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darkchazz
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Re: Crysis 3 Discussion (E3 update!)

Postby darkchazz » 07.06.2012, 15:37

imo the HBAO in BF3 is the best realtime AO I've in a game yet, wish it could look like that in CE3
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Re: Crysis 3 Discussion (E3 update!)

Postby wootwoots » 07.06.2012, 16:08

Cry-Styves wrote:
wootwoots wrote:
BmB wrote:Mean, thats a lot of little details who make Crysis1, finaly so "realist" and look polished compare to C2, where, even with additional move ( like stealth kill / slide / stomp ) they cutted many details who turn the game too arcadish like QUAKE3 can be.


Have you ever played an Arcade shooter? They're actual rail-shooters, where you can't control the character at all. What you describe is typical of modern shooters, not arcade/classic shooters.


Guess i didnt use the correct words ^^

By arcade i meant, many realist behavior extremly simplified. Like Burn Out is an "arcade" race game compare to Grand Turismo who is more simulation based.

Crysis1 without beeing a simulation like Arma can be, have a more realist player behavior, when Crysis2 have so many simplifaction so it feel more "arcade" like Quake3 can be. ( mean unrealist, i dont know how you will definite that in english )

( Its just to compare the feeling, i know Crysis2 player dont behave like in Q3 )

And i just spoke about the player control.

Like in Crysis1 you have more the feeling of playing with a "real" body, when in Crysis2 its more like you control the camera with a weapon sticked to it.

I hope, i'am more understable now ^^
Last edited by wootwoots on 07.06.2012, 17:32, edited 1 time in total.
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Cry-Styves
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Re: Crysis 3 Discussion (E3 update!)

Postby Cry-Styves » 07.06.2012, 16:51

Ah I think I get it now. :)
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Re: Crysis 3 Discussion (E3 update!)

Postby F37 » 07.06.2012, 17:59

I got your point wootwoots. I'd just qualify Crysis "sharp" and "accurate" rather than "realistic". I find it difficult to explain, and I probably don't use the best words to describe it but Crysis 2 graphics and gameplay are more "approximate", "fatter" and also provides me a more childish feeling than Crysis 1.

Suggestion for the AI
(From Stalker first impression) AI try to get to cover while they reload. NK in Crysis do it sometimes, but they move so slow most of the time.
(From FEAR first look) When AI "flee", they don't turn their back to be shot easily, they blind shot in player direction.
As for Crysis 2 facepalm AI moments, you know most of it already.
Moonwalk grunt stuck due to complex AI navigation
All-knowing grunt that are aware of my changing position behind a wall if they have spotted me before.
Idle grunt that don't react to their teammate death in front of them or while a massive object moves.

Also, even if I like to interact with the environnement, I don't think it should be a major features during gunfights. For example, Crysis provides good FPS gunfights because the gameplay consists in moving and getting firing angle to take the advantage. Far cry 2 (for example) suck big time if you play it this way, but its pretty good if you like to interact with the environnement. From my POV, I like to interact with the environnement mostly outside fights. It really enhances my immersion when the environnement reacts like I expect it to do :easter:
I am for a few physics interaction during fights, but not too much intrusive.

I'd love to see a FoV interval we could choose in SP and MP.
No Origin, No Origin, No Origin ^^
Manually Pick up ammo on highest difficulty (Warhead style)

Cry-Adam wrote:Well, i'm glad we're nitpicking on shadows in background objects - that means we're nailing it graphically everywhere else! :cheesy:


Took me 300 or 400 hours to be bothered by this, but when you aware of it it really hurts when it takes place. :meow:
Last edited by F37 on 07.06.2012, 18:03, edited 1 time in total.
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OCASM
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Re: Crysis 3 Discussion (E3 update!)

Postby OCASM » 07.06.2012, 18:03

I actually like the improved HUD and hacking abilities. Reminds me a lot of Metroid Prime which if course is great :D

Plastix wrote:Variety: 2 type of modular buildings, few types of vegetation and debris spammed around makes location looks boring. Do you know why peoples lose one's way in forest? Because everything around looks the same way. You need to add some more unique eye-catching elements in to level design.

