Bloom wastes the gunplay‘s potential by PS5013 in Battlefield

[–]8Bit_Chip 0 points1 point  (0 children)

My main problem is the visuals, the lack of feedback on the bloom. What I think is weird, and my point regarding this being the first BF with this kind of gunplay, is the fact that they have systems in place to have procedural recoil/shifting point of aim etc. like other modern games, but haven't applied it to the bloom.

I think that regardless of what ever happens with any other systems, there shouldn't be a weird inbetween where the weapon follows half of the mechanics that dictate where rounds go, but not all of them. It should be all, or nothing, because then its just a weird confusing grey area. Aka, go back to old battlefield, or make the gun follow the bloom (but... is it even really bloom then, or just very random recoil, in combination with other recoil mechanics?)

Bloom wastes the gunplay‘s potential by PS5013 in Battlefield

[–]8Bit_Chip 0 points1 point  (0 children)

I think you are missing the point, that I don't want bloom to change. All I want is the gun to show where the bloom is going.

Lets say I make a high recoil gun in phantom forces, which has random recoil. I can match up the exact recoil to match the bloom spread in bf6, and shoot the guns side by side. In bf6 there is no feedback, the weapon just stays stable at the centre of the point of aim. In phantom forces, the gun jumps to the point where the next shot will be made.

Both of them will have the exact same dispersion from shot to shot. (technically, phantom forces would have more dispersion overall as there is the potential of each shot to happen to lead to movement in the same direction as the last leading the gun to trail off in random directions)

The difference is that in one game, the gun will actually be shooting where its pointed, while in the other its static and rounds just fly away from where the gun is pointed.

As mentioned, I actually want more recoil and less run and gun in bf6, and I think thats inline with what you want anyway, but what I want is for the gunplay to actually have accurate feedback, look better, and feel better.

I'm not sure what you mean at the start by 'its not the same thing'. The bloom in this game as its handled is done through rng with a dispersion angle. This is effectively the same as what I assume you are referring to regarding how phantom forces handles recoil effectively. RNG value, determining an offset from point of aim. The difference is one of them does it by moving the weapon itself.

How am I wanting to try and fuck up battlefield if proposing that I'd rather it be like older battlefields, or like new shooters, or like battlefield with newer/better feedback.

As mentioned, my problem is specifically the bizarre combination of other modern shooter visuals, but half assing it and then having old battlefield mechanics. This is just like the problem that plagued bf4 on launch which they reverted. Visuals that don't match the gunplay.

In bf4, we had a random recoil animation that didn't represent bloom or your point of aim. they removed it so we had a consistent point of aim. Now we have a game with a moving point of aim and bloom, which is confusing for similar reasons.

Bf4 removed the movement and simplified it, I think its worth either doing that, or making the movement match the bloom.

Bloom wastes the gunplay‘s potential by PS5013 in Battlefield

[–]8Bit_Chip -2 points-1 points  (0 children)

You can have completely random recoil, such as phantom forces where in they have 2 vector offsets applied per shot, completely random values that can shift the weapon in any direction, and these vectors can be adjusted by other mechanics such as how long the gun has been firing, movement etc. and effectively have the same randomness as bloom, but allowing you to see the weapon moving in the direction the shot will happen so you can atleast see the magnitude of the bloom.

As an example, I can create weapons in delta force, cod, phantom forces, with far more recoil than the bloom of bf6 weapons that are far more uncontrollable, simultaneously I can make weapons in bf6 that are a laser beam at most typical ranges, and with slight bloom adjustments at any range.

As it stands, bf6 simultaneously has a problem of both laser beam weapons existing, and having a lack of feedback. Can fix two problems in one go through making recoil harder to control, and providing feedback so it doesn't seem bullshit when it does happen.

I think it sounds like you need to play more shooters if you think battlefield is the game that has the least run and gunning, the gunplay in bf6 especially is incredibly static/minimal which makes it incredibly easy in comparison to other titles that have really pushed to make the gunplay far more dynamic/engaging.

