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Ken Bean

[Suggestion] Sound mechanics which reflects human senses better

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The 3rd person view has been criticized for being exploitable, meaning: player can peek around objects without exposing themselfes.and so getting into advantage against other.

But in my opinion this topic was ignoring the core problem a bit: one human sence is overly represented, eyes.

Possible solution: simulating sound environment

If a player gets a line of sight (los) to another one - while there would be no line of sight between the player characters in 1st person view - let the player which has been spottet hear a sound.

This could be coughing or for example, more elegant, braking undergrowth if you are in a wood area.

The player which has been spotted from 3rd p could get aware of the presence of an enemy or ally by locating where the sound came from.

In the game you hear a lot of random unrelated backround noise and to some extent a player presence already can be located by sounds, but as it is, visual sences by far outplay an average sound perception, which should be changed.

Edited by Ken Bean

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It's not that easy, that requires a lot of additional checks taking up resources. Even so, why the whole elaborate coughing/sound mechanism? If we are wasting resources to 3rd person visibility checks, I'd rather have them hide the other player altogether for the 3rd person player.

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Guest

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Edited by Guest

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I thought if we check the line of sights anyway anyway, a sound within a certain distance could add to the immersion and realism. If everything around is quiet, you may hear others around you. Though, not rendering player which are not in LoS, should be done as well.

Maye we could merge both approaches, like this:

If a player which could be spottet in 3rd person, but if there's no first person line of sight, the player who is in 3rd person may give occasionally give away his position by making a sound that the player who is in 1st person can hear.

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I don't understand why people complain about other people using 3rd person, it's really not even that useful in combat

Because many see it as exploit outside of combat. For example one could track

others to their base in 3rd person view while someone in 1st person has no chance to get aware of it.

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Lets add stupid stuff when they clearly will bring out FP servers, go play on a FP server if it bothers you that much, lets not waste resources in something small like FP people wanting to play in a 3rd person server.

 

And its clearly not a exploit but a perk that comes with it. That people like playing FP and till now but themself in disadvantage is their own fault.

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Wanna hear my solution? Abolish 3rd person view. Baam. No more exploits.

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Possible solution:

If a player gets a line of sight (los) to another one - while there would be no line of sight between the player characters in 1st person view - let the player which has been spottet hear a sound.

ähhh, nein...

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Think I worded myself wrong. This is not primary about beating that dead 1st person vs 3rd person horse yet again, it's more about an additional game machanic to add some realism to the player sences.

I may change the title and opening post.

Edited by Ken Bean

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Then again, First person servers are coming so problem solved. 

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What if I lie behind cover, looking around, in Elektro. Then I center my view on Sniper Hill. He hears the cough even though I haven't seen him. Now he knows there's someone in Elektro he can shoot...

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Or, you know, just play on first person only servers.

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What if I lie behind cover, looking around, in Elektro. Then I center my view on Sniper Hill. He hears the cough even though I haven't seen him. Now he knows there's someone in Elektro he can shoot...

No, this only works in e cerain radius, not serverwide.

But equipment and stuff just is making noise.

In dayz you only hear yours. And if you you walk through a wood, don't tell me you quickly go prone without you and your equipment is making noise which can be heard quite far in an environment which basically is quite. (no working indutry or traffic around)

Moving without making sound basically takes ages if you are quipped with a huge backpack and all kind of attachemnts.

Edited by Ken Bean

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I think having the sound being triggered when another player spots you is too unrealistic and a clear arbitrary game-play mechanic. It would also drain CPU resources to keep checking if they can see you.

say there are 100 players, the server must check if each player can see the other 99 players, that 100*99 = 9900 checks, so it adds up.

There are ways to make it more efficient but why when there is another solution.

 

Just have the sound go off periodically and not just when you see someone. This could be increased if the player is carrying a lot of items, ie more weight would mean that twigs are more likely to snap, footsteps are heavier and the items could even clank around in your inventory.

This is more realistic as sounds don't just occur when you are near to someone and it would be less of a CPU drain as the sound system could easily manage another couple of sounds a minute.

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