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Which game did this first? It's fucking stupid.
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Which game did this first?

It's fucking stupid.
>>
ur mome
>>
>>319657704
>ffpt
>ffpt
>ffpt

I don't care what OP says, hit markers are satisfying as fuck.
>>
>>319657848
>Terraria
^_^
>>
>Notification of when you hit something is bad
How autistic can you be
>>
I want to say battlefield 1942.

But there was an audio cue whenever you hit someone in quake III arena, so that might be the first game with hit confirmation.
>>
How are you going to know if you hit through walls or around corners with explosives without them?
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>>319657848
this, the noise is glorious
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Why is it stupid? Because COD made it popular?
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>>319657848
I would be okay with hitmarkers if they weren't on explosives. Corner checking with grenades is the most retarded shit ever.
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>>319658216

>Immersion breaking
>Makes shooting through walls easier
>Enables checking corners with explosives
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>>319658282
>>319658453
k
>>
Quake
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>>319658453
>muh immersion
literally only matters in games like Arma and RO
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>>319658549
this is not whatever shit forum you crawled out of
if you have nothing meaningful to add then myself, the people you responded to, and (the majority) of people reading will know you are wrong or a lazy faggot
since you couldn't even bother to write the o, it's both in this case
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>>319657704
Quake 2
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there's so much post processing/filters/effects on the screen that the players can't see the blood splater/particles flying from the enemy.
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>>319658216
>see common spot behind wall
>fire one shot
>hitmarker
>kill them
if you're smart and have good knowledge of the map it can be like a wall hack
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>>319658216
It gives the player too much information in terms of explosives.
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>>319659340
>Game allows you to shoot through walls
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>>319659505

Maybe you shouldn't be a campy bitch then.
>>
>ffpt
>brrt
>ding
>>
>>319658943
>and of people reading
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>>319659620
You don't have to be camping to be corner checked.
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>>319657704
I believe battlefield 1942 had it back in 2002
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>>319659512
>this 1/4 inch piece of plywood should completely stop bullets
>>
yoshi's island.

vrrrrteeteeteeteeteeteetee!
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>>319657704
Games have been doing it since fucking ever.
Clear visible and audible indications that you've hit your enemy or have been hit yourself has been the norm.

Many action games of the third generation and on - both player and enemy receiving a short stun period, flashing on hit, a sound effect like a sword "shing" or a "stomp" when you jump on something and most commonly that every-other-frame blinking after taking a hit.

Fighting game "hit sparks", confirmed and blocked hit animation frames, grunts and hit sound effects with or even before Street Fighter II.

Shooting games as far back as Wolfenstein 3D and Ultima Underworld. Blood splatter, enemy grunts on hit, a hit indication noise. Later on, as shootan became more noisy with ambiance and lots of background effects, games started putting in the hit indicator visual effect on top of the audio effect (which in most modern cases have been reduced to an almost inaudible "pak" where older games had more clear noises like a clear "tink" in Quake, and a hard metallic bang when you land a headshot in CS) instead of making those former effects more exaggerated to tell you that you've landed your shot.

The games without visual/audio cue hit indicators of any sort are rare, there's sometimes an absence of them in "tactical / realism" games.

It's understandable that blind damage with something like a grenade around the corner getting you an indicator is dumb, but the effects of Hit Indicators have been around virtually forever in many forms, and most games that DON'T have them are pretty annoying.
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>>319660910

>Pain grunts are the same as a hit marker on your crosshair
>>
>>319657704
I don't know who did it first but I do know why they exist in today's games: visual fidelity got to the point where making natural visual cues, like blood splatters, for successfull hits became near impossible, without them looking jarringly exaggerated or out of place.

Same deal with "motions sensors", grenade icons, detective vision and other abstract threat indicators; the audio landscape of games got so complicated (cluttered even) that sounds like footsteps and general movement were lost in all the noise.
Obviously these are all issues that a developer could rectify if they really wanted to, but most all can't be arsed, and the majority of players obviously aren't pressuring them to.
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>>319661031
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>>319658184
Did medal of honor have hit markers?
Frontline or underground had a satisfying dink when you Headshot someone
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Quake, except with sound.
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>>319662267
That noise was amazing.
Also grenade football was great, I miss MoH
They even had lean on console the absolute madmen
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>a visual and auditory cue indicting you hit your target is a bad thing.

Stop being autistic holy shit
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>>319657848
>getting a triple in MW2
>that slap sound
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>>319663521
It is

Throw any grenade far away and the indicator basically lets you know someone is there. You end up using nades to let you know where people are rather than the effect they have.
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>Sniper faggot shooting at me from building
>Fire my SMAW at the building
>It damages him slightly and I now know which floor he was on
Hitmarkers are gr8
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Yoshis Island
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>>319663890
Guilty as charged.
MW2 had hitmarkers even for non-lethal grenades. I would scan the shit out of rooms with them and even throw them ahead of teammates going through doorways and tell them if I got a marker.
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>>319660346
>this 1 meter thick concrete wall is as solid as a sheet of paper
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>>319657704
It's been around since doom 1 in one form or another
giant bloodsplats are just out of place in cod clones
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>>319664864
What game? stop pulling shit out of your ass and claiming its from a game dickface.
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>>319663890
No, it's not. All it does it give you a general idea of where an enemy is. If this bothers you you need to stop playing shooters and play other games.
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>>319658192
the same way you do in real life
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>>319658943
I used to think autism was a joke
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>>319665070
>video games shouldn't be realistic
>hitmarkers give you and unfair advantage and you are unrealistic to real life
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>>319665171
Where did he say that videogames shouldn't be realistic?
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>>319664973
>>
Quake 3
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old games like Quake, and Halo CE had an audible hit marker.
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>>319657704
As an aiming reticule that thing is excellent, especially if the lines move back and forth to show accuracy, depending on your rate of fire.
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>hitsounds in tf2
>DING DING DING DING DING DING
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>>319665406
>being turkish
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>>319665406
>this shitty game that i had to look up for my argument has a shit mechanic, clearly this is representative of the same mechanic in all games it appears in
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>>319660430
>>>319664405
This is the right answer
>>
it's good if it's subtle

cod just makes it obnoxious

battlefield 2142 did it well
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>>319666236
>ask for example of game where the 'shooting through wall' mechanic is shit
>go bonkers when example is posted

also
>this shitty game that i had to look up for my argument
this is what I played before i had the money to buy the orange box for TF2
>>
>>319663890
I see where you're coming from anon, using a grenade as a lazy way of knowing where someone is, but what is inherently bad about knowing of the enemy location?
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>>319666142
quake did that shit though
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>>319666720
I wouldn't worry about it anon. The other anon is clearly mad that he lost in this argument
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>>319657704
Fuck you. I used this and the predator one since ut99
Because you can see more

T shaped is bettet thoug
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>>319658127
The real problem is that the sound combined with the image work as a reward for your brain after you played some while. Meaning that you literally condition yourself to get addicted to a video game if you play COD. Just like with the points that are constantly slapped accross the screen.
Thread replies: 63
Thread images: 12

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