Arlmar

Its the small things that count.

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This is just a thread where i felt people could discuss the small aspects that, if they made it into identity, would just make your day. I'm talking about stuff like, a character using his hand to close a door he walks into rather than his face, or the ability to put up and down your hood without entering some clothing menu. In the end, isn't all these little aspects that make a game for you?

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gta 5 was praised for such things, and for good reason. just the little things like an injured cop beng pulled under cover, or civilians dropping their litter.

identity should be the same, smooth animations and tons of tiny details.

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1 hour ago, jabba_the_slut said:

gta 5 was praised for such things, and for good reason. just the little things like an injured cop beng pulled under cover, or civilians dropping their litter.

identity should be the same, smooth animations and tons of tiny details.

Injured cops are being pulled under cover? I'm not debating that but I've honestly never seen it and I do play GTA V. :o 

Regardless, I support this.. The reason that I like The Division was due to the fact the guy in the multiple trailers could close the doors of the cars he was walking by!

Kind regards,
DJScias

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7 minutes ago, DJScias said:

Injured cops are being pulled under cover? I'm not debating that but I've honestly never seen it and I do play GTA V. :o 

 

I saw it in few GTA V game play videos. If the cop is on the ground but not dead another copy will grab him by the shoulders and try to pull him behind something, like a car or a wall. 

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4 hours ago, jabba_the_slut said:

gta 5 was praised for such things, and for good reason. just the little things like an injured cop beng pulled under cover, or civilians dropping their litter.

identity should be the same, smooth animations and tons of tiny details.

Civilians dropping litter?

So you're saying that there should be a fear/scare system in our game for things such as gun shots?

How would this go about as I wouldn't care much- id just walk/jog towards a opposite direction(of gun shots)into a alley that cuts left.

But realistically- id love to be walking down the street- a gun shot go off- and my characters scare system to activate which would do something along the lines of "drop everything and find safety" which would drop items in your hand(excluding valuables like guns or your phone) and then your character would atomatically duck down and find the nearest cover in like a adrenaline rush aspect- say two seconds quicker movement and then your person would be behind a can of something which is cover and then you'll be displayed the location of the shot as your character will flee and focus on the directions the shots came from. which the system would have to be like a" 2 minutes ago from last shot" kind of thing as you don't want to hear shot after shot and not be able to do anything because the camera is focused.. But after like three minutes, it's able to reactive the scare/fear system.

The fear system wouldn't be activated any time other than when on foot, but if it was activated in cars- I would just make it a twenty second head drop so bullets coming at you ain't hitting you.

 

It would make up for some people's reaction times, and it would add immersivness to other aspects of the game. Of course it could be a feature that's annoying if not done right- but it's reality- I shoot a gun, nobody wants that bullet in them. 

I like the idea of a scare/fear system. But it would need to be analyzed and toyed with as I'm sure there's plenty room for that to go wrong.

 

Let's say this scare system gets turned off the moment you pull out a weapon?

So that a group of thugs can not fear each other (lol) but so that anyone who cant protect themself are easily protected with a unique system that helps to prevent long term player from shooting short term player as easily.

I mean- the first shot is the first shot- however say they miss, this suddenly becomes the most valued assets as it made your character jump, sliding over the counter, duck down- upon landing and rotate to the wall in the next room(that way it's not like you hide to the nearest cover just to get your cover blown through) so maybe like a few meters away- forced minimum distance? 

Idk. Maybe thatd be a hard system to manifest but I really would love to see a quick escape from the man tryna kill you for your drugs and guns.

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I don't like the scare system idea. Maybe if it was optional and you could turn it on/off in settings, so players who feel like they have a slow reaction can use it. Otherwise it would be really messy. Imagine if someone shot in the middle of a crowded place, like Town Square- suddenly literally dozens of characters begin to run around the whole place, trying to hide behind nearest object, other characters trying to do the same and either running in place to push out the ducking character or squatting behind them, with dozens of plasyer losing control completely for as long as minutes. 

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56 minutes ago, Vix said:

I don't like the scare system idea. Maybe if it was optional and you could turn it on/off in settings, so players who feel like they have a slow reaction can use it. Otherwise it would be really messy. Imagine if someone shot in the middle of a crowded place, like Town Square- suddenly literally dozens of characters begin to run around the whole place, trying to hide behind nearest object, other characters trying to do the same and either running in place to push out the ducking character or squatting behind them, with dozens of plasyer losing control completely for as long as minutes. 

