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Old 2012-07-19, 12:25 AM   [Ignore Me] #61
Retaliation
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Re: T-Ray on Vehicle Animations issues


Originally Posted by Galzus View Post
I take it neither of you read my post whatsoever, because I clearly stated that I know it takes a lot of TIME, but the actual work is simple enough.
When you're paying a professional by the hour, time is the only factor that's important. Thankfully SOE has already done the math for us in how much of an impact that time investment would have on PS2s future development, six months. I'm kinda fuzzy on what they could work on at the same time so that's either six months of no progress towards any new vehicles (at best) or anything period (at worst).

When you can simulate the effects of adding animations at a fraction of the time invested, that's simply a luxury SOE can currently not afford.
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Old 2012-07-19, 12:28 AM   [Ignore Me] #62
Landtank
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Re: T-Ray on Vehicle Animations issues


Originally Posted by Galzus View Post
Considering that PS1 is constant action and the BFs are "spawn, run a long distance because all the vehicles are occupied, shoot a couple people, die in two hits, repeat"

yes
You absolutely have to be kidding me.
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Old 2012-07-19, 12:29 AM   [Ignore Me] #63
Brusi
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Re: T-Ray on Vehicle Animations issues


Galzus... while I also think it is a great loss to not have entry/exit animations in PS2, this topic has been discussed to fucking death. It's obvious that it is not in the Dev's list "list of things to do before launch" and that there will almost certainly be no dev time put into it after launch.

It is so fucking pointless even arguing this in this thread, because it has been done before. I would suggest doing a forum search for "Entry/Exit animations" or something and do some reading.

Again, i applaud your passion and completely agree with your sentiment.
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Old 2012-07-19, 01:42 AM   [Ignore Me] #64
Rago
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Re: T-Ray on Vehicle Animations issues


I also posted this Yesterday, as Postcast baybe we can merge the Threads
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Old 2012-07-19, 03:36 AM   [Ignore Me] #65
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Re: T-Ray on Vehicle Animations issues


hmmm..that explains what I saw in the Higby gameplay (with Clegger controlling) vid from yesterday...

I noticed when Clegg got out of a lightning there was a reload-like timer, and wondered if that was some sort of exit delay...I guess that's exactly what it was..

...animations would be prettier, but they would cause SO MANY extra issues to the devs...not only artistic problems , but:
- needing to add indications for exact entry points on each vehicle
- you cant have a generic animation that works for all locations on the vehicle, so you need to execute it from an exact spot(s)...multiple animations per vehicle
- the vehicle cannot be moving.... and must always be perfectly still and 0,0,0 rotationally which would be a nightmare in a physics based world where the vehicle is allways acting on the forces it is under (rolling down a hill...lying on it's wing if TB lands it etc)..I doubt if a vehicle is ever truly still.

so yeah..the gameplay elements of entry/ exit delay are important...but the visual elements would be a problem for the rest of the game..
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Old 2012-07-19, 05:47 AM   [Ignore Me] #66
Marinealver
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Re: T-Ray on Vehicle Animations issues


I perfer animations, It made the game more imersive, even if it is a moment of vunerability.
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Old 2012-07-19, 07:06 AM   [Ignore Me] #67
RodenyC
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Re: T-Ray on Vehicle Animations issues


I'm not upset that the E/E animations aren't in game.It's the fact that Tray said no where near the future.That's what upsets me.So even post launch they don't want to do even though the community wanted it.That's what pisses me off.
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Last edited by RodenyC; 2012-07-19 at 07:09 AM.
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Old 2012-07-19, 08:00 AM   [Ignore Me] #68
Xyntech
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Re: T-Ray on Vehicle Animations issues


Pretty cool. Much as I'd love to have entry animations, I'm glad to hear they are already on implementing the compromise.

Gameplay > Aesthetics

Animations are cool, but in this particular case I'm much more concerned about the gameplay aspect. Delays cover this, so all is well.

They've said in the past that they plan to modify the 5 year plan based on what players say they want. Right now I'm assuming they are just playing it safe and waiting to see what all of the non-PS1 vets want out of the 5 year plan before committing to anything. That just means that we have to convince the devs and the new players alike that they are a cool feature.

Considering that there will already be entry delays, I doubt that new players would be inherently opposed to adding a visual to the process. The only downside will be the development time and resource cost.
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Old 2012-07-19, 10:53 AM   [Ignore Me] #69
MrBloodworth
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Re: T-Ray on Vehicle Animations issues


I would like to remind people, the BF series DOES have E/E animations for all Vehicles. In single player. They are not in Multi-player player, because the design is for people to be shooting all the time, constantly, forever.

I'm also fine with this Compromise by T-ray, however I dislike that it feels like the possibility of getting them post launch to replace the timers seems like it will never happen. Its a level of polish that needs to happen.

Again, my perspective, E/E animation removal is a reaction to far of the pendulum in the search for speed.

I am thankful the developers realize the need for a delay in thees actions.
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Old 2012-07-19, 11:01 AM   [Ignore Me] #70
Stardouser
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Re: T-Ray on Vehicle Animations issues


Originally Posted by MrBloodworth View Post
I would like to remind people, the BF series DOES have E/E animations for all Vehicles. In single player. They are not in Multi-player player, because the design is for people to be shooting all the time, constantly, forever.

I'm also fine with this Compromise by T-ray, however I dislike that it feels like the possibility of getting them post launch to replace the timers seems like it will never happen. Its a level of polish that needs to happen.

Again, my perspective, E/E animation removal is a reaction to far of the pendulum in the search for speed.

I am thankful the developers realize the need for a delay in thees actions.

That's fine for single player, because that's really more like a movie anyway. After all, FPS single player campaigns are also pretty heavy on letting you duck away to regen health fast and giving you extra hit points, which are never present in multiplayer. Oh wait...well, BF3's multiplayer lets you regen a bit slower than single player anyway.

BTW, since there's a "delay", and because PS1's animation rendered you invulnerable, it has to be asked...have they confirmed that you're vulnerable during the delay?
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Old 2012-07-19, 11:02 AM   [Ignore Me] #71
Figment
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Re: T-Ray on Vehicle Animations issues


Originally Posted by Death2All View Post
This is nice to hear, but it still doesn't quite solve the issue. Going back to the drop pod thread (not to derail this thread but...) everyone will eventually have it certed, given enough play time. Especially considering what an advantage it brings to the table, I'm sure it will be among one of the first certs people get with their tanks, assuming that you don't have to unlock several other certs to unlock the quick enter one, which maybe be the case. Even still, the issue still remains, regardless of the roadblocks that they may have put in place.
Agreed, postponing the issue is not solving it.

Is what you get for not making people decide on how to use certs in the long run, ie. it's only a short term solution.
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