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Sharkeran

Fighting gamma exploit, tripping?

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Hello. First of all, I want to say that I personally like night in the game, even if pitch dark, it give a authentic feeling, and helpless feeling in the game. I do wish that flashlight and headlight were working better though (Not a narrow beam without any light around, and not being helpless even with an headlight because it light the ground and not the zombie eating me 1 meter in front of me. But that's not why I'm posting here.)

What I was thinking is that, ok, with gamma, you can see in a night-vision like manner, but what if we consider that, even if the player see, the character in game, the one you are playing, don't?
What it mean, you may be able to see thanks to the gamma exploit, but the character can't. What happen if you begin to run when blind? You trip on stuff on the ground, take wall in the face, and other not so fun things.
So, based on this, wouldn't it be fine to think of implementing a system that make you trip in forest, near clutters, hurt you slightly if going near walls/stuffs too fast and whatever may happen when blind and running, based on the speed you have and the light level? (I know it's certainly possible to know the light level, because it was calculated in the mod.)
Running full speed in the forest in pitch dark will surely make you trip, walking would reduce the chance (When going slower, you have much better time to check if there isn't something in front of you using your touch senses.) Having a higher level of light would reduce the chance as well, since you could see some of the things that may make you trip or that you would ram into if blind.
Of course, using a light source, of any kind, would negate all of these, and so would be an advantage, not only a disavantage to use one.
Thought?

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It's a confusing way of going about things. I don't necessarily like this idea. If you can see things with your own, real, eyes, then surely you can just stop at these 'clutters' and move around them, even if you are sprinting. 

 

Good idea nevertheless, it just needs developing some more IMO.

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Yes indeed, it need develloping, that's also why I put it here. As for what you saying, yes, you might turn aorund these clutters, but, dunno if it have been understandable in my post (I'm not a native English speaker sorry), just moving around would give a give a chance to trip, depending on the ground.
For example, running on a road, even blind, is ok, since it's quite flat, so not much chance to trip, but if you running in the forest, ground is uneven, there is plenty of stuff on the ground to trip on (forest in game is flat, but if we want realism, a forest have root, rocks, little holes, small bush... ect, plenty of stuff to trip on irl. So you would have a high chance to trip. Field would be kinda in the middle. There is different grounds in games already and the game recognize them (differents sound are an example of proof it recognize different kinds of grounds.) Being closer to things would rise the risk of tripping, moving slower would reduce it. Only way to be really sure you will not fall is to use a light source so you see.
 

Edited by Sharkeran

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I think many people would consider (random) tripping in a video game an absolute no-go. And it does not solve the issue (people manipulating game options for better vision) but rather makes the effcts very strange: You can see that camouflaged guy sitting there 500m away from you but not that stone right in front of you?

 

Tripping might work if its a purely deterministic mechanic that directly originates in a players action: Lets say you are running around (W+W) and run into an obstacle without jumping. Upon collision you either take damage (that might knock you out) if the obstacle is something big and hard like a tree (something you can't jump over in the first place) or you trip and get knocked down also taking some damage in the process (if you could have jumped over it). This would require jumping to be revised as in the current implementation you would kiss the ground a little bit too often.

 

As for nighttime: Make darkness substantial. Make it work like fog that blurs vision and reduces the sight range. Then a gamma increase would only result in having ugly dark blue/grey fog all around you instead of darkness.

Edited by Evil Minion

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I'm aware that peoples would hate a random event happening like that, but again, they are tricking the game by abusing the gamma, so it seem fair that the game "return" it somehow. And You, as a player, will see both the stone and the player, but not the character you playing, hence the risk of tripping.
Even if someone is just camping a position sniping peoples, peoples which don't use the gamma exploit can see the muzzle flash. The gamma exploiter would have 3 choice then. Either not moving, risky since the other now potentially know hsi position, moving without light, but taking the risk to fall in the open, or using a light and moving without tripping, like those not gamma exploiting have to do to see where they go. In all case, it will give a more fair game to the player not abusing the gamma, since all 3 options have a risk. Peoples not abusing gamma wouldn't have problems anyway, since they use lights. Only those not using lights and magically seeing everything would trip.

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i like the night too, but i dont do much in the night time in game, because i know that so many people are expoliting settings for advantage. i hope there can be some solution to this in future, your suggestion makes sense from a realism viewpoint, whiel it may not be easy to add, without more design  and thought.  i have been thinking about twisting ankle before, i think even  sprinting in forest in day time should cause a % chance of a twisted ankle, as it would in real. anyway its a good idea, im really hoping for something that can make night more fair.

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