View Full Version : Death animation
Ainte
2011-11-23, 02:12 AM
Hi all, take a look at these screens:
http://www.planetside-universe.com/media/viewer.php?img_id=1763
http://www.planetside-universe.com/media/viewer.php?img_id=1756
http://www.planetside-universe.com/media/viewer.php?img_id=1773
http://www.planetside-universe.com/media/viewer.php?img_id=1678
all dead soldiers lying in same positions, and animation of death on last 2 screens look same to me.
So is it means that there is no ragdoll physics in this game?
SKYeXile
2011-11-23, 02:20 AM
Hi all, take a look at these screens:
http://www.planetside-universe.com/media/viewer.php?img_id=1763
http://www.planetside-universe.com/media/viewer.php?img_id=1756
http://www.planetside-universe.com/media/viewer.php?img_id=1773
http://www.planetside-universe.com/media/viewer.php?img_id=1678
all dead soldiers lying in same positions, and animation of death on last 2 screens look same to me.
So is it means that there is no ragdoll physics in this game?
being a like 2000 player per map FPS, its going to have to exclude some stuff, if thats death animations, oh well.
If its a problem I'm sure you can go back to 64 games? which are generally more like 32 or 16...or 8 because retards cant netcode for shit.
and its still alpha.
Nephilimuk
2011-11-23, 02:24 AM
Just out of interest what do death animations add to the game?
(Not meaning to be a dick here I just can't see what they will add)
FastAndFree
2011-11-23, 02:27 AM
Just out of interest what do death animations add to the game?
(Not meaning to be a dick here I just can't see what they will add)
Immersion I guess? Not that big of a deal for me, I would rather have enter/exit animations :(
edit Which in retrospect sounds a bit hypocritical?
SKYeXile
2011-11-23, 02:44 AM
Immersion I guess? Not that big of a deal for me, I would rather have enter/exit animations :(
edit Which in retrospect sounds a bit hypocritical?
yea they sort of serve as a purpose, a delay from going from infantry into a vehicle...though that could jsut be done with a timer. But i think they;re good.
The battlefield approach of being able to get into a flying helicopter, a hummer at top speed and exit a tank instantly i think is lame and has some balance issues.
like oh im getting shot, INSTANTLY INTO TANK!.. BOOM HEADSHOT!
sylphaen
2011-11-23, 03:16 AM
yea they sort of serve as a purpose, a delay from going from infantry into a vehicle...though that could jsut be done with a timer. But i think they;re good.
The battlefield approach of being able to get into a flying helicopter, a hummer at top speed and exit a tank instantly i think is lame and has some balance issues.
like oh im getting shot, INSTANTLY INTO TANK!.. BOOM HEADSHOT!
Agreed 100% and I also find this mechanic annoying.
On the other hand and the world being what it is, I am pretty certain that it would be possible to find people who will say it is "skillful play".
Bruttal
2011-11-23, 06:18 AM
well I know what kinda CPU cycles true ragdoll takes and it isn't pretty so I can live with out it in a FPS. but it's probably vary possible considering the physx is involved
Canaris
2011-11-23, 08:57 AM
anyone else noticed the reoccurring theme in all those pictures...... NC suck lol
FastAndFree
2011-11-23, 09:17 AM
keep the same death animation.. hell just make them disappear all together... but add enter/exit animations...
If they do not, I for one will always fight near a vehicle.
They said there will likely be an enter/exit timer, even if there is no animation
Death2All
2011-11-23, 10:29 AM
I've stated before in a thread that I hate rag doll physics. Mostly because they're overused in nearly every game out there. But also because it really doesn't help my immersion at all.
When you shoot some guy in the head and suddenly all of muscles become and jelly and he does a complete back flip, falls on the floor, then one of his limbs interfere with the environment and he starts to flop around for a bit...
"WOW ITS LIKE I'M REALLY THERE!!!!"
Coreldan
2011-11-23, 10:48 AM
I've stated before in a thread that I hate rag doll physics. Mostly because they're overused in nearly every game out there. But also because it really doesn't help my immersion at all.
When you shoot some guy in the head and suddenly all of muscles become and jelly and he does a complete back flip, falls on the floor, then one of his limbs interfere with the environment and he starts to flop around for a bit...