Good point. I like you. 

I love when I'm helped to see where things could turn tragic as sometimes I don't think of things, like a crowded scenario.

I thought I heard something about that not being possible though, shooting in plublic places, because it ruins the immersivness.

While writing this I was imagining that a couple dudes are doing a drug deal and it goes wrong.

Say if the bullet shooter is between 10-25 I'm, the scare system activates(and is toggle)

I bring up this scare system idea really, because I play games with subtitles and and a map/radar- so it would help me out for when those unheard things happen(should be hearing stuff for this game as it is a voice over ip meaning you won't get subtitles)

 

I'd love to hop in a taxi, and be able to pull up a magazine- even if it would just be who's been shot, and advertisments, is love to see at least one updatable in game magazine(like newspaper without the feebleness)

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1 hour ago, NutterButter said:

Good point. I like you. 

I love when I'm helped to see where things could turn tragic as sometimes I don't think of things, like a crowded scenario.

I thought I heard something about that not being possible though, shooting in plublic places, because it ruins the immersivness.

While writing this I was imagining that a couple dudes are doing a drug deal and it goes wrong.

Say if the bullet shooter is between 10-25 I'm, the scare system activates(and is toggle)

I bring up this scare system idea really, because I play games with subtitles and and a map/radar- so it would help me out for when those unheard things happen(should be hearing stuff for this game as it is a voice over ip meaning you won't get subtitles)

 

I'd love to hop in a taxi, and be able to pull up a magazine- even if it would just be who's been shot, and advertisments, is love to see at least one updatable in game magazine(like newspaper without the feebleness)

I say little things and you come out with a few short paragraphs on a scare system. Magic!. Gonna have to agree with Vix though. It's a system that would backfire too much. Take this as an example. 

A group are robbing the bank. Two are providing watch over the hostages, while another two have blown into the vault and have begun collecting the money. One of the guarding robbers is escorting some of the tellers towards the rest of the hostages when one pulls out a knife and attacks him. This teller is of course shot. All of the hostages who haven't been bound would now be running around against their will and the money grabbers may be forced to do the same thing.

Now think of this. A police officer is walking down the road and he sees someone getting mugged. The criminal doesn't know he's there but before he can draw his gun, the mugger shoots his victim. The officer would be forced to run and hide even though in an actualsituationn he would arrest the mugger.

I like the idea about the magazines though.

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3 minutes ago, Arlmar said:

I say little things and you come out with a few short paragraphs on a scare system. Magic!. Gonna have to agree with Vix though. It's a system that would backfire too much. Take this as an example. 

A group are robbing the bank. Two are providing watch over the hostages, while another two have blown into the vault and have begun collecting the money. One of the guarding robbers is escorting some of the tellers towards the rest of the hostages when one pulls out a knife and attacks him. This teller is of course shot. All of the hostages who haven't been bound would now be running around against their will and the money grabbers may be forced to do the same thing.

Now think of this. A police officer is walking down the road and he sees someone getting mugged. The criminal doesn't know he's there but before he can draw his gun, the mugger shoots his victim. The officer would be forced to run and hide even though in an actualsituationn he would arrest the mugger.

I like the idea about the magazines though.

Police would have a immunity to this effect as it would be apart of their job, the devs(if they did take that idea) would toy with it a lot because it is just a small idea that has possibilities like that- but we can imagine the developers tinker scenarios that happen often, and that it only affects those that have no gun as it is a quick safety measure to help(hopefully help) in the ability to prevent a lot of deaths due to item hunters.

You feel me?(:

I feel me:O

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1 minute ago, NutterButter said:

Police would have a immunity to this effect as it would be apart of their job, the devs(if they did take that idea) would toy with it a lot because it is just a small idea that has possibilities like that- but we can imagine the developers tinker scenarios that happen often, and that it only affects those that have no gun as it is a quick safety measure to help(hopefully help) in the ability to prevent a lot of deaths due to item hunters.

You feel me?(:

I feel me:O

I would feel you but I think it would make people jealous and you might think I'm coming on to strong.

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3 minutes ago, Arlmar said:

I would feel you but I think it would make people jealous and you might think I'm coming on to strong.

Good point, dinner first.

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