u/Cyborg800-V2

Image 1 — Can the light and shadow stealth of Thief and Splinter Cell thrive in a dynamic overhead perspective like that of MGS1-3, or is that camera style best left in the past?
Image 2 — Can the light and shadow stealth of Thief and Splinter Cell thrive in a dynamic overhead perspective like that of MGS1-3, or is that camera style best left in the past?
Image 3 — Can the light and shadow stealth of Thief and Splinter Cell thrive in a dynamic overhead perspective like that of MGS1-3, or is that camera style best left in the past?
Image 4 — Can the light and shadow stealth of Thief and Splinter Cell thrive in a dynamic overhead perspective like that of MGS1-3, or is that camera style best left in the past?
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Can the light and shadow stealth of Thief and Splinter Cell thrive in a dynamic overhead perspective like that of MGS1-3, or is that camera style best left in the past?

Inspired by MGS2, I've implemented corner peek and first person aiming (with the player unable to move and only able to look 90 degrees left and right).

I love the cinematic camera angles of classic RE, but recognize that tank controls are a barrier of entry to newcomers, so I feel that MGS2's camera is a good middle-ground.

For me personally, I feel passionate about using this camera style because it lends a unique cinematic feel. The traditional third person camera empowers the player and I feel the overhead view does the opposite. Following Thief's AI behavior rather than the binary alarm states of MGS and SC coupled with the light meter should ideally avoid the frustration some have with classic MGS's camera and stealth.

My feeling is that this camera style would not only be a unique challenge and distinguish my idea, but also to counter the argument that it and its ilk are "outdated" solely because they don't conform to the homogenized style of today. If I execute things right and address legitimate issues people had, which is why I made this post, then people would instead appreciate the things that were always there, like the cinematic feel and tension.

I'd like to see a second opinion on this. What are the positives and negatives of my choice of camera? How would they impact the gameplay of Thief and Splinter Cell?

u/Cyborg800-V2 — 17 hours ago
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Blending Splinter Cell/Thief's light and sound stealth with the dynamic overhead view of Metal Gear Solid 1-3? A recipe for friction and depth or frustration?

I'm exploring an idea of mine using Godot that blends the light and sound stealth mechanics of Splinter Cell and Thief with classic Resident Evil's exploration and Metal Gear Solid's dynamic overhead camera that transitions and changes based on player position. Inspired by MGS2, I've implemented corner peek and first person aiming (with the player unable to move and only able to look 90 degrees left and right).

I love the cinematic camera angles of classic RE, but recognize that tank controls are a barrier of entry to newcomers, so I feel that MGS2's camera is a middle-ground.

For me personally, I feel passionate about using this camera style because it lends a unique cinematic feel and doesn't provide the player the power of a traditional third person camera. It'd encourage the player to be more methodical and feel more vulnerable. Following Thief's AI behavior rather than the binary alarm states of MGS and SC coupled with the light meter should ideally avoid the frustration some have with classic MGS's camera and stealth.

I'd like to see a second opinion on this. What are the positives and negatives of my choice of camera? How would they impact the gameplay of Thief and Splinter Cell?

reddit.com
u/Cyborg800-V2 — 21 hours ago
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Blending Splinter Cell/Thief's light and sound stealth with the dynamic overhead view of Metal Gear Solid 1-3? A recipe for friction and depth or frustration?

I'm exploring an idea of mine using Godot that blends the light and sound stealth mechanics of Splinter Cell and Thief with classic Resident Evil's exploration and Metal Gear Solid's dynamic overhead camera that transitions and changes based on player position. Inspired by MGS2, I've implemented corner peek and first person aiming (with the player unable to move and only able to look 90 degrees left and right) that allows for shooting limbs and facilitates scouting.

I love the cinematic camera angles of classic RE, but recognize that tank controls are a barrier of entry to newcomers, so I feel that MGS2's camera is a middle-ground.

For me personally, I feel passionate about using this camera style because it lends a unique cinematic feel and doesn't provide the player the power of a traditional third person camera. It'd encourage the player to be more methodical and feel more vulnerable. Following Thief's AI behavior rather than the binary alarm states of MGS and SC coupled with the light meter should ideally avoid the frustration some have with classic MGS's camera and stealth.

I'd like to see a second opinion on this. What are the positives and negatives of my choice of camera? How would they impact the gameplay of Thief and Splinter Cell?

reddit.com
u/Cyborg800-V2 — 21 hours ago
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A PSA to all those playing Halo 5 Ranked Slayer (since that's the only way to play slayer now): the matchmaking algorithm will break once you reach, say, Diamond 3, expecting you to carry lower teammates against stacks. Switching from expanded to balance matchmaking actually saw faster queue times.

I've been trying to improve at the multiplayer despite the low population and I reached as far as halfway through Diamond 3 and increased my KDA from 1.6 to 1.8. This streak of games where I was consistently going positive and winning, resulted in the matchmaking struggling to find matches for me.

Today, the system basically broke and I lost nine games in a row before winning my tenth. Queue times were longer than usual for an already ten year old game with a dwindling population. When I did find matches, it was against premade stacks, often all Onyx, while my team was often held back by one or two poor players who I and sometimes one other teammate were expected to carry.

I switched to balanced matchmaking for my last two games and I suddenly started finding games faster. Ironically, by limiting the pool of players through balanced matchmaking, I was able to be matched faster than with expanded which compares me to the entire pool of players.

It seems like expanded matchmaking gets stuck trying to force you into a lobby where you're meant to lose. If you're a high KDA solo player getting stomped by stacks, consider switching to balanced, as expanded might be hurting queue times and your win percentage.

reddit.com
u/Cyborg800-V2 — 4 days ago
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I’m not a competitive player, but Ranked Slayer is the only way I can enjoy arena for my favorite Halo MP, Halo 5, and I’ve noticed that reaching Diamond 3 results in these huge loss streaks, where the game goes out of its way to either put you in underfilled lobbies or ones you have no chance of winning.

It’s discouraging to put in the effort to improving at the game just to be sabotaged because you’re a solo player expected to carry bots against stacks.

Today, I lost 5/7 games with one win being a fluke where it was 3v3 and the enemies quit after 2 kills on our end. Yesterday, of my six games, two started with missing players and three saw people quit during the match.

u/Cyborg800-V2 — 7 days ago