Dirty Hipsters said:
Ezekiel said:
infohippie said:
Ezekiel said:
infohippie said:
Ezekiel said:
Abomination said:
Vigormortis said:
Oh... why is this a bad thing? I mean, it's the accuracy tradeoff - less situational awareness as you're focused on one opponent.
Slowed foot movement. Smaller field of view. And, in order to validate it, the devs gimp hip-fire accuracy. Your bullet misses even though the barrel is pointed at the enemy. So it's unrealistic too. The gun also usually shakes more when firing from the hip, further reducing accuracy during rapid fire. I like fast-paced action, so I wanna see less ADS.
So you dislike realism, in other words. If you shoot from the hip in real life you're not going to hit anything further away than five feet. And if you move around while aiming you're also not going to hit anything. The "fast paced action" you mention is utterly unrealistic and only has a place in arcade shooters.
I like realism to an extent. It can be interesting or pretty boring. And I'm aware hip-fire isn't very accurate in real life. But the way it's done in video games is unrealistic. And it's not more fun.
Depends what you're looking for. If you want a fast moving arcade experience then sure, it's not more fun. You want a game with some degree of realism then having to aim down the sights is fun. That doesn't mean that it's wrong to prefer one type of game to the other, but it IS wrong to claim that ADS, and the difficulty of hitting anything from the hip, is "less realistic".
But it IS unrealistic in games. If my barrel is pointing at the enemy and my bullet misses because I'm not aiming down the dumb sights, or if the character is swaying their gun around excessively, as if they're drunk, that's not realism, that's pretension. First-person shooters aren't realistic anyway. The idea of a gun user keeping their arms raised and their eyes aligned at all times is ridiculous. I'd rather just have these games be more honest about themselves, and fun, instead of making them so sluggish and mechanical while pretending that's realistic. These five games don't look very fun.
Edit: I just noticed a similar statement in another thread.
Squilookle said:
Please don't start with that realism nonsense. I could just as well point out that the very idea of keeping your eye perfectly lined up with two different sights on your gun at all times when moving even in the slightest is unrealistic. But having your ADS vanish every time you touch any control other than fire is poor game design, so leeway must be allowed. Removing the debuff from strafing is the exact same game design philosophy. Not realistic perhaps, but Gameplay is more important than realism. Every. Single. Time.
Yeah, gameplay is more important than realism.
You know, I would actually LOVE an FPS that had completely realistic shooting.
Every time you aimed down the sights of your gun your target would be a little blurry and the rear sight would be a little blurry, and the only thing that would be in focus is your front sight.
Moving would have huge accuracy penalties. You'd have to stop moving and ADS all the time. Cover and leaning would be completely critical, and the cover would have realistic bullet penetration physics (meaning diving behind a couch isn't going to stop bullets worth a shit). You'd have to worry about bullet's over penetrating through targets and walls and killing people on the other side.
Guns would get less accurate the more you use them due to powder fouling in the barrel. Maybe if you shoot too much you have to quickly field strip your gun to fix a jam.
It would probably do awful and people would hate it except for a small niche crowd that would think it's the greatest thing ever.
Your game already exists, and it's called every VR shooter ever.
Kinda weird that we've got two ADS talks in two different threads at once, but I'm firmly with Ezekiel on this one. The only reason ADS came to prominence in games in the first place is they convinced everyone that it's more realistic than a crosshair. It's not.
Crosshairs with hip fire like in the old days may not be 'realistic' either, but it made a damn lot more sense from a design standpoint. Now because ADS is so commonplace games have been forced to introduce all manner of stupid things to slow down player movement just to compensate and make them easier to hit, like forced walking while aiming, heavy kit encumberment, and stupidly wide hipfire spray. Compared to the lightning fast player movement and zero bullet spread of arena shooters like UT and Tribes, it's an utter joke.
Another thing worth mentioning is that in real life we have an almost 180 degree field of view. On a gaming monitor that is usually reduced down to a measly 70 degrees or so. We use that tiny window to view the game world through, having to swing it right around to see stuff behind us that we'd see effortlessly with a sideways glance in the real world. Nowadays it's common practice to take that already extremely small tunnel through which we view the game world, and block up to 1/6th or more of the entire screen behind a blurry shadowy gunsight.