MAXIMUM DORKMODE ACTIVATE
I'm starting to feel PV is overpowered myself. And as other pointed out, that's well supported by noticing players are already practically living inside of it while playing. In theory the AA should be doable, but in the state it's in it's a little too much. It's basically like having the VISR in multiplayer, instead of a tradeoff.
If I may, I'll use Perfect Dark as a comparison, with some off-screen pictures.
This is a typical area in PD in mutiplayer.
This is the same scene with X-ray Vision on.
Same story
Now here's an example usage of it. Here's a seemingly innocent corner.
Let's take a peek around it with X-Ray vision:
Oh snap! It's a laptop sentry gun
and an enemy lying in wait
. This kind of ability seems to be what 343 is going for, even down to the neon effect when it's on. However, Perfect Dark's has tradeoffs. For instance, if I back up a bit and look more towards the Laptop Sentry Gun:
The guy disappears, even though he's just off to the right. What they did is have something of a sub-cone of vision for dynamic objects (ie, players and guns). Things towards the center of your view will be more solid. If something is off to the sides, it'll slowly become more ghosted and disappear.
A similar tradeoff exists in terms of horizonal view distances:
As you can see here, objects that are really close to me become too scattered to see. Objects about midrange are lit up like christmas, and far away geometry disappears into the ether.
I'll wrap up this PD segment with a video of me walking around a map in normal vision, then repeating the same path with Xray/Promethean Vision on:
http://www.youtube.com/watch?v=mQpxRfr7Tn4&feature=youtu.be
What Halo 4's PV needs is:
- a narrower field of view where objects become strongly rendered, and a dropoff in Chief's peripheral vision
- a shorter dropoff on view distance. We should be trading away distance knowledge to get the close up-through-walls knowledge.
Otherwise you're gonna end up with people running through the entirety of campaign and multiplayer with neonmode on and you've wasted millions of dollars on your artists rendering the environment. I probably wouldn't make the view distance in front of you as sharp a drop as Perfect Dark, but if we assume an infinitely long hallway map with two spartans running towards each other, the Spartan that's NOT in PV should be able to discern and fire upon the PV-using-spartan first.
Finally, if Megalo exists in Halo 4, 343 should tie all these parameters into the scripting engine so they can fine tune it post-launch.
I'm starting to feel PV is overpowered myself. And as other pointed out, that's well supported by noticing players are already practically living inside of it while playing. In theory the AA should be doable, but in the state it's in it's a little too much. It's basically like having the VISR in multiplayer, instead of a tradeoff.
If I may, I'll use Perfect Dark as a comparison, with some off-screen pictures.
This is a typical area in PD in mutiplayer.
This is the same scene with X-ray Vision on.
Same story
Now here's an example usage of it. Here's a seemingly innocent corner.
Let's take a peek around it with X-Ray vision:
Oh snap! It's a laptop sentry gun
that I placed there
Actually a Meatsim on my team that I told to hold position there
The guy disappears, even though he's just off to the right. What they did is have something of a sub-cone of vision for dynamic objects (ie, players and guns). Things towards the center of your view will be more solid. If something is off to the sides, it'll slowly become more ghosted and disappear.
A similar tradeoff exists in terms of horizonal view distances:
As you can see here, objects that are really close to me become too scattered to see. Objects about midrange are lit up like christmas, and far away geometry disappears into the ether.
I'll wrap up this PD segment with a video of me walking around a map in normal vision, then repeating the same path with Xray/Promethean Vision on:
http://www.youtube.com/watch?v=mQpxRfr7Tn4&feature=youtu.be
What Halo 4's PV needs is:
- a narrower field of view where objects become strongly rendered, and a dropoff in Chief's peripheral vision
- a shorter dropoff on view distance. We should be trading away distance knowledge to get the close up-through-walls knowledge.
Otherwise you're gonna end up with people running through the entirety of campaign and multiplayer with neonmode on and you've wasted millions of dollars on your artists rendering the environment. I probably wouldn't make the view distance in front of you as sharp a drop as Perfect Dark, but if we assume an infinitely long hallway map with two spartans running towards each other, the Spartan that's NOT in PV should be able to discern and fire upon the PV-using-spartan first.
Finally, if Megalo exists in Halo 4, 343 should tie all these parameters into the scripting engine so they can fine tune it post-launch.