>Half-Life game
>no melee combat
Defend this
Half-Life game
Other urls found in this thread:
In an alternate universe
>tiny 19 yo girl can kill armored combines with a stick
>wtf bros Valve is feminist now??
Little girls are actually really good at killing stuff if you think about it, but i have another question 4 u:
Do you loss your innocence if you kill someone?
Is killing someone with a pointy stick is the same as killing someone with a gun?
Did Alex killed before events of the game?
I'm not defending it. It's a missed opportunity. Boneworks showed they could do physics based melee weapons and the whole "playtesters thought they were Gordon" is a lame excuse too. Alyx doesn't need to be limited to a crowbar. Let me pick up lead pipes and shit to bash zombie skulls in. We need a Condemned style VR game.
In an alternate universe
>gabe hires boneworks devs
it probably didn't feel good to fight melee with no tactile feedback, so Valve left it out
you should look up Blade and Sorcery, that's the best example I have for VR melee combat done right
I'm sure blade and sorcery did it fine, maybe Valve just couldn't figure it out?
They wanted Alyx to be easily accessible to new VR players, which is why the game is very slow paced and more survival horror. I think melee did work, but it was so off putting to new VR players they cut it out right. It's a shame because the zombie sections would be less boring if you could beat them to death instead.
>Defend this
I can't
valve were just lazy
the whole game reeks of laziness from the gameplay perspective
game doesnt need it
>game all about doing things with your hands doesn't need melee
the cope
>HL:A - Good game Shit Physics
>Boneworks - Shit game, Good Physics
>Walking Dead S&S - Good Game, Good Physics
It's always Boneworks Vs Alyx, when Walking Dead is the better game of the two
HL:A got an amazing physic engine wtf you on about?
Melee combat and VR don't mix.
There is no weight and no inertia. That means you could either just wildly spam your weapons a hundred times a second or the game would have to force delays, which would completely ruin immersion.
There's this Skyrim VR webm of some guy just using two swords to sanic-bash a snow troll to death. Looks completely ridiculous.
Guns work because the invisible mechanics of the gun put a limiter on that.
He's a retarded Zoomer.
i agree that melee is 100x more enjoyable in VR (like in boneworks, for example) but HLA doesnt seem to need it tho, theres plenty of ammo around and you dont usually get too close to the enemies in the first place
I wish your mom killed something with a stick, so that I would have had to read such a stupid post
>Melee combat and VR don't mix. There is no weight and no inertia.
what a bullshit excuse when the game is all about picking up and manipulating with weightless objects
>but HLA doesnt seem to need it tho
no FPS needs melee, doesn't mean you can't have it
There's melee combat, you can hit stuff with your gun and it does damage
About as much damage as you'd expect from a 19yo girl hitting aliens with her gun but its there
Read the rest of the argument and don't just crop out what you don't like. The issue isn't picking up things, the issue is spamming attacks without the limitations of inertia.
Unarmed melee could work, since you're swinging your fists around.
Knives work in theory, since they're not that much heavier than the controllers. However, since there's no resistance from the impact, you can also rapidly spam them.
Anything heavier, like swords, spears, maces, anything like that, is not possible for the reason explained in the previous post.
Ok, i'll admit a part of me was disappointed with no melee, but I think I can understand why it is for the better - It would detract from other combat elements
Firstly, the game does a fucking amazing job of giving you just enough ammo. You're spending every fight worried if you're gonna run out of bullets, and you usually scrape through with a few rounds left. It changes how you shoot and how you think. Giving the players melee would mean you'd be way more lax with firearms, and you'd lose that fun element of combat.
Secondly, The enjoyable thing about melee is not only striking a blow but getting to the enemy in order to do so. Half life Alyxs movement isn't bad, but its not perfect. teleporting up to an enemy and going 'fuck, just out of reach ' is frustrating, and using continous movement and melee combined just feels fucking janky.
I think the movement thing wouldn't be an issue for room scale players, but thats a minority within a minority.
So yeah its basically a case of the negative gameplay effects of melee outweigh the benefits of it
My only thoughts on that is maybe an approach would be to only do damage at a minimum swing/stab velocity.
The problem with that though (as i found out throwing nades in alyx), is that players will end up punching ceilings/walls irl etc
>you can spam it
then make a dps limit
>players will end up punching ceilings/walls irl
or their negro offspring
Here come the pcbros to explain why less options in combat is actually better
Niggers can't afford VR
Well, yeah. You can't just throw anything into a game and call it better for it.
cope, the game is shit.
Adding intertia to weapons works fine. Use Blade and Sorcery as a point of reference rather than the absolute worse example of melee in VR. Skyrim actually is Wii tier waggle where it just triggers an attack whenever you swing.
its been a whole week and yet you're still poor
It did originally, but they cut it because playtesters were convinced they were playing as Gordon. No amount of telling them they weren't could convince them they weren't.
How does Blade and Sorcery add inertia to it's weapons? Do you know what the word inertia means?
The crowbar isn't even a melee weapon, it's just a gun with a short range
The solution is to have a minimum length for the swing. If you can rapidly perform the full swing IRL then doing it in a video-game isn't an issue.