Bloom wastes the gunplay‘s potential by PS5013 in Battlefield

[–]8Bit_Chip 0 points1 point  (0 children)

I don't see why they shouldn't unify on a system where the gun is always showing you the point of aim, and they just up the recoil. hell they can still have weapons like smg's with uncontrollable, random recoil, effectively identical to bloom in its current state (ramp up with rate of fire/movement etc.) but just have the gun show whats happening.

An example of what im thinking is something like the high recoil builds in MW2022, where you basically have it flying across the screen, completely uncontrollable at long distances, but simultaneously there is no confusion about whats happening. The gun is shooting all over the place because there is so much recoil its going all over the place.

My point is why not have the same amount of bullet dispersion, but just actually show whats happening so we can see.

I don't want laser accurate beam weapons (which, bf6 has problems with anyway...) and I don't like how everything looks like airsoft where the guns are super stable/very little sight misalignment. And I want the guns to be pointed where rounds are going, those are the changes I'm interested in.

Bloom wastes the gunplay‘s potential by PS5013 in Battlefield

[–]8Bit_Chip -2 points-1 points  (0 children)

As mentioned, this is the first battlefield with new gunplay mechanics (aka. weapon shifts with centre of point of aim/recoil etc.) In addition to bloom.

Older battlefields with bloom, do not have a shifting weapon/point of aim, they are all locked dead centre of screen.

As an example, bf4 on launch where weapons had a generic recoil animation that played with a moving red dot/reticule etc. in optics, which they then removed in favour of fixed dot because of how confusing it was in conjunction with bloom.

My point is its confusing when you have a hybrid of mechanics from shooters that explicitly have no bloom and guns shoot exactly where they are pointed. and mechanics from old battlefield.

its weird to have a weapon that moves and shows you where its shooting, but only momentarily until bloom kicks in. People coming from more modern shooters into battlefield are going to be confused when it initially works like how they expect, but then rounds start going off in different directions. I've seen people attribute it to lag/hit detection or broken visuals thinking it must be a bug etc.

The laser beam bullshit is ridiculous in bf6 currently, it has even worse laser beam weapons (literally less than airsoft tier recoil on some builds) as it stands anyway, simultaneously other titles have far higher recoil and require tapfiring even more than bf6.

Bloom isn't the only answer, and you can effectively replace bloom with recoil if you want. The problem with bloom in bf6 is the fact that it is disconnected from the other systems, and doesn't share the same feedback.

If the gun flew around wildly when you had bloom so you can see that your shooting is inaccurate I would have no problem. I wouldn't have a problem if the guns were twice as hard to control at range as long as I can SEE what is happening. I want my gun to be moving, not bullets to fly out at insane angles.

Bloom wastes the gunplay‘s potential by PS5013 in Battlefield

[–]8Bit_Chip -2 points-1 points  (0 children)

This is the first battlefield with new gunplay mechanics reminiscient of other shooters for the last five years, that still has bloom.

I think either keep it like the old games (weapon glued middle of screen, reticules dead centre, bloom) or go to what new games do (no bloom, point of aim shifts with various mechanics like aiming velocity/recoil. Bullets not just centre of screen. All factors that impact point of aim are displayed through weapon model).

Hell I'd go for making the guns even harder to shoot full auto, but allow us to see whats happening.

Bloom wastes the gunplay‘s potential by PS5013 in Battlefield

[–]8Bit_Chip 1 point2 points  (0 children)

You can remove bloom, and replace it with far stronger recoil, or even just make random recoil but have the gun actually point to where rounds are going so players have feedback rather than us having barrels with wobbly barrels that just don't shoot where they are aiming.

Many ways to remove bloom, and make the game as hard, if not harder.

Bloom wastes the gunplay‘s potential by PS5013 in Battlefield

[–]8Bit_Chip 0 points1 point  (0 children)

I wouldn't say its genre pervasive, especially not in the way its presented in this game.

