linkOriginally Posted by Maxime Beland IGN Interview E3 2009
I really hope that he doesn't feel the same as then. I won't get my hopes up though.
linkOriginally Posted by Maxime Beland IGN Interview E3 2009
I really hope that he doesn't feel the same as then. I won't get my hopes up though.
Originally posted by Want2Snipe:
"Truth" is a word that UBI uses for a Punch line!
Variable speed gives more control over your walk/sneak which in turn gives your animations a personal touch and increases re-playability. It is also tied directly into the AI sound system.
Analogue controllers where created to give you more control over your character and the Developers have a responsibility to use it.
For me it's a no buy without it.
I want to say how imperative it is that you implement Analouge based Variable speed.
..but if UBI has any additional time left I would also like to see these things added.
1. Closer than ever - the one from CT not the subtle one from SCC.
2. The ability to walk slowly backwards like in CT (so you can dip back into the shadows)
3. Sam's head should face nearby enemies and disabled guards he passes.
4. The ability to stick to walls that doesn't include snapping to corners via A press.
These things where blatantly absent from the ghost through.
Variable speed gives more control over your walk/sneak which in turn gives your animations a personal touch and increases re-playability. It is also tied directly into the AI sound system.
Analogue controllers where created to give you more control over your character and the Developers have a responsibility to use it.
For me it's a no buy without it.
If Sam is the most elite special operative in the world (as Maxime states), then he would be the best at sneaking really slowly as well. Grandmothers are limited to walking slow, and I don't think many grandmothers (60 + at least) can crouch walk that well, haha.
This. This. And this.
SAR had at least 4 speeds. While CT and DA had a much nicer gradient and realism...SAR/PT were fine enough. I've only counted 2 speeds for crouch and 3 for standing.
Standing: walking, basic running, and sprint.
Crouched: "conviction" speed, crouch running (which i assume occurs when you press the sprint button) -- anyone have times for the different speeds?
Anyway. I think they should add at least 2 or 3 more speeds if not a full on dynamic gradient.
They should have a verrrry slow crouch speed, then perhaps the current 'slow' crouch speed, then 2-3 increasing speeds before the crouch run. Maybe even a speed in between the current 'slow'/conviction pace and the super slow one.
Basically it should be implemented like this:
- Slowest speed (closer than ever) - Noise level: 0
- Slower speed - Noise level: 0
- Slow speed - Noise level: 1
- Basic speed (what is currently in place as the default speed) - Noise level: 2
- Fast speed - Noise level: 3
- Faster speed - Noise level: 4
- Fastest speed (crouch running that's already in place) - Noise level: 5
Something like that would be impressive. Obviously a dynamic CT-esque gradient would be best but either is fine IMO.
I truly believe that this is needed for Blacklist to be a GREAT stealth game. Along with everything already in place or is presumably going to be in place....it could very well be great again...
Watch just after 1:30, Sam does the fast crouch walk. Then, skip to around 4:30 where Sam goes from slowest to the middle crouch speed. At least to me it looks like a difference. Especially if you reference the second walkthrough after the dog part. The crouch running when Sam runs up to and across the puddle and climbs the building, that crouch running is faster than this video at 4:30 ish.
Yes to this.
I stand corrected. 3 is definitely better than 2. I assume the first two speeds are kind of like the 2-tiered system of climbing on a ledge/pipe. One you barely push and it's slow, the other you push all the way forward for. The final speed is dependent on holding the sprint button down.Still... I don't think 3 is good enough. It needs at the VERY LEAST 5
The 3 speeds now are fine but there should be 2 slower speeds I believe.
Slowest Speed > Slow speed > Basic speed (what is shown already) > Fast speed (the slightly faster one shown) > Fastest speed (the already shown crouch run which I assume is when holding the sprint button down)
That should be the bare minimum -- it should have more than SAR at the least and at best, an even more dynamic system than even CT/DA but because of how backwards SCC is -- it's reasonable for it not to be better than CT...it should at least be a nice system comparable to SAR and CT.
Closer Than Ever would greatly be appreciated....have his hand reach down to his knife (even if the player doesnt intend to use it) have his moves change from the standard. BUT...the most important is getting a better vairable speed. I'd trade CTE for a more fleshed out variable system if CTE was only to be tacked onto what is already being shown. It's reasonable for Sam at the very least to reach for his knife without any other change at theleast. His legs could move the same, everything the same, except his hand is now on his knife. A more in depth one of course is best but if they don't have the time, the next best thing should always be the attempt.
Last edited by BoBwUzHeRe1138; 09-02-2012 at 08:01 AM.
For a current gen game, there really should be a very fluid and dynamic speed system controlled by each level of pressure on the analog stick. It looks much smoother than noticing speed changes, but still, I will be happy with at least a slower crouch speed than they have now. It would be too fast for Sam to have a CTE animation even at the current slow speed for crouching.
I agree with you on everything you said above.
THIS. Even if the sound wasn't really connected -- I'd prefer to have for the immersion factor because I don't wanna soar through missions like I did in SCC. In SCC I purposely slowed everything down as much as I could. When sneaking up on an enemy, I'd slowly push forward and then stop for a split second before pushing up slightly and repeating until I was RIGHT on an enemy...it was dangerous but it created a form of CTE...it built up tension more, etc. Problem is...it wasnt intended. It should have been built INTO the game. So that's why SCB NEEDS this whole system.
But again...it would only be a...cosmetic change. It wouldn't really make the game more challenging for stealh gamers at all except when combined with other parameters that the player has put on himself and that the game doesnt encourage. For this to be a truly great stealth game...it needs more speeds while crouched (while standing isnt really an issue...I rarely will and walking/running is good enough) and the speeds need to correspond to a different level of sound and each level gives off noise at a certain diameter spreading out from the player. Depending on the surface, the diameter may increase.
Example:
7 speeds.
First speed - 0 on sound.
Second speed - 1
Third - 2
Fourth - 3
Fifth - 4
Sixth - 5
Seventh speed - 7 on sound.
However on say....a loud surface like metal...the third speed rather than being a 2 on sound may be a 3 on sound or a 4 on sound. That will encourage the player to either slow down to avoid detection, find another path, or say screw it and not care xP
We don't need a sound meter...I was fine without one in SAR/PT but if it was an option for deaf players, it could be a horizontal bar separated into 6 sections. When you're going as slow as possible, nothing is shown on the bar. When you go up a speed, one of the 6 bars will be lit until you either speed up and the next square is lit or go slower and have it drop down. This is different from the way it would spike up in CT. If you go top speed, all 6 bars will be filled and not empty and if you abruptly stop, the squares will abruptly be empty. It won't gradually go down, each square is either "on or off"
Does that make sense?Of course...they could always go with a meter more like a classic light meter.
Last edited by BoBwUzHeRe1138; 09-02-2012 at 08:16 AM.