First Person Helmet Sight Obstruction

Post » Thu Sep 23, 2010 4:53 pm

No, because the Helmet's outline in 1st-person will not be intrusive enough to have any measurable effect on view... Sheesh.


So the effect will be almost nonexistent, like the view reduction which will be almost nonexistent, so this is a big flaming issue of adding something that almost won't exist anyway? :rofl:
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Jenna Fields
 
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Post » Thu Sep 23, 2010 5:47 pm

As appealing as this idea sounds, it really seems like it could be annoying when playing the game. Everyone is all about immersion and new "realistic" features when it comes to games like this. A change that drastic during the fifth installment of the series seems unnecessary. If the series had started off using helmet vision obstruction, then maybe this wouldnt be a problem. I say that it would be fine for another game series (a new game series in the vien of TES that was based on more realistic virtues)

That being said, if it was optional then yes. The concussion effects in other games can get annoying sometimes, like in Fallout 3 or NV when you just wish you could turn them off. They were like hiccups in internet service, or reception problems for a tv channel. Sometimes simpler is better, and in this aspect I hold that to be true.
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Emma-Jane Merrin
 
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Post » Thu Sep 23, 2010 6:04 pm

I think it would be cool to see but hell to fight with. And what do you do with full helmets?
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carla
 
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Post » Thu Sep 23, 2010 3:04 pm

only if it was a gameplay option which could be turned on or off. should have put that as an option.
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anna ley
 
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Post » Thu Sep 23, 2010 2:30 pm

I'm getting really sick of hearing "make X toggled".

Do you really think it's worth BGS coding in a whole bunch of garbage that most people straight up DO NOT WANT, versus implementing cool stuff that everyone can enjoy?
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Laura Elizabeth
 
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Post » Thu Sep 23, 2010 1:47 pm

Obstructing eyesight like that isn't even realistic because, in game, our "eyes" are actually just one camera. In real life, we have two eyes, so things like our nose don't obstruct our view, and we see a faded and see-through image of it (just look down and to the right or left, you'll see, although I have no idea why I'm clarifying this). Having a straight up black bar across the center of the screen wouldn't be realistic because we can "see through", in real life, parts of both sides thanks to our double eyed natures.

I think it would be a neat mechanic if someone wanted more realistic fighting experience, but for everybody else it isn't fun and it isn't even that realistic.
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Matt Bigelow
 
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Post » Thu Sep 23, 2010 6:43 pm

Or you can just go into third person if they obscure vision.

Except some of us like first-person, and would prefer it wasn't screwed up with a gimmick.
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renee Duhamel
 
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Post » Thu Sep 23, 2010 9:58 am

I don't wanna judge other peoples' opinions, but I think that if all install http://www.tesnexus.com/downloads/file.php?id=8991 and played with it an entire game; quite a lot of those people would say no to it.

Sometimes there can be just too much realism. This is one of those cases in my opinion.


That mod looks terrible and not what I envision at all(sorry to whoever made it, I realize there was only so much you could do).

What my idea is, is to give the player the feeling of putting the helm on and through the use of proper sound and visual effect, make it feel like its on his head without ridiculously obstructing a large portion of the screen.

When the helmet is first equipped, it would trigger a distinct animation of the PC raising his arms with helm in hand, up and over his head, and then sliding it on. This point here is where the tricky part comes in. They need to animate the helm passing in front of the face(the 1st person camera) in such a way that it completely blocks out the view of the world around him for a split second as it passes. In that instant the 1st person camera perspective's field of view(FOV) needs to be widened ever so slighlty(this is to help balance a slight zoom that I'll get to soon enough).

Now from here the helm is slipped on. As it comes down over the head, the inside of the helm as well as its edges, should all look realistic(not just straight angles and shaded lines, but it should look like how a helm would look from the inside). The helm should be animated in such a way that it seems to wrap conically around the face(camera) and there should be a certain depth to it in those first few instants and depending on the helm style, you should feel like you're inside it (the widened field of view that I spoke of earlier will help to create this effect). The helm should also be severely obtrusive in that instant, to give you the illusion that it is in fact being worn, but you have to remember that at this point its only been one or two seconds since you decided to equip it.

Centred in the middle of the screen will be the unobstructed view of the world, outlined by the defining shape of the helm's front. The world should seem somewhat distant to once again re-enforce that feeling of being inside the helm(but remember only a couple seconds have passed).

Suddenly your view of the world seems to rush up on you, and fill the screen in such a way that it did before the helm was put on. Your focus zooms in on the open, unobstructed space in the front of the helm to bring the world beyond the helm into the foreground of the screen. The obstructing parts of the helm would be pushed aside as your focus re-alligns on the world around you. Those parts of the helm would shrink away and slide deep into your peripheral view; settling as a very thin, out-of-focus, darkened, blur around the perimeter of the screen.