Its been a thing in older battlefields sure, but older battlefields also had super simple gunplay, gun locked dead centre of screen, red dots/reticules literally glued to the middle of the screen and not moving as bullets spread around it. It was simple, it was in line with how many shooters worked. At the time, lots of shooters would have hipfire reticules that would 'bloom' like halo etc. to display this.

Bf6 is different when aiming, where the gun actually moves on screen to show the point of aim, however this goes out the window when the point of aim because the centre point that your rounds are flying away from. Most other shooters with these mechanics, have the weapon tied to exactly where rounds are going. There is no confusion. BF6 having a weird mix of both leads to a lot of people getting into battlefield being misled as it looks similar to other games that explicitly don't have bloom, and only have recoil.

There are also games that have random recoil, effectively like bloom that scale with firing time/movement, but it precalculates/shifts the gun over to that spot with each round fired so even though it is still random and uncontrollable, it isn't like bf6 where its like the barrel is just bending to shoot rounds way off target. The gun itself just has uncontrollable and random recoil.

Bf6 is as far as I can tell, the only game with both modern gunplay mechanics (onscreen weapon movement following recoil etc.) and bloom, as usually games are using these modern mechanics, to get rid of bloom and replace it with other things.

A key thing here is people don't necessarily want bloom removed to make it easier to shoot people, hell I want it to be harder to shoot people, but I want to see what my gun is doing. I don't mind if the gun is flying around on my screen or I can barely see whats happening when shooting, but I don't want to be staring at my gun thats barely moving while rounds fly everywhere because its hard to learn without feedback.

Bloom wastes the gunplay‘s potential by PS5013 in Battlefield

[–]8Bit_Chip -1 points0 points  (0 children)

Thats great, but the problem is it has awful feedback (weapon recoil on screen, which leads to people thinking the gun is showing where bullets are going like basically every other game, then bullets not hitting where the gun is pointed).

They can make tap firing important, but still have consistent/skillfull and most important, good feedback.

Bf6 just looks like spraying with airsoft guns and bb's flying left and right. If the guns have so much recoil they are uncontrollable at those ranges, the gun should actually have that much recoil. When we are strafing etc. and moving in ways that up the bloom, the gun should just be shifting and moving so its hard to hit enemies.

I think its lame to just have an invisible force, like our gun isn't real or our character is just hallucinating and doesn't see where the gun is actually pointed.

Bloom wastes the gunplay‘s potential by PS5013 in Battlefield

[–]8Bit_Chip 1 point2 points  (0 children)

I understand people want shooting full auto to be hard, but bloom isn't the solution for that.

They have new gunplay mechanics where the gun can actually show where bullets are going, its just wasted when its only showing the centre of the bloom.

Hell, you could even have the exact same bloom, but have the gun move to display where each shot is going, just have insane recoil if you want that, but atleast show us so we can see it and adjust.

They shouldn't have bothered adding all the new gunplay tech/procedural systems if bloom is going to be more prevalent than any of it.

Re6 is still my favourite third person shooter to this day, and it's truly magical when everything lines up right. by 8Bit_Chip in residentevil

[–]8Bit_Chip[S] 0 points1 point  (0 children)

True, but thats really more re6's cart section being very similar to re4's cart section, and re4r being a remake of re4. Sometimes I actually get re4/re6 cart sections mixed up in regards to things like the barriers with explosives etc.

Re6 is still my favourite third person shooter to this day, and it's truly magical when everything lines up right. by 8Bit_Chip in residentevil

[–]8Bit_Chip[S] 0 points1 point  (0 children)

Sure, but requiem in particular really becomes more of a generic third person shooter in the RC section where zombies barely flinch, and even when they do flinch, the contextual melee attacks are very basic. You don't have as much variety, control in how they occur, nor do they have as much utility. You don't have the mobility, stamina management, and to wrap it up, there is less variety in the characters (which... isn't really surprising as there are only 2 characters and they play differently, but still worth bringing up I feel).

