I was playing Prototype, and noticed the game would pick up on what i wanted to do; meaning if i ran by a ladder, and wanted to fling myself up the ladder, i’d simply make the character i’m playing as move just towards the ladder enough so the game could tell that that’s what i want to be done. Don’t believe me? Play Prototype.
So how about add a feature in Halo 4 that makes it so when you’re playing, and lets say you’re trying to get around a doorway that has a protruding ridge, the game knows you dont want to clip the doorway and run in place and die. Instead, it moves your spartan around the ledge.
A perfect example would be the map Condemned.
in the engineering bay, where there is a crashed ship, there’s a 2nd floor ledge that lets you (if you have sprint) to jump clear over the ship. But if you don’t time the jump right, you hit the ship, and slide down, where you’re most likely shot to death if you’re running from an enemy.
I really hope you take into consideration the possible benefits this program could have in your game. And i know it can be done, being since i’ve seen it in other games. Plus, you could do a lot more then just make it so you don’t get stuck on an edge. It could be used to solve the shotgun/sword dilemma (if you get a bulltrue, you probably shouldn’t die), or like weapon preferences (picking up a plasma pistol instead of a rocket launcher [i’d much rather the rockets]).
Also, Bethesda studios might be able to help. There’s alot of edges that you could possibly get stuck on in Fallout 3 and Fallout New Vegas, but you usually don’t.
I pray this suggestion is taken into consideration.
Not really feeling that. You shouldn’t be guided around corners and over jumps. You should have to do that yourself. If you get caught on a wall that’s your own fault. I do it too, but it’s how it should be. I’ve learned to maneuver throughout most of the maps in a relatively good way.
It could also come with annoying bugs and restrictions.
If i want to go up a ladder, i’m quite capable of moving to the ladder and going up by myself. And what if i didn’t want to go up the ladder, and was just moving near it?
If i’m trying to move around a doorway, i’m quite capable of moving around in the manner i choose, not the manner this system would choose. What if i wasn’t trying to move around it, anyway?
If i fail to make that jump on Condemned, that just means i need more practice with the timing. And what if i wasn’t trying to jump over the ship at all?
And just because you’de prefer the rocket over the PP, that doesn’t mean everyone else will. I will pick up the weapon that suits my situation, not the weapon the system thinks i should have.
FPS multiplayer games rely heavily on the player’s ability and familiarity- not just for the ‘skill gap’, but also simply so that players can utilize the playing field in such a way that no two scenarios are the same. One player may be the time who hugs the wall and chooses to run the perimeter of the base, while another player may be heading straight for the doorway. It’d seem odd for your character to transition into the doorway because you bumped the corner of it and the game wanted to keep you from trying to clip against it- it’d also disorientate the player.
Third-person action games and FPS are entirely different genres, whose features don’t necesarrily mix as well in actuality as they may seem to in theory.