Then if there's a lot of repetition in C3, doesn't that mean it's realistic? XD

The color suggestions for the TOD you guys are making are just making it worse. Rainforests are green, LOL. Not every level has to be rainbow.
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Re: Crysis 3 Discussion (E3 update!)

Postby chicken » 07.06.2012, 18:17

BmB wrote:Another attempt at counteracting the awful colour destruction rained down by vengeful artists/filter rapists.
crysis3_fix2.jpg


http://i46.tinypic.com/2ur5s10.jpg
hmm Tessellation on the right tree trunk or what it is :whistle:
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Re: Crysis 3 Discussion (E3 update!)

Postby modsuki » 07.06.2012, 18:24

Ahhhhhhhhhhhhooooooooooooooooooooooooooo!!!!
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Re: Crysis 3 Discussion (E3 update!)

Postby NeoLegends » 07.06.2012, 18:34

OCASM wrote:The color suggestions for the TOD you guys are making are just making it worse. Rainforests are green, LOL. Not every level has to be rainbow.

Yeah I have to agree. A rainforest has no purple but in the flowers. What you post there looks very unrealistic.
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Re: Crysis 3 Discussion (E3 update!)

Postby JMLfin » 07.06.2012, 19:39

NeoLegends wrote:
OCASM wrote:The color suggestions for the TOD you guys are making are just making it worse. Rainforests are green, LOL. Not every level has to be rainbow.

Yeah I have to agree. A rainforest has no purple but in the flowers. What you post there looks very unrealistic.

But a real rainforest doesn't have building ruins all over it, either. :] What looks kinda wrong in my opinion in Crysis 3 is that even the buildings are green.
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Re: Crysis 3 Discussion (E3 update!)

Postby johnson13 » 07.06.2012, 21:54

I don't like the idea of hacking things from a distance without doing anything interactive to achieve it myself. Makes things too easy and pointless really, less interesting. Why do I want to sit there idle for a few seconds watching a progress bar like animation on the hud? It would be much more fun to have to either evade their path someway, find some way to destroy them or do something interactive to be able to defuse them. I'm not saying some silly puzzle like in Bioshock but something along those interactive lines so that we can feel we have done it ourselves and if we don't do it properly, an alarm goes off or we just have to deal with it some other way. Anything, just not sit there looking at automatic hacking animation! You could make disarming a turret an interesting point in tactical gameplay rather than idle automatic magic trick.
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Re: Crysis 3 Discussion (E3 update!)

Postby modsuki » 07.06.2012, 22:46

This is the best gameplay video. Official live gameplay. :)
http://www.livestream.com/electronicart ... 7d9611a999

Live stream... low framerate video. But much better than others.

Map is much more open, more tactical. Many paths.
Great except bugs.

Crytek guy said there is much bigger map... :p
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Re: Crysis 3 Discussion (E3 update!)

Postby Cry-Adam » 07.06.2012, 22:52

Great except bugs.

What did you find? :O

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modsuki
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Re: Crysis 3 Discussion (E3 update!)

Postby modsuki » 07.06.2012, 23:34

Cry-Adam wrote:
Great except bugs.

What did you find? :O


I saw these bugs in E3 demo gameplay videos.

1. Though player throw an enemy, sometimes the enemy falls on the spot. He doesn't fly away. Just fall.
2. Sometimes engine doesn't play arm animation when player released heavy machine gun. I saw this bug in Crysis2 many times...
3. Sometimes some AI don't react the situation. Looking at the opposite direction... or just standing.

Please solve them as soon as possible.

AI is top priority. AI is very very very imporant for gameplay.
Please don't make same mistake. :)
Last edited by modsuki on 07.06.2012, 23:40, edited 1 time in total.
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Re: Crysis 3 Discussion (E3 update!)