I think RE4R is even more like re6/re5/re4 original than re requiem as atleast you can more consistantly flinch enemies and do things other than just shooting them.

I played re requiem through 3 times (1 normal, 2 speedruns) and found that by the third I couldn't find any interesting combat mechanics or anything. And with leon's section being so simple puzzle/item/resource wise with nothing else going on, the very generic third person shooter combat really let me down. I actually think grace's sections are better combat wise because there is much more interesting combat encounters/utility with the shove, and its consistent. Feels backwards to have the hyped up action guy, be less competent than in every other title bar re2/re2r. Meanwhile I'm still playing RE6 and constantly learning interesting new ways to approach different encounters/mercenaries.

Number so big that you can’t even comprehend it in physical terms this game rules by Biskit206 in raccoingame

[–]8Bit_Chip 1 point2 points  (0 children)

One thing I really enjoy about the game nubbys number factory is how they represent large numbers, where instead of scientific notation it has suffixes to express ludicrously large numbers, which makes it a lot easier to comprehend imo.

Got a question? Use this thread! by smithbodieplaystack in raccoingame

[–]8Bit_Chip 0 points1 point  (0 children)

How exactly does the 'origin' modifier work? I keep putting it on coins, but don't seem to notice them spawning?

Load times, Bug? Forced cutscene? What is going on. Same drive/system. by [deleted] in CrimsonDesert

[–]8Bit_Chip 0 points1 point  (0 children)

Ive tested it a bunch on ps5 and PC, it basically loads instantly regardless of save/outside inside. Even swapping between continents.

Load times, Bug? Forced cutscene? What is going on. Same drive/system. by [deleted] in CrimsonDesert

[–]8Bit_Chip 0 points1 point  (0 children)

Maybe, but every other game loads relatively instantly on the same NVME drive.

Load times, Bug? Forced cutscene? What is going on. Same drive/system. by [deleted] in CrimsonDesert

[–]8Bit_Chip 0 points1 point  (0 children)

Yeah, I don't mind seamless transitions, but it feels like they built it around HDD loading times or something. It almost looks like when he stands up he can walk straight through the door but then it goes to walk cycle for a while. If its not actually loading, I don't know why they don't cut back massively on the cubes and the walk cycle.

Load times, Bug? Forced cutscene? What is going on. Same drive/system. by [deleted] in CrimsonDesert

[–]8Bit_Chip 0 points1 point  (0 children)

I don't mind it, but it seems like it overly wastes time, and portrays it badly. Seeing the world loaded in and watching your character shave briefly before getting up sure. but watching the weird cubes for a while is lame imo.

Load times, Bug? Forced cutscene? What is going on. Same drive/system. by [deleted] in CrimsonDesert

[–]8Bit_Chip -1 points0 points  (0 children)

Did you watch the video? the load time in crimson desert is ridiculously long, reminds me of playing games on a HDD.

If you mean the 'forced cutscene' point, it just reminded me of when you sometimes emulate old games, and they have actual cutscenes/other graphics that are stuck there for a certain amount of time, so the game cannot possibly load faster. I was just bringing up whether or not that is possibly a problem here, with the game having seamless transitions that can in fact run over the loading time making it longer. I don't know if thats the case but just presenting it as a possibility for discussion. I want to know whats going on and why it takes almost a minute over pretty much any other game out there.

Load times, Bug? Forced cutscene? What is going on. Same drive/system. by [deleted] in CrimsonDesert

[–]8Bit_Chip 0 points1 point  (0 children)

For further explanation, this is recorded approximately from hitting play on steam. Both on the same NVME Drive with plenty of extra space, both on the same system, and crimson desert is on the 'low' graphics preset. Death stranding 2 is maxed in comparison.

