Yeah, the FOV one was always going to be contentious one in my post wasn't it?thatonedude11 said:I agree with most of this post, except for the limiting FOV. Some people get nauseous if the field of view is too low, and that is never a good thing.OneCatch said:As for how to balance it, there are a few things I'd suggest:
No one-hit melee kills
No hit detection on the HUD or as audible cues. That 'squelch' sound effect when you headshot is something that's rampant in games at the moment - it's one of those things you just can't unhear.
Make damage a little varied. Instead of bullets doing a fixed amount of damage, give them a reasonable range to add a bit of unpredictability. Preferably extend this to damage inflicted on the player (within reason).
Another thing that might help is restricting field of view. Metro 2033 is certainly effective because of it (though admittedly that's a horror game, so might not be applicable to FPS in general).
None or restricted radar
Decent AI, decent AI, decent AI. (that was the major weakness in Far Cry 3 imo)
It's about making things a little more unpredictable for the player. If you can pull off headshots or quick kills with certainty then you don't feel vulnerable. Even if you've got restricted health and movement, or are weaker than the enemies, if things are predictable, then you'll feel overpowered.
Conversely, if things remain unpredictable and fluid, forcing you to replan, lose momentum, then you're more likely to feel vulnerable as a character.
In addition, making the controls a bit clunky can help (Last of Us did this to great affect in my opinion), in addition to making the game control somewhat differently than standards of the genre, forcing experienced gamers to learn the controls and make them fight against muscle memory.
Another thing is restricting resources. This has to be done carefully, as it can cause the player to never use some tools because they are hard to get a hold of. Severely restricting the amount of resources carried is a pretty good compromise, as the player can find ammo or grenades easily, but can't just spam them (again, I think Last of Us did this pretty well).
Maybe not reducing it, but instead having it stuck to the standard one so you can't set a ridiculously wide field of view (like 160 degrees or similar) and thus spot people creeping up on you. The other thing with wider FOVs in general is that you generally have to boost player character movement speed to stop it looking weird, which is OP in it's own right.
Not sure about control restriction - but then I am a self-entitled PC gamer who's used to getting his own way when it comes to mapping controls! I'd completely agree when it comes to things like increasing the time it takes to ADS, or go into sprint, recover accuracy after movement, change equipment, that kind of thing. Good example; the Operation Flashpoint series.
And damn it, I forgot resource restriction. That's another really important one. Maybe not go quite as extreme as Metro or Stalker, but even something like the rather tame restriction on heavy weapons in the original F.E.A.R would be an improvement on most current games.