Gameplay

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VR Controller Mapping

Supported VR Controllers

HTC Vive Wand

Controls HTC.jpg

Oculus Touch Controller

Controls oculus.jpg

Button / Action Mapping

On the HTC Vive Wand this is your index finger button
On the Oculus Touch Controller this is your index finger button

Trigger

This button is used for firing your weapon, interacting with your gun, picking up ammo, driving vehicles and jumping out from the plane.
Note that when grabbing ammo with the trigger button you drop it/add to inventory upon releasing it.

Grip

On the HTC Vive Wand this is your middle finger button
On the Oculus Touch Controller this is your middle finger button

  • Either-Hand

This button is for grabbing/releasing your hand on weapons or items.

  • Off-Hand

In addition to weapon or item management, when wielding a two handed weapon clicking grip on your off hand will cause you to grab the front of the weapon and enable 2 handed aiming. If proximity grab is disabled you will need to press the grip button again to release.
Note that when grabbing ammo with the grip button you have to press it again to drop it/add to inventory.

Touchpad/Stick

On the HTC Vive Wand this is your touchpad
On the Oculus Touch Controller this is your stick

  • Movement-Hand

Used for movement in the traditional full locomotion style. Press forwards to move forwards, backwards to move backwards, and left and right to strafe. Note the configuration option for being left handed or right handed for will influence which hand is your movement hand.

  • Non-movement hand

If you have an Oculus Rift and you are configured for 180' mode, this is used for snap turning left or right.

  • Either hand While holding an automatic weapon, press TouchPad/Stick until click to toggle weapon fire mode from Auto to Singe-shot, then back to Auto. Each click initiates an audible in-game sound with very slight difference in pitch:
  • Pitch up = single shot mode
  • Pitch down = full auto mode


Action Button

On the HTC Vive Wand this is your menu button (above the trackpad).
On the Oculus Touch Controller this is the B/Y button

  • Either-Hand

This button is for activating the climbing functions or enable PRO locomotion Movement.
Note that Oculus Rift users need to press the movement joystick button in to disable Climbing/PRO locomotion mode.

Controls

Movement

Walking

Movement in Stand Out is done via moving your trackpad/stick of your Movement-Hand in the direction you want to move. The angle/direction of your Movement-Hand also influences the direction and speed of your movement.
If you selected Oculus-180 option in the settings the trackpad/stick of your Firing-Hand will be used for snap turning.

Sprinting

To move at maximum speed you need to do two things. First, you need to make sure your controller is pointing straight forwards. Second, if you are holding a weapon it needs to be pointed down.
The faster you move the louder your footsteps will be. You can reduce your speed by walking, by moving the trackpad/stick partially, or by crouching/crawling.

Parachuting

When in the plane, you have to wait until you have crossed the blue circle in order to leave the plane. When you are ready to jump, pull both triggers and you will jump out and immediately deploy your parachute (no need to worry about pulling your parachute once you've left the plane). You then have quite a lot of control over your movement, being able to use your touchpad to move in any horizontal direction with clicking your touchpad causing you to move much faster. There is currently no way to change your falling speed.

Driving

Driving in Stand Out is pretty simple, just stand over your vehicle and pull the trigger with one of your hands to accelerate and point the same hand in the direction you want to go. Be careful to not get your vehicle stuck!

PRO Locomotion (Running, Jumping/Vaulting, Climbing, General Acrobatics ;)

"PRO" locomotion is a unique VR movement system developed by Raptor Labs and featured in two of their earlier titles (the Art of Fight and Dues Vult). "PRO" actions are activated by pressing the ACTION button on either controller:

  • VIVE: MENU button
  • Rift: B/Y button

The essence of PRO locomotion is that while action button is pressed, that controller becomes locked to a fixed point in the environment - to get the feel of how it works, do this:

  • while standing on flat ground, press action button and while keeping it pressed, wave the controller around in all directions: left, right, forward, back, up, down.
  • now go to a window and hold the controller a few cm above the window sill, hold action button and wave around again.

