These guys (SD) play the game daily to test it. Don’t you think if it were such a game breaker they’d do something about it?
Knockdowns
[QUOTE=beute;260397]physics/ragdolls are still important.
I need them to react realisticly in some way, even if it is exaggerated.(bodies flying 40metres etc)
I just dont like pre-set animations, I actually HATE it when I kill somebody with a grenade and the model is acting as if I shot him in the foot… or even worse, they die and fly sideways while the animation is still going, just like CS1.6 models if they die because of a HE grenade…
I actually play(ed) at the lowest graphics available to a game whenever I played in a league or clan wars or whatever.
I even used low graphics configs that completely turn off dead bodies etc.
But once in a while I wanna see the game in it’s full beauty, I wanna immerse myself, and then sideways flying stiff bodies happen…[/QUOTE]
Complaining about the lack of ragdolls, reminds me of those people who won’t watch movies from the 70’s and 80’s because they, “look old.”
Of all the innovative features Brink is bringing to the genre, you choose to nitpick such a trivial aspect. I guess it’s like they say - You can’t please everyone.
Carry that analogy through, then. What if that movie that “look[s] old” is set for May 2011 and trying to be the summer blockbuster action flick?
Don’t do strawman stuff. It doesn’t do anything for the discussion.
i would like ragdolls also but when they die ,they shouldnt move like in crysis .Its so fake when u carry a dead body along with you or when you go over it and u move it like it weights 1g
I consider ragdoll death animations to be the least important thing in a multiplayer shooter, now if they could be incorporated even somewhat in just “Challenge” mode, then I would be happy to see them. methinks “Challenge” mode will make for some very good videos
I’m firmly in the ‘who cares?’ department on death animations. But ragdolls do make for some fun moments.
Just last night I was playing BFBC2, shot a guy in a jeep who was driving towards me while I was in a patrol boat, and I guess his body carried the momentum of the vehicle with him, because he easily flew 250 feet, over my head, and landed somewhere behind my boat.
I found it hysterical. I would think that something like that would break immersion more than a repetitive animation.
Like when you get stabbed by a spy in TF2 and fly 200 feet forward.
don’t get me wrong, in single player games insane ragdolls are great, a 1 meter shotgun blast should blow a zombies head off and make it bounce off an awning, but in mutiplayer I’d be just as happy if they just vanished, less distraction from the job
I’m not sure why we have to drag this discussion down to unreconcilable levels. People like what they like and I don’t think anyone is wrong when they say they don’t care if it is a single animation or whether there is ragdoll all over the place. It’s an aesthetic part of the game which has little bearing on how well the game plays.
That said, I’m guessing if we’re never going to actually die unless incap’d then having our first person view ragdoll around is going to be a serious fail. I would still like more animated variation rather than just one though. Several animations based on where you are shot/hit would be nice and allow the control needed while giving some realistic variety.
Edit:
And as mentioned in a previous thread. Anyone carting out the “ragdolls flying everywhere” excuse should really youtube some GTA IV videos. Ragdolls can look very good.
Please excuse the late response, just re-reading the thread.
Say you get the drop on someone, is throwing a sticky nade on them a viable option?
In COD one of the things you can do vs Last Stand is place a claymore next to them for lols.
[QUOTE=Humate;260576]Please excuse the late response, just re-reading the thread.
Say you get the drop on someone, is throwing a sticky nade on them a viable option?
In COD one of the things you can do vs Last Stand is place a claymore next to them for lols.[/QUOTE]
I’ve started doing that when I find an enemy tactical insertion beeping away rather than destroying it 
I guess having ragdoll flying all over the place would make medic revives harder
The knockdown animation is not the actuall death animation, i think some people are getting confused by that.
Can someone sum up how knockdowns work .When shot you always knockdown or different types of weapons knockdown you and others instant kill you?
Also when knockdown the health bar is different from the normal one?
[QUOTE=MrX;260644]Can someone sum up how knockdowns work .When shot you always knockdown or different types of weapons knockdown you and others instant kill you?
Also when knockdown the health bar is different from the normal one?[/QUOTE]
You get knocked down by slide tackles, explosive force, and gunbutt melee. Once knocked down another melee will incapacite you.
You are confusing knockdown and incapacitated.
If ET/ETQW is of any indication here, you get incapacitated when shot with AR/SMG or grenade blast that does not happen directly at your position. If you get a sniper rifle headshot or direct rocket/grenade hit, you get instadeath.
Oh, bugger, Wraith has not only beat me to it, he`s on the actual topic also.
[QUOTE=Wraith;260658]You get knocked down by slide tackles, explosive force, and gunbutt melee. Once knocked down another melee will incapacite you.
You are confusing knockdown and incapacitated.[/QUOTE]
Official explanation for you MrX:
[QUOTE=Bezzy;237537]Rifle butt melee (basically anything but pistols) is a knockdown, same as excessive splash damage.
Meleeing a knocked down player is instant.
During knockdown you can get up and/or fire.
There’s enough of a mind game there to keep it interesting - do you stay down and shoot at your attacker so he doesn’t melee you, or do you get up because it looks like he’s not going for the melee - he’s going to shoot you on the floor instead. Do you go for cover or defend yourself from a finishing move, basically.[/QUOTE]