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Is the fog a core gameplay element?

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Re: Is the fog a core gameplay element?

Postby danhezee » Sun Feb 26, 2012 5:00 pm

Gorman wrote:And as I said, we can simply use point-cloud techniques (since voxels are essentially just large points even at 128 range we could start using these techniques - especially since we have no AA).


What is AA?
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Re: Is the fog a core gameplay element?

Postby KomradeIrish » Sun Feb 26, 2012 5:03 pm

I think he means anti aliasing, dan.
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Re: Is the fog a core gameplay element?

Postby Tek2 » Sun Feb 26, 2012 5:58 pm

danhezee wrote:
Gorman wrote:And as I said, we can simply use point-cloud techniques (since voxels are essentially just large points even at 128 range we could start using these techniques - especially since we have no AA).


What is AA?

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Re: Is the fog a core gameplay element?

Postby WEEDBOT » Sun Feb 26, 2012 6:10 pm

Gorman wrote:Also, headshots at 128 range are too easy, I think people can agree on that at least. With bullet drop you would have to adjust, but when you consider that we do have the ability to use custom scopes, people will very quickly just use custom scopes with mildots or other rangefinding techniques (my first scope had a make-shift rangefinder so I could adjust for bullet drop - not that there was any but I was just interested in making one!).


It's a question of gameplay style and not "ease" or "adjustment" - bullet drop isn't just a minor tweak, it's a reasonably significant change that alters the way the game plays. Hundreds of FPS were fine before bullet drop became the norm.
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Re: Is the fog a core gameplay element?

Postby Paratrooper » Sun Feb 26, 2012 6:11 pm

WEEDBOT wrote:
Gorman wrote:Also, headshots at 128 range are too easy, I think people can agree on that at least. With bullet drop you would have to adjust, but when you consider that we do have the ability to use custom scopes, people will very quickly just use custom scopes with mildots or other rangefinding techniques (my first scope had a make-shift rangefinder so I could adjust for bullet drop - not that there was any but I was just interested in making one!).


It's a question of gameplay style and not "ease" or "adjustment" - bullet drop isn't just a minor tweak, it's a reasonably significant change that alters the way the game plays. Hundreds of FPS were fine before bullet drop became the norm.


This may prevent aimbotters at farther ranges.
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Re: Is the fog a core gameplay element?

Postby TheGrandmaster » Sun Feb 26, 2012 7:27 pm

If people can be bothered:
http://paste.pocoo.org/show/557101/
Debate between me, and danhezee/Ace about increased view ranges.
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Re: Is the fog a core gameply element?

Postby Reblogo » Sun Feb 26, 2012 8:41 pm

Gorman wrote:
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.


Have to agree with that last sentance there. well said.
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Re: Is the fog a core gameplay element?

Postby KevinLancaster » Sun Feb 26, 2012 9:34 pm

I HAVE THE PERFECT SOLUTION:
Make fog distance a setting that map-makers can change.

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Re: Is the fog a core gameplay element?

Postby TheGrandmaster » Sun Feb 26, 2012 9:49 pm

@KevinL:
Or a server setting perhaps?
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Re: Is the fog a core gameplay element?

Postby Gorman » Mon Feb 27, 2012 1:44 am

danhezee wrote:
Gorman wrote:And as I said, we can simply use point-cloud techniques (since voxels are essentially just large points even at 128 range we could start using these techniques - especially since we have no AA).


What is AA?

Anti-aliasing.

TheGrandmaster wrote:@KevinL:
Or a server setting perhaps?

If it is a map setting then servers can override it (both on the map config or ingame).


Paratrooper wrote:This may prevent aimbotters at farther ranges.

It won't in the slightest, but let's not implement gameplay suggestions just to curb aimbots.
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Re: Is the fog a core gameplay element?

Postby IrishElf » Mon Feb 27, 2012 2:35 am

TheGrandmaster wrote:If people can be bothered:
http://paste.pocoo.org/show/557101/
Debate between me, and danhezee/Ace about increased view ranges.


...?

How is camping a problem...? AoS is essentially Counter Sniper: The Game.
you all just lost the game.
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Re: Is the fog a core gameplay element?

Postby Tai » Mon Feb 27, 2012 5:17 am

IrishElf wrote:How is camping a problem...? AoS is essentially Counter Sniper: The Game.

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IrishElf wrote:How is camping a problem...? AoS is essentially Counter Sniper: The Game.
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Re: Is the fog a core gameplay element?

Postby MegaDeuce » Wed Feb 29, 2012 5:13 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.


By crisper you mean that the fog density goes from zero to "full fog" really fast, I noticed that after you pointed it out:


http://mp2.dk/ace/voxglmeet.PNG
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Re: Is the fog a core gameplay element?

Postby KevinLancaster » Wed Feb 29, 2012 10:16 am

Oh hey guys, I asked bcoolface if map dependent fog distance could be implemented, and he said probably not until 1.0.
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Re: Is the fog a core gameplay element?

Postby MegaDeuce » Fri Mar 02, 2012 8:03 am

1.0??? oh yeah that's right it's still in beta...
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