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For those of you who don’t know what I’m talking about, fallout 3 has a built in mechanic called super slam and stay back. These mechanics are actually perks. What makes them unique is that they cause enemies to get knocked out if you shoot them with a weapon that deals enough damage to them. You can also do this in souls games, but the mechanic isn’t as developed or important.

I wish more devs would just implement a knock back and bleed feature. Killing people by loading them with endless bullets is so boring. Like cmon, how many times do I have to break some motherfuckers skull before they go out cold. It’s 2025. Basic hit reactions shouldn’t be rare and knockdown should be standard in single player game.

>It’s 2025.
The era of walking simulators and artificially generated mobile games.
Game physics don't make players spend money neither makes them download the game. Knock back has some issues, like demands game balancing and a little bit of analytical thinking, while "number goes up" grants immediate gratification and is easy to implement. It is the basic and most simple thing to do and learn.

Of course, you can add a character, item or ability that makes you "knock back", it adds customization, content, convenience and competitiveness, by making you do something different than everyone else. Lots of games add this mechanic. Just make it so players need to put more "effort" in the game to acquire it. Even better if there is no player advantage on a "knock back"mechanic, but it looks cool. Make it a exclusive and scarce mechanic. If you want people to invest money, you need to make them play for a long long time. The more time they spend, the more likely it is for them to spend money, so require people to spend 200+ hours to get the "knock back" permanently (or just make them pay by limited available promotion). Make people see adds so they can use it temporarily while in danger of losing.
One thing that Fallout understand is not be very "skill" (aiming) or "luck"(random crits and looting) based, but more "grind" (exp) and "pay" (game economy) based.
Of course Fallout 3 didn't use all the cited techniques, but we live in "Fallout 76" and "fallout shelter" times. Great physics ragdoll in a 3d high realistic environment costs a little bit. It is asking too much from the multi billionaires.

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>>40759
I think I already talked about this one of your previous threads, but I always wanted a knockdown/tripping mechanic in shooters. Like if you shoot someone in the leg, that should make them at least trip and fall. I always hate in shooters that you're at 1% of health, like a light breeze could kill you, but still you can run around and jump like you were in perfect health. Makes it feel like the bullets are doing nothing to the enemy until some numeric threshold is reached and then they're dead, because that's literally how it works. Applies for fighting games as well.

The problem is that this might make it so it's practically like the gun is a 1 shot ko, because you'll get knocked down and then, they'll be able to get an easy follow up shot on you.

Actually the only game I've ever seen that has anything like this is ARMA. You can get shot in the leg or whatever and then you'll be crippled, so you can only crawl, not walk anymore. I don't remember if they had an inbetween where you can still walk, but just limp. Actually that reminds me, the Getaway, had a mechanic like that, when you're really low health, you can only limp. When I played the game when I was young, I had no idea the game had a healing mechanic, where you could walk next to a wall and he would lean on it and restore your health, because I don't think the game ever explained that, but it made the game a lot more hardcore, and I always like the feeling after I just finished raiding the gangs headquarters, and then I have to make my "getaway," I'd be limping out half dead to my car. Made it feel like you were actually in a gunfight.

>>40763
I’m missing new Vegas as I’m writing this

I am abusing the perk to make a knockdown system. So far I’ve expanded the perk to more guns and soon I’ll add the perk to all the guns.

My plan is to make the perk available to all NPCs and anthropomorphic NPCs by default to make the game realistic.

>>40762
I’m talking specifically about knockdown as I’m knocking others out by dealing enough damage to them or hitting with something really hard. Other games (mainly military simulations and battle royals) have this, but it’s seldom used in single player games.

>>40763
>I always hate in shooters that you're at 1% of health, like a light breeze could kill you, but still you can run around and jump like you were in perfect health. Makes it feel like the bullets are doing nothing to the enemy until some numeric threshold is reached and then they're dead, because that's literally how it works. Applies for fighting games as well.

