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PR:BF2 Feedback Post your feedback on the current Project Reality release (including SinglePlayer). |
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2022-04-05, 21:47 | #31 |
Join Date: Dec 2017
Posts: 182
United States of America
Location: Texas
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Re: v 1.7.1 Make the bleed effect Red Again
I have only played a couple of rounds, but it did make them considerably more frustrating after getting shot. Yes, the blood effect did look little dated, like early 2010s, but the game is literally 2005. Nobody complained about the blood effect. The new wounded effect simply obscures too much vision to the point that following a medic's instructions about where to go when revived or on low health can be unnecessarily difficult. Maybe widen the cone of vision, but that would be confused with the suppression effect, which I very much like. The blood effect obscured enough of your vision for the desired. If anything, bring back the black and white effect if possible at <10% health.
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2022-04-06, 11:17 | #32 |
Join Date: Apr 2020
Posts: 344
United States of America
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Re: v 1.7.1 Make the bleed effect Red Again
The comments people are making here are hilarious to read through.
"I should be able to fight a war when I am only 25% alive!" |
2022-04-06, 12:12 | #33 |
Join Date: May 2016
Posts: 163
Portugal
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Re: v 1.7.1 Make the bleed effect Red Again
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2022-04-06, 20:21 | #34 | |
Join Date: Mar 2019
Posts: 70
United States of America
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Re: v 1.7.1 Make the bleed effect Red Again
Quote:
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2022-04-06, 22:01 | #35 | ||
PR:BF2 QA Lead
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Re: v 1.7.1 Make the bleed effect Red Again
Quote:
Perhaps it should be stated that the bleeding effect does not appear at all above 75% of health and anything above ~40% of health is actually way less severe than the old bleeding effect. In practice it means most of non-combat damage (like jumping a few meters down from a wall) will not impact your efficiency as much as before. To get this high falling damage (over 60%) you need to jump from a 3rd floor (around 13m height). In terms of the red colour, it is already present although it may be fading out too quickly. Quote:
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2022-04-07, 04:03 | #36 |
Chilean Forces 1978 Faction Lead
Join Date: Nov 2017
Posts: 188
Chile
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Re: v 1.7.1 Make the bleed effect Red Again
Guess i was able to concentrate more on the effect itself now than in the middle of battle before. All i saw back then was black , and i did noticed later that the red fades too quick the lower your health goes
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2022-04-11, 22:42 | #37 |
Join Date: Apr 2020
Posts: 344
United States of America
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Re: v 1.7.1 Make the bleed effect Red Again
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2022-04-11, 23:46 | #38 |
Join Date: Jul 2017
Posts: 476
Trinidad and Tobago
Location: Grenada (Another Island)
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Re: v 1.7.1 Make the bleed effect Red Again
Thing is, even in Arma its easier to kill AIs (Gonna say AIs instead of Players since Arma is primarily PvE) with low health than in PR at this point. Arma doesn't make your entire screen go pitch black so on a realism scale PR is as bad/worse than a COD game in terms of wounded/low health portrayal.
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2022-04-13, 21:56 | #39 |
Join Date: May 2020
Posts: 32
Japan
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Re: v 1.7.1 Make the bleed effect Red Again
I have gotten used to the new effect a little more, but I still think it needs adjustment. Mainly because it isn't immediately clear if I've have been hit or if I'm suppressed.
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2022-04-14, 06:25 | #40 |
PR:BF2 Lead Developer
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Re: v 1.7.1 Make the bleed effect Red Again
The last update increased the amount of red from initial hit quite a bit. Is it still not noticeable enough?
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Mineral: TIL that Wire-guided missiles actually use wire
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