"WOW ITS LIKE I'M REALLY THERE!!!!"
Well said lol. I've only ever really seen a few games that had good ragdolls and I think there were quite some heavy adjustments. Like everything wouldn't go to jelly and the body was quite restricted in moving too, so you didn't get the bodies stuck in weird yoga poses really either and it still made the only ragdoll based dying still look fairly good.
But yes, mostly ragdoll is even less immersive than the single death animation PS had :D
Death2All
2011-11-23, 10:53 AM
Well said lol. I've only ever really seen a few games that had good ragdolls and I think there were quite some heavy adjustments. Like everything wouldn't go to jelly and the body was quite restricted in moving too, so you didn't get the bodies stuck in weird yoga poses really either and it still made the only ragdoll based dying still look fairly good.
But yes, mostly ragdoll is even less immersive than the single death animation PS had :D
On the other spectrum though, death animations don't always help either. Since it's random they just die in some random animation that won't make any sense with the way they died.
I'm always reminded of 007 Goldeneye when I shoot some guy directly in the face with a Rocket Launcher and he goes and grabs his crotch and bends over like I just kicked him in the balls. It made for some good laughs, but it didn't make any sense. But I'm sure with today's technology they could make a system that accurately detects where you got shot and then plays an appropriate animation.
OR YOU COULD NOT GIVE A SHIT AND PLAY THE GAME
XPquant
2011-11-23, 11:06 AM
I think it's rather satisfying to shoot someone in the neck and watch them choke to death.
Hamma
2011-11-23, 11:25 AM
I was fairly certain Ragdoll was mentioned at Fan Faire but I am not finding anything solid on it. They are using nvidia physx so its probably a good possibility.
Talek Krell
2011-11-23, 06:25 PM
I'm mostly ambivalent about ragdolls, although I'd say it's too early to figure out whether they're in from still photos.
There is something oddly cathartic about putting a grenade through a window and watching a bunch of ragdolls get launched out of various openings in the building.
SKYeXile
2011-11-23, 06:30 PM
I was fairly certain Ragdoll was mentioned at Fan Faire but I am not finding anything solid on it. They are using nvidia physx so its probably a good possibility.
well eya all the vehciles and obviouisly planes will sue that but physics on infantry i think is another story, because of corpses rolling down hills because of ragdol then attempting to res them, weather the ragdoll animations are client or server and the position of people, ether weay its more calculations for the server to do if a corpse was to roll down a hill on dying, because everybody needs to see them in the same spot.
maybe not need, but they should see everybody in the same spot.
krnasaur
2011-11-24, 12:55 AM
I look at it like this: they put the code to reflect off of peoples eyes. If they are missing something like good death animations i will be disappointed
Marth Koopa
2011-11-24, 01:14 AM
In order to have ragdoll death, it would need to be calculated server-side for it to be the same for everyone because you need to run up to someone's corpse to revive them. You couldn't have some guy running over one way to revive a guy, because that's where the medic sees him, and he pops up a hundred meters to the west because that's where the player saw himself fly off to.
I don't know how well a server could handle calculating hundreds of ragdolls constantly, or if it's even possible to do it in the first place because you would have to constantly tell tons of players the exact orientation of every limb in order for it to work....
Ainte
2011-11-24, 01:50 AM
In order to have ragdoll death, it would need to be calculated server-side for it to be the same for everyone because you need to run up to someone's corpse to revive them. You couldn't have some guy running over one way to revive a guy, because that's where the medic sees him, and he pops up a hundred meters to the west because that's where the player saw himself fly off to.
I don't know how well a server could handle calculating hundreds of ragdolls constantly, or if it's even possible to do it in the first place because you would have to constantly tell tons of players the exact orientation of every limb in order for it to work....
Well i dont really know much about technical implementation of such features,
but i played archeage beta, and they got this all already,
mobs corpses rolling down the hill and can be looted no problem, as players ressurected.
I think its all just about willingness to do stuff.
And the game already lack too much - boarding animation, holstered weapons, etc.
vBulletin® v3.8.7, Copyright ©2000-2024, vBulletin Solutions, Inc.