>The problem is that this might make it so it's practically like the gun is a 1 shot ko, because you'll get knocked down and then, they'll be able to get an easy follow up shot on you.


People get excited when a contest appears to be close. That's why comeback mechanics are put into fighting games (like some special attack that you can only use when your health is low). You are asking for the opposite effect. (That's why many find playing Monopoly so dull.) Then you rightly criticize what you just asked for and I'm not sure what the overall message is supposed to be here. You want this mechanic, but exclusively for NPCs who are on the receiving end?

>>40763
>Applies for fighting games as well.
But that's a good thing in the case of fighting games. They're not meant to be immersive or realistic. That'd be bad game design.

>>40766
>Then you rightly criticize what you just asked for and I'm not sure what the overall message is supposed to be here.
I was acknowledging the reason why they don't do it so much. I'm just saying that it would be cool if attacks had other effects on enemies other than "number go down." I guess Japanese games are the biggest example of this. They know their games are so spongey and boring that the only way to try and make it exciting is to have literal numbers fly off the enemies when you attack them. A lot of games do have some kind of stun mechanic in them to some extent. Games like Mech Warrior you can have your arms destroyed so you can't use that weapon anymore. I'm saying there is a way to incorporate some kind of response to damage that makes you weaker so you actually feel like you are getting progressively damaged other than some global number of HP.

Actually RE4 and RE5 made good use of stun mechanics on the player and the NPCs. Also they did the limping thing I think.

>>40768
>if attacks had other effects on enemies other than "number go down."
>>40766
>You want this mechanic, but exclusively for NPCs who are on the receiving end?
No and I mean on both player and enemy. I never could understand why games would need to nerf the NPCs. NPCs are so dumb, they're always at a disadvantage if you give them a level playing field(I mean besides aimbotting, you do have to simulate a humans level of inaccuracy.) That's why strategy games all the harder difficulties do is just give bonuses to the AI because a human player can easily outsmart them.

>>40769
>(I mean besides aimbotting, you do have to simulate a humans level of inaccuracy.)
And anything where the AI can utilize their inhuman reaction times. Basically you just have to nerf them to human levels of reaction times.

Damn. You guys are really going to have a debat about knockdown being unfair? You know how many single player games are power fantasies anyways? Just let me hitstun goons and knock them out with shotgun blasts. That shit is fun in a sadistic way.

Okay I found something even more effective than the perks

Apparently new Vegas has a built in fatigue system that allows certain weapons to deal fatigue damage. Basically if you have boxing gloves you can knock someone out. Someone already made a mod that attaches fatigue damage to all the ammo. Instead of messing around with the perk, km going to augment the knock out mod (that’s its name) instead to be even more potent in game.

Current play tests are already revealing semi realistic gameplay as fights tend to resolve way faster and way more logically than before.

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>>40772
Why don't you try a real game engine? Also:
>>40695
I thought you said you were going to stop making a million fallout threads? This isn't the Fallout modding board.

Jesus fucking Christ. I keep thinking your threads are about general gameplay design theory and all you want to talk about is some fucking stupid gamer from 20 years ago.

>>40773
Bethesda made a masterpiece of a game in a blitz, and each year, the modding community and people like me keep finding features and game design ideas that can still offer revolutionary potential to modern gaming.

Fallout matters to gaming in general. Fallout is life

>>40781
Not really. You could recreate that game in a month. It's all the content that's hard to make.

>>40782
Which is funny because modders are focused on making "overhaul" mods and shit. If they focused on making a new game instead, they'd be rich and famous and many more people would've played their shit./


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>>40759
Watching goons in Max Payne games fly away from shotgun blasts was absolute fucking cinema.
Also one of the things Borderlands 3 did right is add knockback to every shotgun, so you can knock an enemy out and then double tap them with impunity as they land. Really made broke the typical "loot and shoot" routine for me.


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