Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


My Index gets in on Friday! :toot:

Adbot
ADBOT LOVES YOU

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


Index came in! :toot:

I then spent about five minutes in H3VR trying to figure out how to let go of a gun, before realizing that I had to physically let go of it.

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


GutBomb posted:

Holy poo poo I didn’t realize this was possible.

I found out about this after I flubbed a grenade toss at that one vent, then my grab for a new grenade was slightly off and snagged the live grenade instead.

It hurt.

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


tak posted:

Put a hard hat on your head and they can't attach to your face

Or a bucket but then you can't see

You could also grab a decent sized object and hold it out in front of you like a shield.

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


Neddy Seagoon posted:

Return of the Rotweiners isn't all that melee-focused and has a lot of depth to it. You'll get some decent guns just by doing the starting hub quests, and it's often better to just run rather than stay and fight as it'll often attract MORE zosigs.

I tried out Rotweiners on Arcade, and got into a fight with 2-3 zosigs near a set of beartraps.

After the gunshots drew in everything, I had around 6 zosigs on my rear end, and do you have any idea how stressful reloading is when there's a pack of them on your rear end while you're using armswinger?

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


hhhat posted:

Me in half life:

Is that dead body a zombie?

Is that dead body a zombie?

Is that dead body a zombie?

...

Ok none of these dead bodies are OH gently caress

The pistol reflex sight was a godsend for that. Sweep the room and any sleeping zombies will still have their headcrab glow.

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


sigher posted:

VR in the Master Chief Collection.

This intrigued me for a moment, then I realized that this would also mean Halo vehicles in VR, which would be utterly nausea inducing.

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


Brownie posted:

It’s not worth it. There game is designed to be fun in a VR headset, and without one it looks jacket and pretty boring, with awkward level design and simple weapons. Problems like the simple AI and low enemy variety are also way more problematic outside of VR.

Yeah, slow shambling zombies that come at you in groups of 3 at max is a challenging fight when you have to actually aim and fumbling a reload costs you vital seconds.

When you can just point the crosshairs at them and reloading is just a button press it becomes boring.

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


Turin Turambar posted:

HL Alyx without VR would be a incredibly disappointing game. Hell, even with VR I made a point about that, when I wrote about it, it was really a fairly unambitious FPS. Lots of sewers/metro stations, not that much enemy variety (did it really need 3 variations of headcrabs?), it's very lonely, you see briefly 4 npcs in the whole game, no vehicle sections, no sections accompanied by a colleague, very few weapons, and except two places, no standout ambitious set pieces.

Honestly, headcrabs are the perfect type for enemy for something like Alyx. Tiny, fast, yet has periods of not moving for you to take aim.

And now that I think about it, would Alyx's weapons even work on a flat screen mod without making custom animations for everything? They might just slap in some HL2 weapons and call it a day, which would further trivialize the game.

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


Zaphod42 posted:

If you can't find a friend who has a headset to borrow, just watch a Lets Play of Alyx instead. You'll get all that you would from trying to play it with a non-VR mod.

As others have tried to say, (but I swear this isn't just gatekeeping), so much of Alyx's design REQUIRES motion controls. Its not the VR headset, its the motion controls that make VR what VR is. All the things the Wii promised about motion controls that ended up being bullshit, they are real on a VR system. The motion tracking is highly accurate. So the entire game is designed to use that:

Guns have to be held in your hand, manually aimed, and manually reloaded.

Grenades have to be tossed in an arc from your hand.

You can pick up objects, rotate them around, even crush soda cans in your hand.

In a non-VR mod you'd just press the E key and move on, there'd be nothing to do. It'd be the same as just watching a LetsPlayer do it for you.

To drive it home a bit more, I had a bit in Alyx where I started to open a door, saw two poison headcrabs on the other side, and slammed it shut.

I had a grenade on me, so I opened the door a tad, popped the grenade, and threw it through the door before slamming it shut again.

This came to me entirely naturally, they didn't stick a whole ton of grenades right before it, they didn't slap up a giant tutorial about it, and I never ran into a situation that would require it again.

On a flat game, there would have to be a specific mechanic made to crack open a door, and another to prime a grenade and toss it through. And since creating these mechanics would take time and effort, the devs would cram a bunch of enemies behind doors near grenades just so that work wouldn't be seen just one time.

