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Showing results for tags 'Immersion'.
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TheScottishOperator posted a topic in General DiscussionIt is inevitable, now that the game has just been released as Early Access on Steam and the increase in advertising and media coverage via YouTubers, that new and young gamers join the field with little to no tactical and strategic gaming experience. This can quickly become irritating to the more mature members (roughly 17+) who wish to play the game as intended - incorporating communication and teamwork, instead of individuals playing a 'Call of Duty' styled run-and-gun. On top of this, (without being offensive) younger players very often ruin games and their immersion with typically high-pitched voices and immature behaviour. This thread is asking how maturer players can handle this and as communication and teamwork is of extreme importance in Squad, how the developers and community are planning to adapt and handle this. Thank you.
simon_winter posted a topic in Feedback & SuggestionsAs Title says, add binaural audio. WHAT THE HECK IS BINAURAL AUDIO? binaural audio is "Virtual Reality" for your ears and is a HUGE boost for immersion, way better than the best 7.1/5.1 sound system you can find. And even the cheapest earplugs are enough to get the proper immersion. Basically our ears hear everything "just" in Stereo as we only have 2 of them. Modern 5.1/7.1 Sourround systems try to make things listen real, by simplifing our perception of where the sound is coming from. If something explodes to your far left, only the left speakers will play that sound. If the explosion is 45° front-left, the right/front speakers will ALSO play the explosion sound, but at lower volume, according to the degrees of the explosions position. That might sound logical at first glance, but in reality your perception of "where does that come from" works different. Your brain doesn't measure the loudness at both ears, it is measuring the offset between the arrival times of the sound for each ear. So your left ear will register the explosion a fraction earlier than your right. Explanation video with some binaural examples in the middle and the end. (the video does NOT feature binaural audio in the beginning, wait for him to switch to it) (Binaural Audio actually means "2 Ears Audio" and is more related to recording something with a special 2 headed microphone. For Gaming purpose we should refer to HRTF: https://en.wikipedia.org/wiki/Head-related_transfer_function) WHAT DO I NEED FOR BINAURAL AUDIO? Basically nothing special. Binaural audio is basically how the real world sounds for you. As you have 2 ears, you only need 2 Speakers or any stereo headphone. Headphones give the greatest experience and even very cheap smartphone earplugs create an unbelievable illusion of reallity. IF you are using speakers for whatever reason, you have to make sure that they are directly to your left and right and not infront of you. Also the distance from your head has to be symmetrical. (i advise headphones) examples? watch complete according to instructions, you can skip to minute 2 or later if your impatient IS IT DIFFICULT TO IMPLEMENT IT INTO GAMES? WHAT ABOUT PERFORMANCE? From 1998-2003 it WAS already used in some games (and still is). have a look here. I am not familiar enough with the workflow to give any real good statment about this, BUT i've read over some articles and discussions which looked VERY promising. Calculating the traveling of soundwaves seems to be very intensive, but i read, that there are already VERY efficent approximations for that. Even some Engines are capable of doing it (e.g. OpenAL sound library ). Several mobile games do it already in similar ways. The technology already exists since mid 90's, and should really be an ease to implement with todays techs. Read here: https://www.reddit.com/r/truegaming/comments/126fjp/why_isnt_binaural_audio_used_in_gaming/ and here: https://www.reddit.com/r/truegaming/comments/4jc2c7/gaming_in_stereo_vs_binaural_what_games_can_you/ CONCLUSION The biggest problem is, that nobody is aware of how great that technology is and that you need a Headphone for it to reach its full potential. As there are already engines out, which are capable of this FOR MORE THAN 20 YEARS i think time has come to make developers aware of it. Yes it is hard to sell this additional effort, because the promotion on youtube etc. only works, if the potential customer is ready to use a headset to watch the video, but to be fair: A HUGE number of players IS already using headphones all the time! IF you pump out some promo videos of the new sound with the 2 second explanation, that you shall use an headset to watch, i have no doubt, that this will go viral within weeks. Be the first Ego shooter with binaural sound! It is already Mind blowing in all day situations! Binaural videos about visiting an barber shop or a simple thunderstorm have MILLIONS of clicks, imagine a MILSIM using this technology! still not convinced? GO WATCH SOME BINAURAL AUDIO ON YOUTUBE AND GET AMAZED. i apologize for spelling and grammar gore. ain't nobody got time for dat. // Edit: a 3 Year old Engine running binaurale audio: https://forum.unity3d.com/threads/released-binaural-3d-audio-engine-for-games-and-vr.234037/
Hey guys, I am not new to the game since I got it one year ago. The game has advanced in so many areas except one! And that is the environment detail. It is still horrible to say the least. The effects in the game look 11/10. In the recent recap, the mine explosion looks too good to be true. But the trees and the grass in the game look like from a 2002 game, also the lighting make things to bright or too fogy like in the early 2000's games. Lets compare squad environment vs a mod for Battlefield 2 (Forgotten Hope 2). VS VS In this squad screenshot bellow everything looks pre-alpha, the environment with it's colors is all over the place and does not blend in well. In the end I want to say, that squad it self is great, but for me I want to feel like I'm there. So I don't play squad since I hate the way it looks. I would suggest for the developers to create or buy or generate far more tree models, since it''s mostly the same tree everywhere. Also change the ground textures form brown to more green, so that the grass and the ground could blend in better together. Since now it just sticks out too much. Anybody feels the same? What do you guys think? Please post your opinions. Cheers.
