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Movement is the soul of an FPS


xicobala
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In tarkov you can peak by : 
-fast lean
-slow lean
-side step lean
-shooting over cover
-shooting around cover
-adjusting the posture from standing - crouched

And yet, all we see is everyone with a modicum of experience strafe left and right to get free info and just just hip fire away, most of the time in a prefire spray.
Dont get me wrong, if the devs want to go for the Arcade Fps style why not just do away with all the useless postures and animations?

Movement is a core element of an fps game, it changes everything.
It changes how the maps play. It changes which guns are the best. It changes which tactics work or fail.

It seems tarkov does not know which way it wants to go.

On one side it obsess over minute realistic details like leaving blood trails behind, multiple types of injuries, a miriad of ammo and armortypes with tables on top of tables of ballistic properties ricochet probabilities and deflection coeficients...
While on the other side it does away with any trace of tactical positioning by the way movement is implemented.
Supressing fire is useless when everyone would rather be zipping side to side than taking cover.
The only tactic that matters right now is being the one who takes the peak on your enemy.
Being the first one to cross the threshhold of a door or around a corner is the only thing that matters, not even aiming down sights is necessary most of the time.

I think the game need to chose a direction to go you know...
If its meant to be an arcade shooter just do away with the useless pseudo realistic stuff.
But if its meant to be a realistic shooter than the movement needs a serious rehaul

Anyway, you guys have a good day

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6 minutes ago, Mariner said:

Another well written and thought through analysis of EFT's movement issues.

Sadly, it'll be just another that will get no response from any official source.

well who knows, even the streamers know this is an issue, however most of them like arcade counterstrike games, so maybe if we get to them, things will change

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It's saddening to see EFT be so confused on what it wants to be...

I feel like it could make two really great games, but since the two ideas are colliding with each other the way they are, I'm afraid we might not even get one great game.

One one side, we have the "perfect", overly detailed, story-driven FPS MMO RPG which I personally would rather have EFT become, and on the other side we have the "perfect" fast paced FPS arena game with "realistic" weapon handling.

The game trying to appeal to both ends is never going to work.

I'd love to see the "original vision" of EFT become one game, and for the fast paced elements of EFT turn into it's own game(s).

For example, I would love to play Call of Duty or Counter-Strike with EFT weapon handling, but don't turn EFT itself into this.

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There's a lot more issues with this game where they always "kind of" go for realism, but then implement it in such a way that it isn't all that hardcore or realistic after all.

Sometimes I feel like they are developing this game on a whim regarding what the majority of the community says. Sadly, the majority of the community (at this point) is against any change that makes the game more hardcore/realistic and in turn, less convenient for them.

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It really is not that hard to do.  Well, at least not that hard to do in Unreal Engine.  I can't imagine it would be that much harder in Unity.  

The funny thing is we always hear the defense for more 3D models and.more maps over UI changes and Desync fixes and Netcode fixes.  It is always, different people work on different things.  Un where has the UI guy been for the last couple of years?  Why is the start raid button still right where the next button is?  Why do we have to still flip between buy and sell?  

Where has the movement guy been?  Did he get fired after he made the initial movement settings?

Where has the lighting guy been?  I have seen SOME improvements with lighting but it still has a TON more to go.

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to be honest its immersion more than realism that i want, but you can't have immersion when people are bunny hopping and ADADing around the place. The reason I got this game was I watched Drewski and his milsim guys dominating Interchange, seeing how they used flanking and holding positions to create a long, interesting firefight. 

Its a shame that this kind of fight is so rare because its absolutely amazing when you do get one, when you come across enemies who want to play the game as intended.

 

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One more thing I forgot to point out on the original post
As you have pointed above this kind of tactical firefight is what most of us are expecting out of a game that has always been marketed
as a realistic shooter even to a higher degree that other realistic shooters because of all the videos saying this outright or the tables,calculations, mods etc etc.

There is no way we can have a "position firefight" with supressing fire, holding corners, flanks, etc when we are safer from bullets while moving than while we are stationary taking cover.
What we have now is the exact oposite of what would net us these kinds of "position fights"

They currently are discussing the problem of firefights being resolved too quickly and I think this is part of the issue.
If the only working tactic is to peak first and spray away then we the players are always jumping headfirst into a "semi-suicidal" full auto fight that will inevitably end with one party getting killed instantly.

If we had greater inacuracy while firing full auto and inertia these problems would be mitigated and we would see people playing the position game more, holding angles and whatnot, which would certanly lead into more prolonged "position fights"

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100% agreed as I pointed out in my other thread.
I got the game because I was impressed about the tactics being shown in streamers twitch videos. "OK, lets see what went wrong here so we can learn from our mistakes."
The stealth element in the game, as well as the distant sniper fights, are top notch realism: you can peek, adjust walking speed, you need to watch your step as different objects create more sound. In large open areas you worry about someone seeing you crossing. The night lighting is the most authentic ever and it encourages you to sneak into hotspots at night, which is pure adrenaline. I LOVE all that, in parts its the highest level of realism and attention to detail i have ever seen in any FPS.

Things get ridiculous as soon as you enter close quarters combat. The player who actually stands out in the open is currently in advantage: when under fire, he doesnt need to run for cover, but just strafe and jump around while returning fire. I lost multiple 1vs1s basically because I though my position matters more than movement, and from my position I was NOT able to move a lot like my opponent was.
After I learned that, and I play maps like Factory in arcade-style, I was actually more successful and only dying when I met a High-Level-Player with indestructible armor and AP ammo. But thats not the reason why I got into Tarkov.
This game is the equivalent of a club advertising your favourite music style for a night, and after 2 hours there they are only playing 90s trash.

This, and the instance that the flea market basically makes looting obsolete at level 10, where I am now, made me decide to stop playing the game. I might be back when things changed, but given the fact that this game is in beta since 3 years, I dont have a lot of hope.
 

Edited by MalandroHNX
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