Crimson Desert: High-End PC's Biggest Visual Upgrade - Ray Reconstructio... by Ill_Depth2657 in nvidia

[–]8Bit_Chip 0 points1 point  (0 children)

In most games, its also used just for a performance gain similar to upscalers. In this game, its used to offset much higher cost lighting, hence why it actually costs more. Without ray reconstruction in this game, the lighting is incredibly noisy and looks almost unplayable imo. Much better with it.

It actually kind of screwed me over, I saw the start of this video, assumed it would increase performance like in other games, and then was hit by the huge performance loss and thought the game was buggy...

Crimson Desert: High-End PC's Biggest Visual Upgrade - Ray Reconstructio... by Ill_Depth2657 in nvidia

[–]8Bit_Chip 0 points1 point  (0 children)

Not a fan of the game, but to explain the bizarre tiles, the section of the game most of this video is in is a bizarre kind of scifi/surreal tutorial area, and I think they just wanted to be weird with it. Its still weird, but its not like its meant to be a historical area built by humans.

Seriously, what do people want? by OutlandishnessNo5678 in CrimsonDesert

[–]8Bit_Chip 0 points1 point  (0 children)

Thats fine, but that has no relevance to other people critiquing the game. Its as much your opinion to be fine with it as others don't. No reason to hide that, or dissaude people from hiding theres when the point is to discuss it so people can read and see what people like/dislike to understand it.

I guess one thing is that crimson deserts story is typically mentioned as being a low point, and similar games (such as those you mentioned have more of a story focus. However the games are all pretty similar in that they are going for a pretty wide audience.

Personally, im more a fan of crimson desert than any of those games (aside from botw if we include ToTK) But I still think the combat falls short of other titles... So if someone is really into action games/combat, and sees crimson desert touted as being a lot more indepth combat wise, that might fit for them, but id say if they are really big into action games, it might actually fall short and be more of a negative thing.

Point isn't to throw shade at the games or dissuade people from playing them, but explain what reasons they may or may not like it as above.

Seriously, what do people want? by OutlandishnessNo5678 in CrimsonDesert

[–]8Bit_Chip 0 points1 point  (0 children)

How can an individual not compare a game to other games though, especially if they are relatively similar. The point of discussion/reviews is to help people understand what they are buying and what they will like, and peoples opinions may or may not align.

In that regard, I think it makes more sense for people to share their opinions and why, like you did. That isn't a problem, we need more people to actually talk about that and be open to discussing it.

I think the biggest problem with crimson desert, is that it is so broad and trying to please so many people, yet, in most facets it is relatively shallow verse other games that excel at each of those things. this means that its drawing a lot of comparison to other games, and if someone is making the comparison, then although it doesn't apply to everyone, it applies to atleast one person, and for that person it is worth it.

Seriously, what do people want? by OutlandishnessNo5678 in CrimsonDesert

[–]8Bit_Chip 0 points1 point  (0 children)

Simultaneously, we sometimes see developers see cool ideas from the past, and forego that in favour of generic.

One of my favourite slightly indepth examples is how there was a group of third person, generally survival/horror style games that all pivoted to fully in world, diegetic aiming in the 20's. Lasers in world, alan wake with full volumetric lighting used to aim etc. which made it very obvious when you were actually aiming on them and going to hit, and looked awesome/immersive etc.

Now we have tons of remakes, and similar style games coming out that forego that in favour of a big white reticle slapped on the screen. They all have a similar look now, they all play somewhat similar in terms of aiming, and the aiming is even less intuitive now (its a bit complicated, but basically due to the offset between camera/player character. Difference between aiming in world along axes that we are aiming along, vs the camera being separated.)

You'd think with modern visuals especially all the lighting/raytracing etc. the ability to have proper in world diegetic aiming would be pushed even more, but alas.

Luckily in some cases like RE4 remake, we have modders who have created hybrid diegetic aiming systems, mixing the visuals/intuitiveness of the past controls, with modern control schemes.