Note: This forum is merely an archive. It is no longer possible to register or post. - StackOverflow
New Ace of Spades Forums: http://buildandshoot.com/

Is the fog a core gameplay element?

For all things AoS!

Is the fog a core gameplay element?

Postby danhezee » Fri Feb 24, 2012 11:52 pm

I was talking to tgm and mikuli about removing the fog. Both of them suggested fog is one of those aspects that make AoS, AoS. I am not completely convinced it is. I argued the fog just doesn't work on certain maps.

What do you guys think?
Image
User avatar
danhezee
Site Admin
 
Posts: 315
Joined: Sat Dec 10, 2011 5:53 pm

Re: Is the fog a core gameply element?

Postby mman789 » Sat Feb 25, 2012 12:02 am

You know how the rifle has infinite range? Yeah, if we could see across the map there would be alot of random headshots.

So, since you can build towers and such, the fog is for balance purposes.
The hacks! THE HAAAAAAAX!
SteamID: Mman
User avatar
mman789
Member
 
Posts: 212
Joined: Mon Dec 26, 2011 7:29 pm
Location: The Moon, Space

Re: Is the fog a core gameply element?

Postby mikuli » Sat Feb 25, 2012 12:07 am

mman789 wrote:You know how the rifle has infinite range? Yeah, if we could see across the map there would be alot of random headshots.

So, since you can build towers and such, the fog is for balance purposes.


The rifle's exact range is 128 blocks, the same as the maximum render distance - As far as I know.
Image
Blood for the blood god, skulls for the skull throne
Join me in Tribes: Ascend! IGN: Mikuli
User avatar
mikuli
Retired Staff Member
 
Posts: 545
Joined: Sat Dec 10, 2011 12:11 pm

Re: Is the fog a core gameply element?

Postby Fluttershy » Sat Feb 25, 2012 12:14 am

mman789 wrote:You know how the rifle has infinite range? Yeah, if we could see across the map there would be alot of random headshots.

So, since you can build towers and such, the fog is for balance purposes.


if you look at the map and fire your rifle (or quickly switch to the map after doing so, either or) youd see your tracer disappear after awhile, its limited. Likewise fog does little to detract from the game play. While its not a thing that makes AoS Aos (although i can understand any argument saying it was), its an aesthetic that makes it look nice by hiding the render distance.
User avatar
Fluttershy
Member
 
Posts: 979
Joined: Tue Dec 27, 2011 5:13 am

Re: Is the fog a core gameply element?

Postby danhezee » Sat Feb 25, 2012 12:18 am

Right now all bullets / pellets are hit scans. If you remove the fog I recommend simulating bullet so that they are affected by gravity. ie you would have to make adjustments to hit targets at great distances.
Image
User avatar
danhezee
Site Admin
 
Posts: 315
Joined: Sat Dec 10, 2011 5:53 pm

Re: Is the fog a core gameply element?

Postby StackOverflow » Sat Feb 25, 2012 12:41 am

+1 for bullet drop.

I think fog rendering should have some flexibility for admins/custom maps. In the end, you'll want some fog, the rendering looks god-awful when it's removed entirely.
User avatar
StackOverflow
Site Admin
 
Posts: 129
Joined: Sat Dec 10, 2011 11:17 am
Location: Pennsylvania, US

Re: Is the fog a core gameply element?

Postby MrHank » Sat Feb 25, 2012 1:47 am

guns firing, grenades exploding, mountains being excavated and airstrikes. Its the fog of war. Its mostly aesthetic but you cant shoot any further so why would you need to see further?
Image
User avatar
MrHank
Member
 
Posts: 89
Joined: Sun Feb 05, 2012 1:36 am

Re: Is the fog a core gameply element?