Something I would love to see implemented into this game would be the addition of civvi AI which would have an impact on the game. The way I envision it would work would be that civvi's populate built up areas as well as a few wandering around the rest of the map. Civvi's would respond to gun fire by moving away from it and then return to their original positions/ activities once the fighting has moved on. The whole purpose of having civvi's populate the map is that they would respond to the actions of each team. As an example if your team were to kill a couple of civvis the other team would then be giving an intel package - give away a squads position for 2 minutes or maybe the position of a FOB/RP maybe. Also this could work well if you say occupied someone's house that would also incur a penalty. I think this system would add an extra layer to the game and force squaddies to think about dropping FOB's etc. What do people think? PS. I don't know if someone has raise this idea already, sorry if they have. Also I acknowledge that this would probably put way to much strain on servers and people's rigs.
In war films, I've noticed ambient noise like gunfire, explosions, yelling, etc is picked up in a soldier's comms and sent through to the channel when they're talking. Can this be added to Squad? Sometimes when I'm Squad Leader I'll get other SL's asking me how something is going; I'm mid firefight and I'll accidentally yell back to them whilst I'm shooting. On occasion I've had "no need to yell man" come back from them, which I then apologise and explain I was shooting at the same time. There wouldn't be this confusion if he heard all the gunfire when I opened my channel. I think it would add great immersion layer to the comms channels. Obviously it wouldn't be necessary for the local VOIP, just Squad/SL channels
Lots of people wo have been to war play project reality, some may be playing as it helps with their PTSD. Unreal 4 has built in support for the rift so implementing VR is much more of a UX issue. There are pople building tools for to treat anxiety using Oculus Rift such as Phobos from PsyTech https://www.indiegogo.com/projects/phobos-anxiety-management-vr-platform The US army already has developed VR tools to help with PTSD treatment but inevitably because its treatmentnot play they are limited if highly realistic spaces The suggestion is that you either with PsyTech using their api or by yourselves directly instrument Squad so that it can be used as a tool for healing. A lot of people have fought in a lot of wars and still carry the psychological scars even if the war they fought ended 50 or more years ago You might want to have this as a stretch goal on a kickstarter run I know this might seem like a odd request, but it was stimulated by Bluedrakes charity run to help wounded warriors, combined with my own recent support for phobos, to help someone who has immense medical problems due to needle phobia (can't get blood checks, can't cope with hospitals, cant use ambulances etc) I realise its a whole bunch of work, but you could help a lot of people heal by helping create a controllable immersive enviroment a context where people can rexperience the trauma they suffered in a context where they can exit at any time and are alewys actually safe and supported no matter what their brain is telling them No matter what when you go to crowdfunding I plan to support you, if only to give back to bluderake on youtube for all healing (dopamine realease) watching him play has given me best wishes kate
Are there any plans to implement more detail into things like the interiors of buildings, settlements and military compounds? If not, these are my suggestions. Things like furniture and clutter in buildings, clutter and cars in the streets, assorted equipment and ordinance sitting around, or even potential dynamic spawns (Random IEDs)? I believe some of these things existed in PR but not on the scale that I speak of. I mean making the settlements and towns seem lived in. I understand the primary focus is on gameplay, mechanics, and teamwork, but I believe immersion is the thing that really makes or breaks a game these days.
What is Immersive Driving? Immersive driving is probably the polar opposite of all FPS land based vehicle control. I'm not sure how to implement it fully but some examples have been suggested in other threads. The idea is to enhance the experience of driving vehicles and make it much more interesting and also slightly more challenging Immersive Driving Might Include: Manual gear changing only (perhaps unrealistic but used to enhance driving and hence gaming experience)The ability to turn on and off engines Vehicle brakeHandbrake/parking break/mountain brake (to stop or resist the annoying sliding down terrain to a certain degree)Balancing Terrain with Vehicle Speed and ManoeuvrabilityPerhaps a 'GPS direction system' for some maps (not neccessarily all, not sure if possible)Exterior Mirrors or Camera views (JACKAL can be mounted with FLIR, I'm not talking about 3p view)Vehicle Dynamic Damage, Disability, Decal & Destruction System (Vehicles that are disabled/unusable AND not exploded/onfire/'wreck' status)Dynamic Dashboards (speed gauge ect)Lock vehicle/Restrict Vehicle to squad/personnel(with automatic unlock time of 10 or 15 minutes - so team can still use vehicle if vehicle is abandoned or squad disconnects)More terrain features specific to vehicles (traps/ditches, road craters ...model could be 'blast crater', impassable terrain/roadblock, enforced usage of deployable bridges (in a minority of maps or to cross a certain area of the map, limited terrain deformation limited for network physics and bandwidth, player made terrain traps...limited with conditions, more chances of crashing vehicles with careless driving)Vehicle Driver VOIP Channel (friendly team only)Vehicle sensors for parking/proximity'Shot Detection' Sensor for vehicles that have it IRL (system gives audio cue to compass bearing, device exists IRL...not sure if it is used much or deployed. Probably used to feed intel to machine gunnners or disembarked troops)Passenger Injuries from SOME crashesObviously some of these ideas have been suggested and I've tried to link them (where possible). However, I did add some original ideas into the mix and my suggestion is the actual concept of driving needing to be improved upon from PR. I'm not endorsing or saying all of the suggested implementation ideas are good. They're just ideas to hopefully inspire ideas or possibilities.