In the first case, only horizontal position is locked. In the second case, all three dimensions are locked.
Although, technically, it is the virtual environment that moves around you, the result delivers the uncanny illusion of your own body movement through a stationary environment - especially after a bit of practice and familiarisation with the controls.
Further to these basics, if the action button is release while controller is still moving, you will notice that the movement of the environment around you will continue moving in the same direction for a short time then gradually decelerating to a stop. In the horizontal plane, it is a bit like cross-country skiing. In the vertical plane, a bit like being suspended on a large stretchy tether! These lock states offer some powerful and intuitive mechanisms to interact with the virtual environment:
To get the most interactive and immersive experience in Stand Out, a workable understanding of PRO movement is paramount. In many situations, PRO locomotion offers some real advantages over traditional stick/pad styles, as demonstrated in the intor video by Nutmeg:

Walking

As an alternative to using trackpad/joystick to move around the map, you can use PRO movement to achieve a similar horizontal translation:

  • put one controller forward and hold action button.
  • while holding the action button ON, move the controller from ahead, to behind.
  • while making that action, move your second controller forward, and repeat, in 'walking' motion.

With practice, you can manage a comfortable walking pace in this way. The major benefit of this style over traditional motion scheme is that you have direct responsive control of your motion direction by movement of your body. When exploring close quarter environments, like inside houses, with some practice you can explore all rooms much faster than using traditional means.

Running

An extension to the walking style above, faster arm movements together with carefully timed release of action button can produce run and sprint speeds as fast as trackpad/stick sprint - even faster with some practice! Being a relatively energetic way to "run", however, such sprint speeds can only be maintained for short distances: perfect for beating an opponent to the first house to find weapons!
General PRO running style:

  • place one controller forward, and press action button.
  • flick controller behind you as fast as you can, releasing action button when your hand is moving fastest.
  • repeat right-left-right, keeping the 'momentum'

To do this well requires practice. The most skilled PRO players will find a style that suits themselves: sometimes using only very short movements of the controllers, in a kind of 'flicking' style. Some players hold controllers by their sides, with flick-motions to the rear, for optimum control.

Vaulting

Hold your hand over any horizontal surface (window frame, ladder rung, stone wall,...) and press action button. With action button pressed, move the controller down. This action will give you the impression that you are lifting your virtual self upwards, and then move your hand behind you to push yourself forward over the ledge (stone wall, window frame..) Usually, your virtual legs will get in the way, so for optimum effect, bend over forward while making the maneuver, or crouch down thus virtually lifting your legs beneath your virtual body to vault over the barrier.
Making a vertical movement in a similar style to the RUN technique above (making fast controller downward motion and releasing action button while controller is still moving) will allow you to vault over obstacles without bending or crouching!
This maneuver can be used to excellent effect in many situations:

  • while running toward a stone wall, vault over that wall without stopping - or even slowing down!
  • escape a house quickly when opponents are approaching by jumping out a window.
  • beat an opponent to the loot inside a house by entering a window instead of going around through the door!

Jumping

An extension to the vaulting technique is jumping from a free standing position. Try this:

  • touch a controller to the ground, hold action button
  • while holding down action button, raise the controller above your head
  • while still holding action button, move the controller down and up again
  • do this a few times to get the feel for the resulting motion (don't let go of the action button!)
  • with the controller held high (action button still pressed) bring the controller down quickly, and release action button while controller is moving quickest.