Postby Paratrooper » Sat Feb 25, 2012 1:49 am

Honestly, I wish the "Fog-o-war" is black by default.
To a Physicist, white and black is the presence and absence of color.
To a Fine Artist, white and black are just shades and tints of color.
To a Painter, any paint that you could get into a can is a color.
THIS color, on the other hand, is #b4d455.
User avatar
Paratrooper
Local Mod
 
Posts: 1590
Joined: Thu Feb 16, 2012 2:40 am
Location: California (-8:00 GMT)

Re: Is the fog a core gameply element?

Postby IrishElf » Sat Feb 25, 2012 1:55 am

I personally believe fog a core gameplay element, but would enjoying it being an optional choice [default = yes] while configuring a server since not everyone wants fog.
Image
User avatar
IrishElf
Member
 
Posts: 767
Joined: Tue Dec 27, 2011 4:28 pm
Location: Socialist Canada.

Re: Is the fog a core gameply element?

Postby KevinLancaster » Sat Feb 25, 2012 1:58 am

It would be interesting to run a fog-free server as an experiment.
How to breach a wall in Ace of Spades:
http://www.youtube.com/watch?v=UW12wqVxV4g
Grenade Alt-Fire Ideas: Vote for your favourite option!
http://ace-spades.com/forums/viewtopic.php?f=65&t=3325
KevinLancaster
Member
 
Posts: 107
Joined: Tue Jan 31, 2012 5:19 pm

Re: Is the fog a core gameply element?

Postby Tank » Sat Feb 25, 2012 2:00 am

It might be good to test shorter or longer fog, or even make it a server option. As for the bullet drop, I can't be too sure about that either, my initial opinion would be "no", but I'd have to see it in action before I can actually judge it, that would go for the fog distance as well.
Image

Image
User avatar
Tank
Site Admin
 
Posts: 113
Joined: Sat Dec 10, 2011 11:35 pm

Re: Is the fog a core gameply element?

Postby PXYC » Sat Feb 25, 2012 2:06 am

I like fog personally, but in mat's new client the fog seems to look 'crisper' if that makes any sense. See here to see what I mean. I guess it has a further starting point than it does now. But I would hate to see fog go, long story short.
Image

<+laserlamp> lil b is my fav
User avatar
PXYC
Local Mod
 
Posts: 1068
Joined: Wed Dec 14, 2011 2:52 am
Location: Near Philadelphia, PA

Re: Is the fog a core gameply element?

Postby Gorman » Sat Feb 25, 2012 6:36 am

No fog sure would be interesting though.

Building big tall towers could be used to scout enemy movements for example.

The problem is of course bullets, there would definitely need to be bullet drop implemented if we wanted to remove fog.
Image
User avatar
Gorman
[LDR] Member
 
Posts: 1170
Joined: Sat Dec 10, 2011 9:10 pm

Re: Is the fog a core gameply element?

Postby Paratrooper » Sat Feb 25, 2012 7:03 am

Also, bullets should decrease in damage the farther the target is from the shooter.
To a Physicist, white and black is the presence and absence of color.
To a Fine Artist, white and black are just shades and tints of color.
To a Painter, any paint that you could get into a can is a color.
THIS color, on the other hand, is #b4d455.
User avatar
Paratrooper
Local Mod
 
Posts: 1590
Joined: Thu Feb 16, 2012 2:40 am
Location: California (-8:00 GMT)

Re: Is the fog a core gameply element?

Postby Gorman » Sat Feb 25, 2012 7:45 am

Paratrooper wrote:Also, bullets should decrease in damage the farther the target is from the shooter.

This doesn't make much sense. Even at a few Kms bullets travel quite fast and will still kill.

Imagine Craig Harrison: "Good job you hit the guy at a range of 2.5km, but it just harmlessly bounced off the target's unprotected head".

Bullets are made to travel quite far. Bullet drop is enough, no need for senselessly unrealistically complicating things. People should be rewarded for making super long distance shots, not punished.
Image
User avatar
Gorman
[LDR] Member
 
Posts: 1170
Joined: Sat Dec 10, 2011 9:10 pm

Next

Return to Ace of Spades Discussion



Who is online

Users browsing this forum: No registered users and 1 guest