Postby wootwoots » 07.06.2012, 23:39

johnson13 wrote:I don't like the idea of hacking things from a distance without doing anything interactive to achieve it myself. Makes things too easy and pointless really, less interesting. Why do I want to sit there idle for a few seconds watching a progress bar like animation on the hud? It would be much more fun to have to either evade their path someway, find some way to destroy them or do something interactive to be able to defuse them. I'm not saying some silly puzzle like in Bioshock but something along those interactive lines so that we can feel we have done it ourselves and if we don't do it properly, an alarm goes off or we just have to deal with it some other way. Anything, just not sit there looking at automatic hacking animation! You could make disarming a turret an interesting point in tactical gameplay rather than idle automatic magic trick.


In a video they said that they still working in the hacking stuff.

But i have to say, a kind of puzzle or so would be the worse idea ever. Thoses kind of things are nice 1-3times, then it become just boring as hell.

But, i have to agree, in a single video, see the hacking 5times, its already too much, and it look just useless
And same thing for every game where i saw thoses kind of things. On paper it look nice, but during the gameplay its just boring after a moment.

And, a 10sec hud animation, its the same thing, funny 1-3times, then boring.
If its just another way to press a buttom at distance,, so just put a bottom ^^

-------
Or the HUD animation should last, like 3-4sec maximum, + have a little menu before the hacking to choose different possible result
Exemple for turret :
-disable
-Disable during 5sec ( to make the infiltration realist, the enemy should notice that you went through the turrent place )
-Attack your enemy
-control the turret
-explode !? or explode after serval secondes ? ( to make a trap )

For a Door
-open
-Close
-open just for the player ( like enemy cant open, so you lock a way, but you still can go through )
etc etc

I mean there is A LOT interesting to do with something like that. but of course, if its just to replace a bottom, or put any kind of stupid and boring mini game, better do nothing :rolleyes:


modsuki wrote:
Cry-Adam wrote:
Great except bugs.

What did you find? :O


I saw these bugs in E3 demo gameplay videos.

1. Though player throw an enemy, sometimes the enemy falls on the spot. He doesn't fly away. Just fall.
2. Sometimes engine doesn't play arm animation when player released heavy machine gun. I saw this bug in Crysis2 many times...
3. Sometimes some AI don't react the situation. Looking at the opposite direction... or just standing.

Please solve them as soon as possible.

AI is top priority. AI is very very very imporant for gameplay.
Please don't make same mistake.



The throwing away AI have this problem in Crysis2

Sometime your throw it to the sky when you the view is horizontal.... sometime its like you said, it do not throw correctly

+ the collision with other AI when you throw a AI to them, its just awfull, and totaly bad made.
they randomly collide, sometime they just go through the AI. Thats ridiculous.

+If you grab a AI, and just "cancel" the grab the AI is dead... so grab + kill move with the punch bottom is just totaly USELESS.

There is a TONS of others problem with the weapons in C2, and since they look to use the same model / animtion and so, i guess we will get all thoses problem if they dont rework / check all that :rolleyes:
Last edited by wootwoots on 07.06.2012, 23:45, edited 1 time in total.
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Re: Crysis 3 Discussion (E3 update!)

Postby Plastix » 07.06.2012, 23:43

OCASM wrote:Then if there's a lot of repetition in C3, doesn't that mean it's realistic? XD


Nope. Because NYC is not just a 2-3 types of same looking building spammed around with some obscure street structre.

OCASM wrote:The color suggestions for the TOD you guys are making are just making it worse. Rainforests are green, LOL. Not every level has to be rainbow.


Main idea of my "color correction" is introduce some more colors to different areas. This is not a real rainforest, this is not a realistic looking environment. You can add as many colors and "things" "beyond real" as you want. As example - why night city shots looks so great? Because there is a lot of color and light variation in it. This makes those shots looks interesting for your brain and eyes.

modsuki wrote:Many paths.


From what i can see there is 1 path with a tiny bit of variation on how you get there.


 
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