![]() ![]() About being able to use the console to disable the fog, for people who like to just play it as an rpg.īut, you didn't bother to actually make it usable, because you didn't need it yourselves for the "pretty demo screenshots".īlatant disregard for player preferences. Sawyer even responded to my preorder question, personally in a livestream. You clearly created the command for showing off screenshots, and footage of the game pre-release. And still nothing has been done about it. The NoFog bug has been reported many times since then (I've checked). Of which, hasn't been working since early beta, before the game was even initially released. But how difficult can it be to resolve a single command. A lmost a year later, and this issue still persists. So, I said I'd check back in on the game, and reinstalled it again today. Apparently, being able to see more than a couple of metres is cheating, yet fast mode 24/7 is not?. I'm not trying to cheat, I just want to be able to admire the nice scenery. Or, even only use Fog on areas that have not been discovered yet?. Or even to adjust the start radius of the fog, so it begins outside of your screenspace view. I mean, to enable, or disable it properly, without uncovering the whole area map before it's discovered. I would love some Fog of War specific options. Basically anytime you do anything requiring a map load. It defaults back to a (bugged) version of the Fog every time you: load your save, enter/exit buldings, enter/exit too or from areas, etc. But that's not even a viable option, because it doesn't store the console value with the other settings in the registry. But then, like I said, it's way more effective to just use 1st-person view at that point.When I was preordering, I was under the impression we had the option to at least force disable the FoW via the console command 'NoFog'. If it was a horror game or something? Sure. not one that isn't specifically designed around that, at least. I mean, sure, it's abstracted that you can see in 360-degrees, but, it's representative of both:Ī) The fact that you don't just suddenly think there's NOT a Rogue behind you simply because you turned around, andī) The fact that you can turn your head at any point to check behind you, for the most part. I'm fine with distance/obscurity (darkness, fog, etc.), but I don't think facing should make things vanish. ![]() ![]() It makes perfect sense in a first-or-close-third-person game, but in those games, you can't see things behind you because the camera is basically fixed to your character's perspective. Yeah, I'm not a fan of quite that level of vision simulation. But it looks and feels awful and I see absolutely no gameplay merit in view blocking. I mean I get the idea and I get that that is supposed to be realistic. So basically if you were running away from Zombies you had no idea what was behind you. I actually hated that in Project Zomboid where you coulnd't see the Zombies onscreen when you weren't facing them. I also think it would be nice if the view distance were greater and the interaction distance with npcs (of the highwaymen/thugs/enemy party/Tarnor's party type) was less than the view radius so you don't suddenly find yourself having a conversation with Tarnor a group of psychopaths that will butcher you. This kind of 'dynamic' fog of war I think would be nice. If your PC carries a torch at night, creatures could be scripted to hover at the edge of the field of light. Also, if the engine is 3D, being in an elevated position could increase the diameter of the players field of view to get the lay of the land, spy enemies, etc. It could be too dark to see into in the distance, murky at mid to far distance where you might vaguely see something move but more than likely not, mid distance where movement is more noticeable and objects start to take shape and size, near distance where the player can tell if a creature is humanoid or other and have a better idea of it's size (and at this distance the creature could be targeted with a ranged weapon if desired with a negative modifier to hit it.), before being in direct and clear view in the immediate vicinity of the PC. Something I've never seen done with fog of war in iso games is gradation of fog of war. I posted some suggestions about how I thought the fog of war might be improved on the rpgcodex forums and thought I'd share them here for people to discuss and for the devs to consider. In the friendly fire thread I mentioned that the infinity engine fog of war wasn't the best, and could do with an upgrade. ![]()
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