Please, no auto-aim that requires modding to remove.

Post » Wed Dec 02, 2015 12:50 am

I've spent more hours than I care to count playing F3, NV, and Skyrim and the only aiming issue I ever noticed for any target was occasionally a badly blocked object catching shots that I thought were clear but actually had invisible material in the way.

When that would happen the arrow/bolt/bullet would sometimes make a 'dustkick' on the displayed portion of the digital object, but I've never noticed any auto-aim or aim-assist functions, or glitches, with any of the titles.

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GPMG
 
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Post » Wed Dec 02, 2015 11:15 am

Oblivion did that a lot though and not just with creatures but where arrows struck walls or fell on the ground... I think it's just the animations for the arrow in flight were separate from actual trajectory so the arrow would seem to magically pop into place once it struck something. I could be wrong.. Oblivion is an old game and perhaps it just couldn't handle those types of physics yet.

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Kelsey Hall
 
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Post » Wed Dec 02, 2015 10:38 am

@summer, Terrahero: BGS did away with the hit chance mechanic starting in Oblivion (if you witness a phantom melee swing, it's due to dodgy hitboxes or some other bugs). In FO3, your weapon, respective gun skill and stance can affect the accuracy of the shot (NOT the same as hit chance), but this has nothing to do with auto-aim, as even an auto-aimed shot can miss.

Wow, I admit I never noticed that, but then again I rarely used archery in Oblivion. That is actually hilarious.

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Verity Hurding
 
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Post » Wed Dec 02, 2015 8:06 am

No; Bethesda's games are FPSes first and foremost, not RPGs. You have it backwards, especially in Fallout 4 which doesn't even include character skills at all.

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Sophie Morrell
 
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Post » Wed Dec 02, 2015 9:11 am

Skills are still there, just in the form of perks. Lockpick, Hacking, Medic.. are all skills. By leveling up the character you gain points, points which you can put into perks and stats. .. Plus, you can totally play the game in third person.. making it decisively not a FPS. It's about as FPS as GTAV.

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Albert Wesker
 
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Post » Wed Dec 02, 2015 1:04 am

Bethesda's games aren't designed with playing in third-person in mind - it's entirely an afterthought, just like their RPG and combat mechanics and their story/dialog and their animations. Fallout 4 is putting combat mechanics more to the fore, which is excellent news (though bringing their combat mechanics to the fore by its very nature is pushing the RPG mechanics to the wayside, and this isn't something that can be really avoided) - but nothing we've seen has shown that they've improved the third-person camera system at all, which is too bad because it's always been awful.

Note that this is the exact opposite design philosophy to Grand Theft Auto.

Also, Perks seem to be exactly like the perks in Far Cry 4. Are you going to say that Far Cry 4 is an RPG now?

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Beulah Bell
 
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Post » Tue Dec 01, 2015 6:54 pm

vyvexthorne, on 07 Oct 2015 - 11:17 PM, said:
Quote
This isn't an FPS, this is an RPG and RPG's are based off character skill, not player skill. ...So there needs to be a bit of an auto aim. If your character is a really bad shot you shouldn't be able to completely compensate for that with your awesome real life FPS skills.
I completely agree with you! BUT that idea is implemented BACKWARDS in the game with how the magnetism works. The higher your skill the more the magnetism has effect (in Oblivion and Skyrim, not entirely sure about Fall out but I bet is is essentially the same if fallout has the same INI settings for magnetism or what ever it is called in fallout.)
So this actually makes an awesome FPS guy even BETTER than the not so awesome FPS guy such as myself.
The way it "should" work is by making you miss more even if you are an awesome FPS if your actor's skills are low. Which is what my combat mods do for TES (and will do for FALL OUT if it is needed, but I think this will be covered by fallout bullet spread code).

My suspension of all first came to my attention over 15 years ago when I had a mod user (a player that used my Oblivion mods) make the comment that they NEVER MISSED their shot in the game. Once I found and turned off the magnetism settings that changed the game dramatically for some players!

But not the players that were "good shots".

That is when I came up with the idea to force the player and actors to miss a lot of shots based on a banquet of combat conditions such movement, fatigue (stamina), rate of fire and so on.

The "banquet " (per my combat mod) was so deep it was not easy to keep aware and control them all, but very possible to then combine both your actors technical skill with your player tactical combat choices to determine if the shot was a forced miss.

But even if you were HORRIBLE at your tactical choices (running and constant fire with low stamina... and so on) you would still be a great shot IF your actor's skills were super high!

(god... I REALLY hope a Bethesda combat developer is reading some of these posts...)

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Everardo Montano
 
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Post » Wed Dec 02, 2015 4:13 am

Does Far Cry 4 have several major attributes we define for our character that determine the character's efficacy at certain things and act as gates for the dozens of perks we can choose from (hundreds counting additional ranks, which do different things), as well as giving us control over our character's gender, appearance, and several personality and morality choices we can make in dialog or through quest actions?

As for the third-person gameplay, a ton of the gameplay (particularly https://youtu.be/FNfqQ7iJDg0?t=57s) footage shows off bits of third person that actually looks comparable to third-person shooters like Mass Effect. Which is, incidentally, also an RPG (and one with a much simpler character system than what Fallout 4 offers).

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Bee Baby
 
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Post » Wed Dec 02, 2015 11:16 am

Man, I couldn′t believe all the stuff I had to mod regarding shooting in Fallout 3. Auto-aim, ridiculous bullet spread, weak shotgun, reloading a box from underneath the minigun when it′s actually belt fed from the backpack?? :blink:

Bethesda make great exploring games, but the shooting/weapons part they need someone else to do... :wink:

Only my 53 cents and all that of course...

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Kate Murrell
 
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Post » Tue Dec 01, 2015 8:12 pm

I think this is also part of the hit chance. Or why would it exist and never have been patched out and then placed into future games? At least, that has always been my take on it. Regardless, I look at it that way and thus, it does not bother me for that reason.

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Sasha Brown
 
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Post » Wed Dec 02, 2015 10:09 am

Ultimately this feedback isn't going to change much. There is no way that if they still have that mechanic in, which again i doubt, but if they do there is no way it's going to get changed before launch anymore.

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roxanna matoorah
 
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Post » Wed Dec 02, 2015 12:10 am

It was both, spread was reduced as skill got better, you also got auto aim at high skill levels.

It was very noticeable with an gateling laser at groups of enemies at long range as the beam snapped from one enemy to the other. To do head shot I had to aim over their head.

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koumba
 
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Post » Wed Dec 02, 2015 2:29 am

Thank you. :)

Some players have been saying that auto-aim swings the bullet toward the target's center of mass, but according to this http://geck.gamesas.com/index.php?title=Auto_Aim_Settings, auto-aim leads the bullet toward the crosshairs. I think the GECK page has it right.

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Rhi Edwards
 
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