In VR, it was an entirely organic fusion of the basic game mechanics, and took zero extra work to make, so only having to do it once or not having the player realize that it was possible isn't a waste of resources.

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


Well my lenses from VR Optician finally came in.

Holy poo poo is it nice to just play and not have to constantly shift things around because my glasses got nudged slightly out of place.

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


Zaphod42 posted:

I spent like 10 minutes wandering around and never found an ammo menu thingy. I've seen them in the past but they're definitely not always apparent when you spawn in and are wandering around. Sometimes it takes awhile to even find the first capture point, but you're saying that even if I find it I should keep spending more time teleporting through hallways until I find more ammo... which doesn't sound fun.

The compass on your hand shows the direction of shops and hold points. Each shop will either have an ammo station or a recycler. If you see a terminal with a bullet and magazine button on them you can throw on a gun and refill every mag you have on hand with a preset ammo type.

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


Luneshot posted:

  • I recommend visiting the ammo terminals even if you have spawnlockable ammo, because each intermission between hold points has a different, randomly chosen set of ammunition variants for almost every kind of ammo in the game. For example, if you place a 9mm handgun magazine on the shelf and press the magazine icon, it will fill that magazine with whatever random 9mm variant is currently in play, random per terminal (not per use): anything from regular FMJ to hollow-points to incendiary rounds. If you get a variant you like (and you have spawnlocking turned on), then lock that magazine in your inventory and congrats, now you have infinite incendiary ammo (or whatever). This is especially useful for weapons like shotguns if you start with an ammo type you don't like.
    Pointy solid copper tip: standard full metal jacket
    Hollow tip: hollow-point (good against unprotected hot dog, not so good against armor)
    Green or red tip: tracer round
    Black tip: armor piercing round
    Blue tip: incendiary round
    White tip: armor piercing + incendiary round
    (For handgun ammunition, any of the above but with a steel case instead of brass is a +P round; they're more powerful.)

Another point on this is if you have a magazine or speed loader in your hand and press up on the touchpad, it ejects a single round so you can pick it up and see what type of round it is on your hand menu.

e:

Luneshot posted:

Yeah. I love Take and Hold and I do recommend it, but the absolute nicest thing I can say about it is that it's "obtuse".

I remember being annoyed about having to grab bullets/shells one at a time on loose ammo weapons, then saw that you can hold multiple rounds at once while watching a T&H run, so I went looked for how to do it.

The video that told me how? The devlog that introduced the loving feature.

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


So I took a look at the schedule for AGDQ 2021 and it turns out they're doing an Expert+ showcase for Beat Saber!

I really hope they keep some from-home runs once the pandemic is fully dealt with, it gives stuff like this a much better chance of getting in.

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


mutata posted:

This sounds like possibly one of the last things I would ever want to find myself experiencing, but to each their own.

Yeah. I'd be pissed if someone cut my underwear.

Do you have any idea how much a comfy pair costs?

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


sea of losers posted:

i understand this concept, just not how it was to be integrated into gameplay.

My guess is either a peashooter with vastly simplified physics, or just being a camera drone and calling out enemy locations for the VR player.

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


priznat posted:

So far Alyx is the worst for me whacking the ceiling of my VR basement (low) room, usually when chucking nades.. It's hella immersive, I was in a shootout with combine croched behind bags of cement and after finishing them off I tried to push myself up on the cement bags and almost just faceplanted, lol.

I found not letting the game select graphics settings is key, the nvidia geforce app selects the settings perfectly and the textures always look great instead of being really low rez going by the game. No loss in noticeable performance either!

That one puzzle with the open vent you have to toss a nade through took forever because of that. I had to either awkwardly try to underhand it, or crouch for an overhand throw.

Adbot
ADBOT LOVES YOU

BisbyWorl
Jan 12, 2019

Knowledge is pain plus observation.


Nuts and Gum posted:

H3VR is a gun enthusiast porn shop first and a game second. I think it’s made by one guy who has no formal training im making games per se, but he single handily modeled some of the best vr weapon interactions ever made so he is very much admired. I think it’s a terrible experience for a vr newbie, though.

He really needs to spend a patch cycle or two just making some actual tutorials.

I remember starting out and sucking with revolvers because I was loading them one bullet at a time. I watched some T&H runs on a whim later and saw the guy palm multiple rounds, so I looked up how to do that.

The only thing I found that explained it was the devlog where Anton introduced the feature. Absolutely nothing in game mentioned it.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply