I know you can disable all HUD elements in Doom eternal, but you need to be pretty good at it already to be effective. So not a good candidate for a beginner, but it sure does look good if you can pull it off.
I doubt that, I mean show me a proper working anti cheat which isn’t deeply rooted into the system as this Valorant bullshit? Don’t even know how good that one is actually working. I just think there should be more focus from players and general attention that cheaters are bad for sales, because people don’t want to spend money on games where cheaters are free to prevail.
I also think with CS2 Valve has a big motivating factor to make this classic one which is cheater free. Also why aren’t third party games able to use VAC?
I really like the community driven moderation of playerbase is a good suggestion. For games like Hunt: Showdown and any other game with just lobbies, its not working though.
Elden Ring and other fromsofts have the Hud disappear unless something actively happens with it sometimes. You don't see your health or mana unless you get hit or cast a spell.
I don’t think you can fully remove all the HUD elements in Ghost of Tsushima, but there’s an “expert” mode that removes most of them to make it more immersive.
I used to play Overwatch with no HUD. The game is definitely not designed around that, but I found I did decently well, and many characters have displays on their guns that relate the same info.
I know Jurassic Park Trespasser infamously used a tatoo on your characters chest instead of a healthbar to avoid using a HUD.
I did the same as you in GTA, very different and fun way to experience the game.
I always thought it’d be cool to make a no UI fighting game, with health being related by the characters appearance (ie more and more beaten up) rather than the usual top of the screen health bars.
Yessss I feel like developers really have room to get creative with visual elements like that for fighting games. For first person games even just the redness on the edges of the screen is good enough in most cases!
Both Zelda BotW and TotK have the option for a “PRO” HUD mode which only shows certain elements of the HUD at the right time.
It makes exploration so much more fun when you’re not (if not subconsciously) navigating with the minimap instead of the environment in front of your eyes.
+1 for Battlefield 1. That game nailed the cinematic experience and without a HUD it’s turned up to 11.
Have you played heists in GTA5 in first person without a HUD? It becomes a completely different game!
Dead Space, my favorite game of all time. All HUD elements are holographic projections from your suit and weapons, integrated into the game world and moving with the camera. Your health meter is a series of light segments going up your spine, and the meter for one of your abilities is a pie-chart style light on the back of your right shoulder. Even the objective markers are a trail of light projected from your hand when you press down on the control stick.
Dead Space. Ammunition is displayed on your weapon, health and stasis on your suit.
Prey 2016 also displayed your ammo on your gun, but had traditional health bars (it was an fpp game after all).
But I like a good HUD if it’s implemented in the story, like Cyberpunk where it’s a part of your augmented eyes, like an advanced Google lens. Doom did the same with the helmet.
Regarding GTA V, I never got to know the city well enough to play without a map. That fucking town was just to big for me. But I remember Vice City, I knew the map in and out, and playing without a map was fun!
My only issue with VAC and Valve’s policy on dealing with cheaters isn’t that their anti-cheat isn’t good; it’s that even when a player is flagged for using cheats, it doesn’t instantly remove them. It waits, sometimes months after flagging them before it actually doles out punishment.
Their reasoning is that it slows down new cheats being made; but what the hell does that matter if the existing cheats it flags are still allowed to be used for months at a time?
That said, it’s rare I encounter cheaters in CS. Plenty of other games I play where there are constant, obvious cheaters that aren’t even being detected by the anti-cheats in use, since they ban instantly on detection.
This is for paid cheats. If you ban in waves the companies selling cheats lose a larger sum of money all at once. This also hits right at the time when they need to put in the most work.
The problem is that for detection of identical programs, vac relies on program signatures. You could make slight changes to to program to change the signature and recompile it, or use something that changes the signature every time you compile it. That means even though those running the cheats are using essentially the same program sold to them by the same person, if one gets banned then VAC sees the other program and goes, “I’ve never seen this program in my life”
Other anti cheats will try to identify programs by their functionality (e.g modifying or reading memory of other programs) and using heuristics but that is both more invasive and requires higher level of privilege which many people aren’t willing to give.
The other alternative valve is experimenting with is AI to detect aimbot, which could work in some instances, but is prone to false positives, and isn’t able to as easily identify behavior such as walling
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