When executed correctly, the result is that your virtual body can leap into the air from just plain flat ground! This maneuver is particularly useful for:

  • jumping up to grab window sill of second story windows to enter a house while your opponent is watching the stairs! ;-)
  • jumping onto the roof of houses
  • jumping from an open window up to the floor above (high rise) or to the roof above (factories, townhouses)
  • jumping onto embankments/boulders from below

Leaping

A combination of Jump and Run maneuver, leap technique allows you to execute a long jump over wide spaces such as from rooftop of a townhouse across to the neighboring rooftop:

  • start with 'jump' maneuver described in previous section
  • bring down controller quickly with some forward motion as well, releasing action button at an appropriate time
  • execute 'Run' action as you leap to maintain forward motion - sort of 'run through the air'

This will allow you to execute some very cool and exciting moves, like jumping off the roof of one house and into the window of the next to surprise your opponent from where he is least expecting! This technique is also useful for exploring multiple buildings quickly: check bottom floor for loot, then second floor then top floor - now jump straight to the top floor of the next building and explore from top to bottom: no need to go back down the stairs to cross the road at street level!

Peeking

The nature of PRO movement permits some uniquely nimble and stealthy tricks - such a 'peeking' over or around cover. Here's an example:

  • stand near a window from a first floor building.
  • start with vault maneuver, but after you are through the window, do not release action button.
  • with your virtual hand still locked to the window sill, turn around physically, and raise your controller up to about your chin so that you end up just with your head peering back in to the window just climbed through.
  • with the action button still ON, you can drop below the window sill and become hidden from those inside.
  • you can now quickly 'peek' into the building and then duck down again with quick and deliberate movements of the 'locked' controller.

In a similar vein you can stand behind the corner of a building or boulder and very quickly and accurately peek around the corner to check for approaching enemies and then quickly duck back behind. This trick is perfect for hiding in wait for approaching opponents, listening for approaching footsteps then pouncing in ambush at just the right time!

Climbing

High ground always offers the best advantage in Stand Out, and so climbing is an important part of the game strategy. Use this technique to climb ladders and buildings. Just about any object with accessible horizontal surfaces can be climbed, including ladders, houses, apartment buildings, factories, windmills, construction cranes and more! Climb action is quite simple:

  • stand close to the object to be climbed, such as a ladder, and reach up to a convenient horizontal 'hand hold' like a ladder rung within reach above your head
  • press down action button, and bring locked hand down to an appropriate level while reaching up with your other hand to grab the next purchase point with action button on that other controller
  • continue in a hand-over-hand manner until you reach the top.

On reaching the top of your climb, keep the action button pressed as you 'hold' the top rung, and give some horizontal movement too so that you can 'step' onto the access platform or high floor.
When climbing structures that do not have hand-holds sufficiently close to grab the next while still holding the previous (for example climbing balconies of apartment buildings) you can still make progress by using the 'jump' technique described above to launch from a lower point high enough to catch the next ledge above!

Clambering (Scrambling)

With traditional trackpad/stick movement, you can only move up slopes of a particular steepness. Often, you will reach a point where the slope becomes too steep to move higher and you'll be forced to creep across the slope until you find a place where the slope is sufficiently gentle to proceed upward. Use of PRO motion can allow you to continue to ascend steeper slopes!
Clambering up slopes is essentially similar to 'jump' method described above. When reaching a point too steep to ascend:

  • move controllers close to the 'ground' - usually kneeling is best
  • use action button to 'grab' the ground in the direction you want to move
  • while holding action button, move the controller in 'clambering' style action to move your virtual self in the required direction
  • like 'walk', 'run' and 'jump' motion described above, hand-over-hand motion will allow you to ascend quite steep slopes!

This technique can be quite critical on those occasions where the barrier is closing in behind you and the only way out is UP!

