Right. And if your character dies… well… you know what you have to do. For realism.
Realism is overrated and subjective. Q.E.D.
Right. And if your character dies… well… you know what you have to do. For realism.
Realism is overrated and subjective. Q.E.D.
Planetside 2 seemed to do a decent job of this with respawns often being a 3-5 minute walk away from the action. Getting killed was really inconvenient. Because of this players tended to be far more cautious. Use of cover, suppressive fire, and valuing the presence of good “medic” types made fire a very interesting play experience.
you tend to see wounds and bleeding more prominently in rpgs and multiplayer online games but the few gaves where your arm gets shot off just tends to be diminishing returns and people killed themselves to get back in the game
Hes talking about the "duck behind a pillar and let the shield/health recharge " that halo introduced although at first it was just the shield but now its the full health
most games that ive played that had damage like that were rpg types or the online games and after a certain point you just killed your self or reloaded … Bleeding in games is like being poisioned … it just ticks away
There was one game that you could get shot in the arms and legs but it just meant that first aid kits didn’t heal you all the way til you finished the lvl or found a first aid station