Yes, happened to me in coop a couple of times too. one time with another player and one time all by myself.
I was not sure if it was a punishment of some sort, if it was, there was no indication and I didn't do anything to deserve it really.
but yeah, happened to me too.
@planetcanada I feel kind of the same.
I love sandstorm but i admit it dose feel a bit, well, shall we say more streamlined than the original.
But this is not necessarily a bad thing.
This attracts more new players (which is good) however some of them are not who we, the more tactical mature gamers maybe, would like to have (which is bad).
As with everything in life it's a matter of balance and compromise.
I think (and hope) as the game releases you will have dedicated servers options that would cater more for us
with strict admins.
It would be cool if these new players will create their own "crazy" servers, like FFA pistol only or knife only TDM
I don't know, let them what do I care? more players mean NWI have more money. which is good for us.
I agree that it's too dark in some places.
There is no HDR and the AO is way too strong.
But adding sliders is problematic for exploits.
One can play in a very dark setting while the other on a rigged high brightness low contrast setting
that actually mimics night vision.
The answer is fixing the AO. maybe reduce the radius and for sure the intensity.
Add an HDR effect or fake HDR. maybe not really necessary, would be nice though.
Adding NVG and flashlights is kind of a given imho.
And then these dark rooms will have a meaning in the game.
No sliders though.
yeah about that, is this with Ambient occlusion AO on in the graphics settings?
maybe see how it looks with off
I feel like the AO is way too strong in the game. i currently play with off.
some places you can't see anything and there is no (yet?) nvg or flash lights.
@shields I agree with you with what you say about the players and tactics and all
but personally I don't feel the leaning is broken. I understand this little movement at the end,
from a realistic and technical (maybe?) point of view.
Talking about tactics and solo clearing, the game have imho quite a good stealth mechanic.
Here is a tip if you slow walk you can't be heard. I use it with lean all the time when I go solo in coop or local play
and it works really great (my KD ratio for example doubled itself).
leaning dose not feel broken to me, again just a bit of practice.
Technically maybe they want to add later full body rendering in first person (kind like arma but better you know)
(if you see when you sit in the truck you see your body! also when kicking doors...)
So they need the third person and first person animations to align. there will always be little jitters when you stop moving while leaning, if you want realistic animations.
You know, later people complain the animations are shit.
Coming to think of it, maybe they actually are doing it?
I believe these guys can pull it off.
Can it be better? sure I guess, is it really that bad? no I don't think so.
I rather they focus (pun intended) on other issues.
So like I edited above I agree with you on the Focus. Here is an example,
I was fast walking (or was it sprinting?) to cover and ADS as I was stopping, I acquired the target before I totally stopped
and pressed focus, however it did not start and there was a substantial delay until focus engaged.
I actually had to re press focus for it to activate if I remember correctly
Besides this issue of delay or triggering animations while another animation is playing (or not)
is not fluid. I am not sure what but there are many issues with that (like switching weapons in different states and so on)
Will try to make a new post about
Anyway +1 for focus, I admit when i am wrong
@benz technically you are right but the whole point of using a ready made engine is to save time and cost
so you use it's own systems.
So yes, they could but it would take them allot of time and expertise they might not have (they would need a network programmer who is specialized just in this to write everything from scratch though they might have one I don't know).
UE4 is an awesome engine that is also true but I feel the multiplayer blueprint most devs use is not cut out for this kind of things. And again I hope I am wrong.
All and all before the latest patch it was much better for me so I know it can be better and I trust NWI to give good support
@11-11-11 exactly same here. local play feels really good and coop really not.
So it is indeed some sort of netcode thing and not TTK.
I fear that UE4 is just not cut out to this kind of games, I hope I am wrong
@shields I agree that it's a bit too fast paced. i mean if I compare this to the original insurgency
it feels much more (more, not exactly like) counter strike or r6 siege in terms of speed.
allot of people running around like crazy
After the last patch I have the same problems and it's like 50% of the times.
I often need like 2 or 3 headshots to kill someone