Scaling

PRO locomotion 'scaling' technique

Despite clambering capability described above, some slopes such as cliffs and escarpments are even too steep for that technique. But thanks to this final technique, even cliffs can be climbed! Scaling maneuver begins with 'clamber' technique described above:

  • start by finding a part of the slope or object to be scaled that gives you initial purchase, press and hold action button - remember which hand you begin with: this becomes your PRIMARY hand
  • while still holding action button of primary hand, move that controller high ABOVE your head, then stand to your feet straight and upright
  • while still holding action button, move the controller downward as low as possible - KEEP PRIMARY HAND ACTION BUTTON PRESSED AT ALL TIMES
  • now, while still holding action button on the primary hand, reach up with your other controller and press action button on the other controller (remember: do not release action button on primary hand!)
  • while holding BOTH action buttons, bring secondary hand down and primary hand high again.
  • now release secondary hand action button (keep primary hand button pressed! ;) and bring primary hand down again, secondary hand high.
  • repeat the action, moving your arms in a 'windmill' style like swimming in an overhand freestyle action.
  • continue windmilling up the slope, always keeping that primary hand action button pressed, and holding secondary hand action button only when bringing it downwards

This technique can be used to scale almost all cliff faces on the map, as well as windmills and even the big statue on the south west peninsula! It's a great way for approaching opponents from where they least expect, and for gaining high vantage points for sniping.

Just for fun, try scaling cliffs with your back to the wall, backstroke style! :-D

'Air Walking'

NOTE: This technique can probably be considered a bug, and may be removed at some stage in future. Although it has dubious application in Stand Out, and in fact leaves the player quite conspicuously open to attack, the technique is an interesting idiosyncrasy of PRO movement implementation so is included for your exploration of the movement mechanic.
This technique literally allows you to walk in thin air! It is similar to the 'Scale' technique described above except for the omission of any object to scale:

  • start on some high location, such as hill top, bridge or building roof
  • place controller on the floor, press action button - this controller becomes your PRIMARY HAND
  • while still holding action button of primary hand (never let go of primary hand action button throughout the maneuver!) stand up straight and move controller above your head
  • keep holding action button on primary hand, and bring your hand down to your side and then straight back behind you
  • reach forward with your other controller and press action button on that secondary hand - do NOT let go of primary hand action button!
  • now, while holding down action button on both hands, move your primary hand forward, and secondary hand behind.
  • release action button on secondary hand ONLY (keep primary hand button pressed at all times!)
  • move your secondary hand forward and primary hand behind
  • repeat the motion, alternating both action buttons pressed and only primary hand button pressed


Video Tutorials

Further to the demonstration clips above, the following instructional videos are recommended:
Here is Nutmeg's PRO movement tutorial for Stand Out to get you started!


And here's QTPOP's demo:


An older Raptor Labs game, the Art of Fight utilises PRO movement style almost exclusively - there is an excellent movement tutorial developed for that game that is highly relevant to Stand Out and definitely worth watching:


We are working on bringing you a similar tutorial specifically for Stand Out - watch this space!

Summary

With PRO locomotion, one thing is for certain: the more you practice, the better you get - and the more immersive the game becomes! :-)

Weapon and Item Manipulation

Interact with interactive objects using the following two buttons:

  • GRAB: trigger (Vive) rear trigger (rift)
  • GRIP: grip (vive) side trigger (rift)

IN general, GRIP picks up the object and 'locks' it to your hand - press GRIP again to release/drop - and GRAB button holds the object to your hand until GRAB is released.
Weapons (including grenades) can only be manipulated using GRIP, but other objects can be held using GRIP or GRAB.

Inventory

Further to what you are holding in your virtual hands, you can carry up to 8 inventory items for ready access any time throughout the game. All items are counted as one item toward a maximum of 8, but of the 8 items, only 4 can be a weapon of some kind (including dagger and grenades)
Inventory system works by picking up an object and then placing it anywhere on your virtual body (waist, chest, back, head). Simplest method is to pick up object using grab action, then release grab trigger when the item is in the required spot. You can also use grip to pick up the object (only grip for weapons) then press grip again when the weapon or other item is in the desired location.
If you release an item too far away from the inventory zone, the object will drop to the floor instead of attach to your body.
When your inventory is full, grip will not release the item until you hold the object away from inventory zone, and objects will drop to the floor on release of grab.
You have 8 points of inventory to carry. Weapons (including grenades) count as two points of inventory, all other objects count as one point.

