minor thing wounded soldiers animation


(Nail) #21

"I accept time and resources (CPU/GPU/NETWORK) may account for the decision "

would be my first guess or they just cba


(TAPETRVE) #22

Point is that in whatever video material was shown so far, downed enemies always seem to topple over like a domino, landing right on their backs, no matter where and how you hit’em. What’s wrong with falling flat on your face, then rolling over? It worked in Left 4 Dead.


(BioSnark) #23

While we’re discussing this again, check out the leg shot knock down at ~ 1:30 in this http://www.youtube.com/watch?v=n5rGrI-YbMw


(SockDog) #24

This is not in SD’s vocabulary! :slight_smile:

Hahaha oh that’s great, he gets the leg knocked out from under him and rolls over. Just before that there’s a cool bow headshot where the mutant takes a few more steps before slumping to the floor (unlike the stereotypical ragdoll which would fling it down the hall and pin it to a wall).

Thanks, if that doesn’t educated at least that ragdoll isn’t this retarded exaggerated mess any more then it sold me on getting RAGE. :slight_smile:


(Mustang) #25

[QUOTE=SockDog;289613]This is tired and incorrect. Wolfire did this, its rough by their own admission but debunks the “Ragdolls look dumb” chant. Some ragdoll blending on some stock incap animations would add a lot of variety to the game’s visual appeal.
http://www.youtube.com/watch?v=zVWZbxGFGiA&feature=player_detailpage#t=38s [/QUOTE]
The faceplant at 1:26 had me roflirl


(tokamak) #26

[QUOTE=SockDog;289613]This is tired and incorrect. Wolfire did this, its rough by their own admission but debunks the “Ragdolls look dumb” chant. Some ragdoll blending on some stock incap animations would add a lot of variety to the game’s visual appeal.

Again I’ll say that I accept time and resources (CPU/GPU/NETWORK) may account for the decision but I find it hard to believe SD stuck with this animation because they either thought it looked great or because they were incapable of doing better.[/QUOTE]

Awesome!

And agreed, this is -yet again- a resource issue, not gameplay, not aesthetics, resource.


(beute) #27

I already talked about this and made my point clear.

The current animations look incredibly stupid, I dont care about the whole “bla bla medics cant reach blalba” complains.
There is no excuse I will accept, it looks silly,bad and is not immersive in the slightest.
Not a reason to not buy the game, but enough reason for a majority of people to point out and count it as a bad thing.
especially reviewers will point that out.

Other players I tried to convince to buy this game ridicule me for buying something that uses a system that counter strike already had back in 1999.

As shown by the overgrowth video, ragdolls are increadibly awesome, and not even deathanimations like in CoD could make falling down a cliff any more realistic looking,as the ragdolls first kick in after the body hit the ground: too late, just like in brink.


(Bezzy) #28

You guys should get Overgrowth, by the way.

We’ve certainly been impressed by their work, and how enjoyable their movement is. Definitely worth your attention. Lugaru was damn fine work imo.

And yeah, there’s plenty that can be done with ragdolls which wouldn’t invalidate the importance of showing an incapped vs. a dead player - we’ve never disagreed with this in principle.

We do, however, have to weigh the cost of research and development into blended ragdolls (which Pierre definitely did take a look at mid way through the project) against the rest of the production’s requirements.

You wouldn’t believe the amount of back end work involved per element as soon as a game goes multiplayer. With the amount of things we have to sync, it’s like trying to suck an elephant down a hosepipe.