Essentially the widened field of view that initiates when you first put the helm on, and the zoom that happens when you look through the front of the helm would work against each other and nearly balance each other out; with one side effect. Despite the increased field of view, the zoom would ultimately create a small blind spot around the character, effectively simulating a small loss in peripheral view without placing obstructions all across the screen.

Now, add effects like slighlty muffling all of the environment and NPC noise created outside the helm; amplify the sound of strikes to the armor and helm itself; make critical hits and staggering blows delivered by enemy NPCs flux your character's focus between those two points I just discussed, and finally make the thin out-of-focus outline of the helm move around slightly to compliment your character's movements and the actions taking place on screen and you have yourself a highly immersive experience without all the ridiculous obstructions that everyone is worried about.

Anyone who reads this, who can understand what it is I'm trying to say, and who can then visualize my description in their mind can't possibly argue that this would be pointless or that some things shouldn't be made realistic. This; if done right, would be awesomely enriching to the gameplay experience.

One side note: I'm no camera or photography expert, and what I described may not exactly generate the effect that I outlined, but I'm sure that some combination of those two variables(ZOOM in/out + FOV increase/decrease) acting independantly and separately on both the unobstructed view of the world and the obstructing parts of the helmet at the same time, would be able to create the effect I envision.
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Chloe :)
 
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Post » Thu Sep 23, 2010 9:48 am


Sheer Awesome... though for helms with noseguards or eyeholes, it should "zoom in" on one side of the division when the helm comes down, while an almost transparent shadow of the other side zooms toward the opposite side, to represent the PC's "Dominant Eye". Having a shadow of the division occassionally dash across the screen when violently looking around, being hit, or otherwise rapidly refocusing the view without moving the entire head should show up (With a mild lag between the helm's "shadow" following the camera to revert to an unobtrusive position). I figure it would look good, and not be too distracting.
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Danger Mouse
 
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Post » Thu Sep 23, 2010 3:42 pm

You gotta draw the line between realism and fun gameplay somehwere, and this is where I draw it.


Pretty much this. The helmet view in Bioshock 2 bothered me enough to turn it off in my first 5 minutes of playing, I can't see this being any better.
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Susan Elizabeth
 
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Post » Thu Sep 23, 2010 4:46 pm

Sheer Awesome... though for helms with noseguards or eyeholes, it should "zoom in" on one side of the division when the helm comes down, while an almost transparent shadow of the other side zooms toward the opposite side, to represent the PC's "Dominant Eye". Having a shadow of the division occassionally dash across the screen when violently looking around, being hit, or otherwise rapidly refocusing the view without moving the entire head should show up (With a mild lag between the helm's "shadow" following the camera to revert to an unobtrusive position). I figure it would look good, and not be too distracting.


What do you mean here?

Do you mean to say that the two superimposed images viewed by each individual eye should slide together to form one clear image as the character's focus zooms through the helm, effectively eliminating any central obstruction from sight.

If so...then I like it.
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Portions
 
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Post » Thu Sep 23, 2010 10:22 am

Yes and while their at it making it so realistic, you should be able to see your feet when you look down.
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kiss my weasel
 
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Post » Thu Sep 23, 2010 6:56 pm

no. no, no, no and hell to the no.
and also no.
that is all.
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Lilit Ager
 
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Post » Thu Sep 23, 2010 11:05 pm

Pretty much this. The helmet view in Bioshock 2 bothered me enough to turn it off in my first 5 minutes of playing, I can't see this being any better.

yeh that was a pain, too bad I only figured that out the second playthrough
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Manuela Ribeiro Pereira
 
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Post » Thu Sep 23, 2010 11:58 am

That mod looks terrible and not what I envision at all(sorry to whoever made it, I realize there was only so much you could do).

What my idea is, is to give the player the feeling of putting the helm on and through the use of proper sound and visual effect, make it feel like its on his head without ridiculously obstructing a large portion of the screen.

When the helmet is first equipped, it would trigger a distinct animation of the PC raising his arms with helm in hand, up and over his head, and then sliding it on. This point here is where the tricky part comes in. They need to animate the helm passing in front of the face(the 1st person camera) in such a way that it completely blocks out the view of the world around him for a split second as it passes. In that instant the 1st person camera perspective's field of view(FOV) needs to be widened ever so slighlty(this is to help balance a slight zoom that I'll get to soon enough).

Now from here the helm is slipped on. As it comes down over the head, the inside of the helm as well as its edges, should all look realistic(not just straight angles and shaded lines, but it should look like how a helm would look from the inside). The helm should be animated in such a way that it seems to wrap conically around the face(camera) and there should be a certain depth to it in those first few instants and depending on the helm style, you should feel like you're inside it (the widened field of view that I spoke of earlier will help to create this effect). The helm should also be severely obtrusive in that instant, to give you the illusion that it is in fact being worn, but you have to remember that at this point its only been one or two seconds since you decided to equip it.

