They're part of the whole "the player needs constant feedback" thing that games are doing now. I mean how else would a casual know if they hit the enemy if the game didn't give them an icon that said they did, anon?
>>315611678 I kinda hate these new things showing up in vidya
>Player needs constant feedback on obvious things >Player must feel empowered without any real input (supers in Destiny/Black Ops/Overwatch etc.) >Player will need exp bars and levelups in games that have no RPG elements, just to compensate for the carrot-on-a-stick they failed to implement
Come on now, we all hated it in the old days when you'd be fighting a boss and you'd have no idea if you are even doing any damage every time you hit them.
User feedback is not some new fangled idea invented for the "casuals", it's a tenet of usability.
Now I suppose you could just say "You could do some other form of feedback, like a stumble animation." but that's not a solution because that makes stun locking a thing so then you go "What about auditory feedback, a hit makes a different sound." but that's not a solution either because it's useless for deaf people. These sorts of things matter to devs.
>>315612238 So it's there when you hit and not when you don't or just aim? So it's a non-issue? You know when you hit when the health bar goes down. It's basically the same thing. Why is everyone crying?
They do have a place, mainly in competitive FPS where you might be paying careful attention to accuracy over long distances. If you don't kill the target you otherwise wouldn't know if you were hitting them, and it's something that affects how you play or what gun you use.
Including it in Fallout 4 is a bit confusing though. Not really bothered by it, but it seems out of place.
>>315611678 >>315612595 Feedback for hits can be good or bad depending on the game design and intention. Realism simulators don't do hitmarkers for the sake of emulating real combat, but even for arcadey games a lack of a hit registration indicator can make for more frantic, fluid and more organic / less mechanical fights.
By "less mechanical", I mean that people can't just subtly min-max their responses to situations. If they are unsure if the enemy they shot at has died, they have to spend extra attention to the target afterwards. Through simple emergent gameplay concepts, that can lead to players making mistakes and getting into trouble / misadventures, which is always a good thing.
1. With hitmarkers (and deathmarkers), they can generally tell immediately when to stop shooting and maybe shift focus to another target. 2. Without hitmarkers, they can just keep shooting. If they decide to conserve ammo and walk up to the last known location to check for a body, that naturally leads to the possibility of AI performing simple ambush tactics or the player stumbling into a trap, etc etc.
Hitmarkers are undeniably important in arcadey multiplayer games though. Dealing with no hard feedback in the face of lag can destroy the experience.
All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.
If a post contains personal/copyrighted/illegal content you can contact me at email@example.com with that post and thread number and it will be removed as soon as possible.