Ammo and Health Packs

Ammo and health packs can be manipulated using grip or grab - usually grab is preferred as a more intuitive manipulation, especially when throwing objects (it is more intuitive to release trigger to release an object than to press a trigger to release an object!)

Rifles and Pistols

Rifles and Pistols are picked up using the grip button. All weapons have their accuracy increased and recoil decreased by firing with your Off-Hand stabilizing the gun, move your off hand close enough to the fore of the weapon or if proximity grab is disabled, press the grip button and you will grab the fore of the weapon. Firing a weapon with one hand is possible but the recoil is extreme. Note that pistols cannot be wielded with two hands at this time.
Firing is done with your hand that is on the pistol grip, which is where the trigger is located.

Reloading

To reload your weapon, first you need to remove the magazine. Grab the magazine with trigger, pull it out and drop it. Grab a new mag from your inventory / the ground and put it in the weapon, then charge it.
Charge the weapon using your grab (e.g. trigger) button on the weapon model by pulling back the bolt handle/lever or pistol slide to chamber a round.

Magazines that were not empty that were dropped on the ground can be picked back up and reused. You can tell if a mag is empty by seeing if there is a bullet in the top.

Grenades

To pick up grenades, use the grip button. You can then pull the pin with the other controller's trigger. With the pin removed, begin holding the trigger of the controller holding the grenade and release it to throw.

Dagger

Currently the only blade weapon, dagger offers instant kill-on-touch. Perfect for close quarter combat!

Squads and Team Mode

Since June 2018, Stand out officially supports online cooperative multiplayer mode for teams of 2 to 5 players.
Join or start a squad by selecting the 'SQUAD' option at the main menu to see a list of waiting squads or create a new squad.
If you create a new squad, you become the "Squad Captain". The Squad Captain decides whether to wait around until other players join the team, or whether to start the game with all players present. Squad captain can also choose to kick arriving players from the team - for example if you have organised to play with a group of friends and you don't want uninvited players along. If you choose the kick a player from your team, please do observe some courtesy of explaining the the new arrival why you are throwing them out - most players will be OK with that and probably exit your squad before you need to kick them anyway!

If you join an existing squad, the player who created the squad is Squad captain. You can interact with the other players present in the squad zone, but you can't kick players from the team or start the round. If you exit the team before the squad creator selects 'READY', you will go back o the main menu without joining any squad group.

Selecting 'READY' as Squad Captain will send all players present in the squad zone to the waiting lobby in teaming mode. When teamed, gameplay is almost identical to playing solo with the following differences:

  • the names of your team mates is written in green text above their head
  • you can hear your team mates audio regardless of how close or how far apart
  • other players who are not members of your team can't hear you, and you can't hear them no matter how close you get!
  • you start the game with 100 health points shared among your team members* (refer below)
  • when all other players are killed except for one or more of a squad, finish points are distributed among surviving members.

(*) When playing solo, you start the round with 100 health points. Squads start the round with 100 points in total shared among all members:

Squad player count Starting health points (each)
2 50
3 33
4 25
5 20

Remember that when playing in a team, you are quite vulnerable at the start of a round - when playing with four team buddies, one punch to the head from an opponent can put you out of the game right away!

Squad members can still use health packs to heal up to 100 points regardless of starting health, so head for medical supply tents and village churches when playing in a squad, and be on the lookout for enemies waiting for easy prey on those locations!

Health and Damage

Health and Damage

Players start out with 100 hp*, when you get to 0 hp you die.
(* When playing in a Squad - refer previous section for more details - 100 starting health points are divided equally among all members of the squad.)

Weapons do a varying amount of damage depending upon what weapon is used, what the range to the target, and what part of the target body is hit. For example, most weapons will inflict less damage on a far target than when the target is close, and hit to the limbs is less than a hit to the body which less than a hit to the head.

See the Weapons page for more details.

