes, players can get accustomed to them, but they shouldn't have to - if they're designed well enough, it takes little effort to learn them, and they aren't an encumbrance. Gameloft has done a good job at perfecting their shooter controls. Not all companies have. You certainly don't want to detract from the suspenseful feel of the game, but if the controls/gameplay are frustrating, THAT will detract from the game more than any assistance you provide the player. |
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#1208
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Wow, a 2 page debate on whether the game should have auto-aim? How about put it in as an OPTION? That way, people who want it, have it and people who don't, won't! What a simple and elegant solution!
PS: Silent Hill FTW!!! |
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#1209
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1.) A camera that "pulls" your aim toward your target makes the game a shooter, and also probably won't work with the silent hill/resident evil dynamic camera system of the game. 2.) You're referencing Gameloft's auto-aim feature, yet their games are pure shooter games. 3.) You will detract the games suspenseful feel by having auto-aim. And the fact that you will miss some shots just makes the game even more realistic. If you hit every single shot on your target, now that's not very realistic, is it .
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#1210
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sorry to quote myself..just thought it was funny..posted this 2 months ago...all of the sudden Autoaimhell...I still say no.....run scared and use your brain, not your ammo...this doesn't look like a Gameloft title..
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