Auto-aim is firstly unrealistic, it means you'll never miss your shots. Two, it does not make any sense in a survival scenario, RE could be even more scarier by removing the auto-aim features. Not having auto-aim, does not make your controls bad or clunky and it have nothing to do with bad design neither. Those are things that player must learn (and of course a tutorial must be carefully setup). You cannot spect to play every single game with auto-aim mind you?
I Highly Disagree. Auto-Aim does not make the Game any more Scarier. It just makes the Game Frustrating, and makes your Character look like a Physically Disabled Person when He/She misses the Enemy completely and Empties an entire clip on the Wall. It also Wastes Precious Ammo, and This, Coupled with iPad/iPhone controls and the Fixed Camera for that matter (You won't even know if your hitting the enemy or not, thus Wasting even more Ammo)...No. I'm not here to start an arguement about Auto-Aim, just...Please, Incorperate Auto-Aim as an option.
I agree with spartanmastah, add auto-aim. If you so choose to start the game out with no auto-aim, then at least incorporate the feature so that we can turn it on/off from the Options. Auto-aim will not hurt this game. The only thing it will do is make it better.
I can agree that touch screen cannot replace a gamepad but it have nothing to do with the fact that your character can miss the target in dark areas or miss the target because of the distance to the target is quite far. Your character wont look physically retarded because of that. ^^ I have no problem with auto-aim, whats bothers me is how will that affect the survival horror experience and game balance itself, specially when doing long range shooting in the dark! Theres others ways of balance game difficulty, instead of making everything automatically and easy (which destroys the entire purpose of a survival horror game), monsters could be a bit slower, they can have less energy, or do less damage. Having auto-aim means that we must make our enemies more aggressive, faster, tougher, etc. The game should be balanced somehow you know. Though this is something that will be decided later on, once we get our beta testing input from users. But remember, any of those choices will impact the game difficulty and we must adjust and tune out game balance based on it. Cheers,
Too add up to my last comment, The new camera and control system makes combat a lot easier than those showcased in the iPad2 demo. Wait and see.
Yes, but I'll get you back tomorrow, time for me to get some sleep. It looks like you are new to the forums and provably missed some info about this game. I'll let you know a bit more about the game tomorrow. King regards,
If you say that with autoaim one will never miss a shot, then your memory may have forgotten (see what I did there) to put in weapon recoil or what it's called that makes every shot not be 100% accurate.
Auto-aim is a bad idea in my opinion. It definitely ruins the atmosphere. I mean, seriously? An enemy comes out and your camera focuses on the enemy, and you'll never miss a shot?? It turns into a 3rd person shooter, not a psychological horror 3rd person game. And shooting shouldn't even be that important an aspect, that you have to shoot all the time, because like I said the game just turns into a shooter.
How will the game turn into a shooter if it has auto-aim?, You'd Still have limited Ammo!. No Auto-Aim just makes you waste ammo when you keep missing the shots. That in turn makes it a frustrating experiance, As i've said before. But hey, Tato Will do something about this. So I'm good.
You guys, with the rails and aim arguments remind me of the character in the wheelchair "I can do it myself!", from Scary Movie 2.
I disagree. You can have auto-aim that doesn't aim/lock on for you 100%. There are different ways of doing it. You can have a distance threshold for one, so that it locks depending on how far away you're pointing your reticle from the target. Two, you can have it soft lock, so that it "pulls" your aim toward the target, but doesn't lock it on the target 100% (and the amount of pull could also be adjustable). If you combine both of those methods (which is more or less what Gameloft does, though more the first method than the second), you can have an adjustable auto-aim option that assists the player but doesn't detract from the suspense of the game. This is especially important for a game with a fixed camera in which you can't see from your character's POV. The key thing here is OPTION - you definitely don't want to force it. However, if you're really unwilling to incorporate auto-aim, at least have something like a laser sight that will help provide a line of sight for the player. Also, clunky controls are a combination of poor design and hardware. The iOS hardware is not the most ideal for FPSs or TPSs because it lacks the accuracy of a PC mouse (consoles are the same - they're also not the most ideal for FPSs/TPSs). Devs can't control that, but they can control the software side. Yes, players can get accustomed to them, but they shouldn't have to - if they're designed well enough, it takes little effort to learn them, and they aren't an encumbrance. Gameloft has done a good job at perfecting their shooter controls. Not all companies have. You certainly don't want to detract from the suspenseful feel of the game, but if the controls/gameplay are frustrating, THAT will detract from the game more than any assistance you provide the player.
Wow, a 2 page debate on whether the game should have auto-aim? How about put it in as an OPTION? That way, people who want it, have it and people who don't, won't! What a simple and elegant solution! PS: Silent Hill FTW!!!
I have three comments about this. 1.) A camera that "pulls" your aim toward your target makes the game a shooter, and also probably won't work with the silent hill/resident evil dynamic camera system of the game. 2.) You're referencing Gameloft's auto-aim feature, yet their games are pure shooter games. 3.) You will detract the games suspenseful feel by having auto-aim. And the fact that you will miss some shots just makes the game even more realistic. If you hit every single shot on your target, now that's not very realistic, is it .
sorry to quote myself..just thought it was funny..posted this 2 months ago...all of the sudden Autoaimhell...I still say no.....run scared and use your brain, not your ammo...this doesn't look like a Gameloft title..
I'm kind of worried now. I thought the game was originally conceived as a horror title with minimal combat. Is the game leaning towards being more focused on combat now?
And still the case, You won't be gunning down enemies all the time. Provably 1/4 - 1/5 of the time you'll be fighting them. But there's others things to do with enemies, like: Sneaking, hiding, runaway. Theres also others things about our fear system and environment/enemies (that i can't comment now ). Quite unique, that you'll love it.
Though there definatley should be combat, Running away/Hiding gets boring and tedious if it's Near-Constant. Ammo should be scarce, but not SO scarce that you can barley fire your weapons.
Isn't constant and it's quite balanced. We also do have more than one playable character with different abilities/skills from each other.