This is a problem that even fucking mods have solved already, much less entire games.
Go back to the Hollow Knight thread.
Why does it have to be a crowbar? Why not pull a Condemned and make various props have different melee damage properties? Obviously easier said than done, but her signature weapon didn't have to be a crowbar.
should have been her taser/hacking tool
Couldn't they make it where the weapon has to reach a certain velocity before it can do damage?
Oh, have you played it?
Tell me what system you played it on?
What did you think of THAT corridor?
What weapon upgrades did you take?
I'd really love to know more about your experience playing Half Life Alyx.
I played boneworks, and it's physics are gmod level.
Weapons have weight and your hands apply a force to accelerate them. The game allows weapons to desync with your hands if you move them too fast or hit something heavy that you can't move. It sounds odd if you haven't played a similar game, but it works really well when you try it and get use to the mechanics.
>desync movement
Why even use motion controls then? What's the point if the game moves differently from your inputs?
Melee sucks in VR desu
It still follows your hands, but the weapon just isn't locked to your hands. Think about it has having the weapon attached to your hands with a spring rather than a perfect rigid attachment.
Melee doesn't work in VR. Yes, technically it does, but it's massively immersion breaking and impossible to have it not be massively overpowered.
The weird part about this is that apparently, melee works but only on headcrabs, no other enemy
Check the vid on the timestamp and on the test right after it.
youtu.be
I honestly don't get why volvo did this.
I will never understand where valve finds their playtesters. Every single one of them seems to barely functional retards.
what
>Boneworks showed they could do physics based melee weapons
The Boneworks physics system sucked though
Not him but desynch is sort of like a punishment for wagglan your arms in an unsuitable way for the task instead of using smooth and controlled strokes. You can minimize desync by getting a feel for things and then it feels good and you accomplish what it was you're trying to do without so much jank.
Desync is just the ingame hands lagging behind yours a little, it's not like they fucking shoot off into space.
the game is shit, and i have the computer to play it but didn't even buy it shill.
The first time i saw a video were you are not allowed to kil with meele weapons i knew the game was going to be shit.
Melee probably works on everything but headcrabs (and manhacks) are the only thing with low enough HP where its noticeable. Everything else's HP is too bloated and I don't know if you can even get close enough to humanoids to hit them.
I finished off a black headcrab with melee but that's the biggest enemy I've done that to.
>It did originally, but they cut it because playtesters were convinced they were playing as Gordon. No amount of telling them they weren't could convince them they weren't.
Pretty sure the crowbar thing was unrelated from the decision to cut melee entirely
>I haven't played it
>The game is shit
haha ok poorfag
>melee in boneworks
>good
Your fists are wet noodles and you're lucky if a melee weapon works entirely as intended.
From what I've seen in the past few days, they use streamers
Seriously... the way Gabe hyped it up in the interview before its release made it seem more promising than it actually was. I totally anticipated having Boneworks style interaction in a Half-Life universe, but it was fairly disappointing VR wise.
Imagine getting BTFO in game mechanics by a developer that's only developed two VR games.
Iirc, they were going to use a socket wrench, but testers kept getting melee weapons caught on the scenery
The thing is they had melee testing. The game DID have physical weapons you could use at one point. But for whatever reason they kept running into problems, like the objects getting caught on geometry and scenery or other props often, or absolutely braindead playtesters constantly thinking they're Gordon Freeman just for having access to a crowbar despite everything the game told them to the contrary. I think melee can work here, the physics and everything exist for it as there's a handful of items that CAN be used to hurt enemies physically, but they just focused on optimizing what worked rather than shipping the game with a half-broken mechanic.
>only developed two VR games.
3
They did Hover Junkies, Duck Season and Boneworks
which corridor... the divided one? or the one with the fucking body in the hole
Sorry, meant to say previously developed.
post yfw when anti-shills get fucking annihilated every thread
The enemies are way too chunky, shooting them is not satisfying at all.
desu I was thinking of [Spoiler] the headcrab one just before the 3 story room with the headcrabs at the bottom, but to be honest, that last chapter was fucking incredible. If anyone wasn't sold on VR by then, that fucked up apartment, the energy flinging, and the Gman scene were fucking INCREDIBLE [/Spoiler]
ah ok.
I believe it was because there was two reasons
>There actually was a crowbar in testing at first, but it got cut because the play testers kept thinking they were Gordon when they were playing for some reason.
>It apparently was doing way more damage than it should have, and they couldn't fix it. So they just said fuck it and cut melee all together.
There's articles on these, but I'm not sure which one is just a rumor and which one is confirmed.
i have more money than you shill, cope
Pretty sure the playtesters kept getting the weapons stuck on the scenery and objects
Oh yeah that too.
So much money, so much time, what better to do than hate on a game you can't even afford on a Peruvian fruit bleaching forum?
Even when you pick up the crowbar in the post-credits you can tell it's just a prop, and you only have like two seconds to mess with it but it really doesn't react well to trying to swing it or re-grabbing it. I wouldn't be surprised if melee in general couldn't make up its mind between real weapons or props and it just sorta didn't function right.
>19 year old skinny girl
>melee
lmfao