Centred in the middle of the screen will be the unobstructed view of the world, outlined by the defining shape of the helm's front. The world should seem somewhat distant to once again re-enforce that feeling of being inside the helm(but remember only a couple seconds have passed).

Suddenly your view of the world seems to rush up on you, and fill the screen in such a way that it did before the helm was put on. Your focus zooms in on the open, unobstructed space in the front of the helm to bring the world beyond the helm into the foreground of the screen. The obstructing parts of the helm would be pushed aside as your focus re-alligns on the world around you. Those parts of the helm would shrink away and slide deep into your peripheral view; settling as a very thin, out-of-focus, darkened, blur around the perimeter of the screen.

Essentially the widened field of view that initiates when you first put the helm on, and the zoom that happens when you look through the front of the helm would work against each other and nearly balance each other out; with one side effect. Despite the increased field of view, the zoom would ultimately create a small blind spot around the character, effectively simulating a small loss in peripheral view without placing obstructions all across the screen.

Now, add effects like slighlty muffling all of the environment and NPC noise created outside the helm; amplify the sound of strikes to the armor and helm itself; make critical hits and staggering blows delivered by enemy NPCs flux your character's focus between those two points I just discussed, and finally make the thin out-of-focus outline of the helm move around slightly to compliment your character's movements and the actions taking place on screen and you have yourself a highly immersive experience without all the ridiculous obstructions that everyone is worried about.

Anyone who reads this, who can understand what it is I'm trying to say, and who can then visualize my description in their mind can't possibly argue that this would be pointless or that some things shouldn't be made realistic. This; if done right, would be awesomely enriching to the gameplay experience.

One side note: I'm no camera or photography expert, and what I described may not exactly generate the effect that I outlined, but I'm sure that some combination of those two variables(ZOOM in/out + FOV increase/decrease) acting independantly and separately on both the unobstructed view of the world and the obstructing parts of the helmet at the same time, would be able to create the effect I envision.


Yes. Glorious. This is exactly the kind of thing that I think would be awesome.
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Juliet
 
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Post » Thu Sep 23, 2010 4:20 pm

im fine with outlines and stuff for helmets to show you have a helmet as long as it isnt obtrustive, maybe just a little bit around the edges but if its anything like that mod for oblivion then hell no, one thats not realistic and two that would be so [censored] annoying.
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Tracey Duncan
 
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Post » Fri Sep 24, 2010 1:12 am

I voted yes but I say yes as in "Yes, but only if there is a way to turn it off" because I can see the casual gamers and even sometimes the hardcoe players not wanting it and it being annoying
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KiiSsez jdgaf Benzler
 
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Post » Thu Sep 23, 2010 7:19 pm

Provided it's optional, sure. Not a fan, myself, though I've seen it done well in the past.
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Darlene Delk
 
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Post » Thu Sep 23, 2010 9:06 pm

I think it would be cool to see but hell to fight with. And what do you do with full helmets?

Think Morrowind's boots of blinding speed :)
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Prisca Lacour
 
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Post » Thu Sep 23, 2010 11:15 am

Interesting feature but better be done with mods like before
Darknut's 1st Person Helms
http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=4905
Helmet FOV
http://tesnexus.com/downloads/file.php?id=8991
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Talitha Kukk
 
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Post » Thu Sep 23, 2010 12:12 pm

I'd really like that. Would make sense not to wear a helmet in peacetime then, only in combat, because it'd be useful, yet annoying.

This needs to come with a more realistic damage model though, so that not wearing a helmet in combat would be a very dangerous choice.
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Danial Zachery
 
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Post » Thu Sep 23, 2010 9:18 pm

Voted that i don't care. That's probably suited for "hardcoe" difficulty.
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Alexis Estrada
 
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Post » Thu Sep 23, 2010 10:57 am

Interesting feature but better be done with mods like before
Darknut's 1st Person Helms
http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=4905
Helmet FOV
http://tesnexus.com/downloads/file.php?id=8991

That would piss me off to no end. So, I agree with you. Leave it to the modders.... Please.
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Ysabelle
 
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Post » Thu Sep 23, 2010 11:55 am

That would be annoying as hell, so no.
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Ludivine Dupuy
 
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Post » Thu Sep 23, 2010 1:15 pm

Realism would be no obstruction.

The way vision works, the way the brain works, after a while you filter out non relevant information.
You wouldnt 'see' it anymore.

You dont see the blind spot in your vision unless you use some trick either.
People that wear glasses dont 'see' them all the time.
Or, for another anology, think of wearing sunglasses for a few hours and then taking them off.
You didnt realise how much your vision was altered until you took em off.
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Abi Emily
 
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