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Vision Cones [Feedback]


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Posted

From the few games I played I have to say I don't like the vision cones much either. It's cool and seems to add realism at first, but even if you don't fight (which I never did during my play here yet) it tends to get in the way.

As others said, even when just RPing you now have to turn around much more, you have to check all the time if the person you were talking or walking with is still there, etc. I know there are the "step marks" or whatever, but I'm not sure that's enough. As an example, I may be talking with fellow engineers in engineering break room, but I also want to look at the console up top checking on whatever. And the vision cones make me turn around all the time just so I can see if they're still there.

It's also not really how people work, as usually you'd just be able to turn your head and body a bit when you want to look. Given how hard and slow it's to turn in this game I don't think it's really a surprise that it gets annoying.

Overall I'd prefer if it was not a thing, though I wouldn't say it makes me not want to play. Oh and I think that at least some of the issues people have with it could be fixed if you could see even behind you for like 2 tiles. At least melee should be better, while you'd still more or less have that "stealth" effect.

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Posted

I like the cones, but a big point of contention is how annoying it makes melee combat and such, as well as interacting with what is directly behind you. Like was said earlier, think allowing sight of the three tiles behind you would improve things, or somehow keeping anyone who has touched you visible for a time no matter where the cone is to make targeting easier.

Posted

At first I hated it, having gotten used to 360 absolute vision, but after a while I started seeing how it could benefit the game. For one, it's kinda realistic people don't have eyes on their backs. It's much easier to miss things happening even in the same room, which is actually good for RP I think. Turn your back and shit happens that you don't notice or might not be able to react to, etc. I'm sure this annoys the hell out of some people, but I think it's great addition, if only for the "blink and you missed it" factor. Also creeping up on people from behind, or doing things behind someone's back, I think it's great. Personally, I got used to it pretty quickly. Positioning became a lot more important in normal activities as well, putting yourself so you can see others or have vision of important areas, which is also realistic and cool. Now, you don't just facing a wall and expect to know everything happening in the room.

however

The obvious negatives apply. Spessmans mechanics don't lend themselves well to this kinda restriction. The mechanic becomes a bit clunky and tiresome when you add the fact you have to actually face certain directions to see stuff. Those are extra keys/macros you have to use that you didn't until now, which just adds to the UI frustration. Especially the oft mentioned combat, where spatial awareness is key. I don't do much combat, so I can't attest to much that was said, but I can for the rest of the things. The hearing mechanic needs to be boosted a bit. The thin black wisps look okay to show something is there, but it's not enough IMHO. By most standards people are able to recognize what they are hearing pretty well. I think based on what's happening behind us, more telling ghost images would be better, like people's silhouettes (we can recognize people's voices), their carried or worn items if it makes noise (RIGs, guns, machines), etc.

I'm all for keeping the mechanic, but it does need fleshing out and balanced more.

Posted

Okay, IMO, I think that if an entity is directly behind you, you should be able to see it. IRL, if you were to have someone that close behind, you'd know it, so having it be a complete blind spot is awfully limiting. 

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