Healing

There are two 'loot' objects that can be used to restore lost health:

Health Object Health restored
apple* 20 points
pills 40 points

(*For Easter Holiday special update (March/April 2018) Easter egg replaces Apple)

Pills and apples can be found in most places where you would also find weapons and ammo, but can almost always be found in military tents (unless someone has already come past and looted those tents ;) You can attach health pack objects to your body for later use in the same way as any other gear. You can also loot dropped health packs from other players that you kill during the game! Simply hold the health items to your mouth to restore health. Apples become 'apple core' after use, and pill bottles become empty. Used heath items have no value after use, so may as well be discarded.

Leaderboard and scoring

Scoring

Scoring system is based on some points for each kill and some points for final position. Kill points are the same for every kill whether human player or bot and regardless of total number of kills or position of the victim in leaderboard table - that is you get the same points for killing the #1 ranked player as for a raw new player or bot!

points per kill 20 points

Points for final position:

Final Position Points awarded
Last Man Standing 110 points
Second place 60 points
third place 43 points
4th 43 points
5th 30 points
6th 30 points
> 7th* 17-26 points
> 20* 0-16 points
  • above 7th place, the scores appear variable, which may be related to the total number of players in the round.

Player Level

Your score for each game is aggregated to a running total. Although that actual total is not visible to anyone except for devs, you can observe your score growing by looking at the bar graph found when viewing 'Loot' at the main menu. When the "loot bar" fills to 100%, you gain a Player Level. All players start at level 1, and as each new level is achieved, a new loot box is awarded and you can open the loot box to reveal new wearable gear to customise your player character. Wearables make no difference to the player capabilities or vulnerability to damage from weapons, falling or explosion so only for visual identification by others in game.

Each time a new level is reached, the number of points required to reach the next level increases so that after about level 20, it takes a very long time and large number of games played to progress to the next level!

Leaderboard

*Disclaimer! This section is almost entirely conjecture based on play experience and observation of my own scores and leaderboard position - it is offered for discussion purposes only! ;-)

At the end of a round, a scoreboard panel is displayed that shows:


Only the top 10 global ranked players are displayed when viewing leaderboard from the main menu.

How the Leaderboard Ranking system is calculated is a trade secret held closely by the dev team, but after playing for some time and observing the way that player ranks change, we can make a few assumptions that are worth mentioning here.

There are two major factors that very probably determine your final leaderboard rank:

There is some debate over whether the latter factor (final round score) is based on numerical score (i.e. points for kills plus points for final position) or final rank only (i.e. rank 1 is last man standing, rank 2 is second, and so on) The argument supporting a rank based on final position rather than score is that in a Battle Royale game, being last man standing is more important than number of kills, and therefore players who often win the round should be ranked higher than players who get lots of kills, but more often finish second or lesser. Since either calculation method would arguably produce similar observable affect of game outcomes to ranking, the 'jury is out' on which method is most likely to be used ;-)

Observation of my own rank over the many months of playing Stand Out, I suspect a formula something like:

score sum of last X games over last Y days

For example,

score sum of last 100 games over last 60 days

The result of this kind of scoring scheme is that initially, when starting play, global rank can be improved simply by playing more games within the Y days period. Eventually, once you have reached the X game limit within the Y days period, you can only advance rank by improving your average game score.
It also means that your rank position can FALL by either scoring some poor scores (especially when killed early in a game and/or less than a few points score), AND your rank can fall if you do not play Stand Out for a few days running.
To reach the top 10 in the leaderboard rankings requires attention to both of the indicated variables. As a guide, based on my own recent play history (BOT Mike), I have been able to achieve relatively consistent rank position between about 3 and 13 by playing an average of 2-3 hours each session perhaps 3-6 days each week and scoring maybe a 100+ average overall.

Don't forget that when playing with squad partners, the round rank score is divided among surviving players, so playing solo can often improve your overall rank (so long as you survive to top few places relatively often ;)

Further discussion, suggestions and your own empirical observations are most welcome - come to the discord to talk! :-)