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Metro Last Light HUD

Discussion in 'Metro: Last Light General Discussion' started by majnu, Dec 13, 2012.

  1. majnu

    majnu Well-Known Member

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  2. majnu

    majnu Well-Known Member

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    We now have hitmarkers!!!

    [​IMG]
    [​IMG]

    We have jam which shows direction damage is taken from

    [​IMG]

    Optical Sight

    [​IMG]
    [​IMG]
     
    #2 majnu, Dec 13, 2012
    Last edited by a moderator: Dec 13, 2012
  3. cerberus

    cerberus Well-Known Member

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    I don't mind the shop HUD but the size of general & interactive HUD needs to at least be adjustable. Just look at how big they are.
    [​IMG][​IMG]

    The hitmarkers on the other hand, are big no-no for me. It's intrusive, it's distracting, it's stupid. I'm not saying they should be excluded from the game, I'm saying they should be optional.
     
    #3 cerberus, Dec 13, 2012
    Last edited by a moderator: Dec 13, 2012
  4. TheStalker

    TheStalker Dragon Slayer

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    they probs will be optional. I mean fast weaqpon switch was in 2033
     
  5. majnu

    majnu Well-Known Member

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    I agree. Plus having large icons appear forewarning you that there is a trip wire takes away any anxiety created by the unknown.
     
  6. stevetheranger

    stevetheranger Well-Known Member

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    cool looking hud
     
  7. Pip314

    Pip314 Well-Known Member

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    I agree wholeheartedly with Cerberus. I hope and pray that we will be able to remove the HUD completely. The markers to initiate cutting the wire, picking up ammunition, blowing out a light, etc, were so obvious, and too big. I really hope we can get rid of them. Also, anyone notice how the player had some 4500 bullets when they went to the exchange? I hope it was for the sake of the demo... and on another note what did you guys think of how utterly rapid the combat was? Look at how fast Artyom reloaded his AK... It was too unrealistic for me.

    What I liked in the first Metro was how slow you could take your time with the human enemies. They were sharp, and each set piece required thought. You weren't overpowered, so when you did finally succeed, you felt that much better. This was the case for me during my first playthrough of Dry Station. I must have died 15-20 times before I nailed my attack, but it made the success that much more gratifying.

    Another thing I'd like to address, which doesn't have much to do with the HUD is the amount of human enemies we killed in the first Metro. I have been playing Far Cry 3, and the entire story is about a guy who isn't used to killing, who gets used to it in order to save his friends. The developers were going for the feeling that for every person you killed, you felt something - like a notch in your heart after each kill. There were so many enemies that you had to kill that it felt a little overdone to me. The developers of Far Cry should have looked at the mechanics of Metro. How many people did you have to kill in Metro, 20 or 30?

    I just think a lot of today's games should take notes from what the original Metro has done... Okay, rant over. Sorry about that, guys.

    EDIT: I forgot to add, did anyone see how clunky it looked when Artyom put the new filter in? He like smushed it into his face instead of putting it onto the bottom of his mask...
     
  8. TheStalker

    TheStalker Dragon Slayer

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    its been confirmed that the hud can be turned off even in easy.
     
  9. Teddy Picker

    Teddy Picker Well-Known Member

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    Fuck. Just fuck. Outrageous icons for moronic tasks? Whatever, I don't even give a shit, but 4A has the fucking nerve to try and implement HITMARKERS?! WHAT. THE. FUCK.
     
  10. cerberus

    cerberus Well-Known Member

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    Bravo, 4A. Look what you did! You broke Mr. Picker.
     
  11. Teddy Picker

    Teddy Picker Well-Known Member

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    I mean I'm usually a positive guy about the game but hitmarkers better be optional or I'm gonna bust a nut.
     
  12. Pip314

    Pip314 Well-Known Member

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    Not in a good way, either!
     
  13. majnu

    majnu Well-Known Member

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    Didn't we all say hitmarkers would be a bad thing ages go too!

    http://www.lastlightforum.com/showthread.php?t=820&highlight=hitmarkers

    Edit -

    Also I remember saying (don't know which thread now) that picking up items should be more clear, by highlighting the items around bodies as you approached it. That way the player wouldn't need to keep spamming the "pickup" button. But having a huge icon is definitely something I didn't expect. It's too childish!!!
     
    #13 majnu, Dec 13, 2012
    Last edited by a moderator: Dec 13, 2012
  14. foda500

    foda500 Well-Known Member

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    Definitely playing on Ranger mode.

    Link, please?
     
  15. cerberus

    cerberus Well-Known Member

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    I sure hope a 4A employee reads this feedback and takes it to heart because these truly are immersion breaking design decisions as far as I'm concerned.
     
  16. foda500

    foda500 Well-Known Member

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    I tip my hat to you good sir.
     
  17. TheStalker

    TheStalker Dragon Slayer

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    Yes we need turn off hit markers and hud. Plus i think the slightly faster combat is a bit more realistic
     
  18. foda500

    foda500 Well-Known Member

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    I'm willing to give them the benefit of the doubt, not something I do for most developers.

    The HUD looks kinda weird though, it's mostly HUD-less then all of a sudden BAM! Giant HUD elements in my face.

    Edit: Also it kinda looked like Artyom ate the oxygen filter.
     
    #19 foda500, Dec 13, 2012
    Last edited by a moderator: Dec 13, 2012
  19. majnu

    majnu Well-Known Member

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    It will be alright. The HUD like in Metro 2033 is only there for a brief time and disappears. It just needs re-sizing, re-positioning and made a bit opaque.

    As for those silly icons and hitmarkers, they are not needed. :tsk: