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Old 2011-02-10, 06:48 PM   [Ignore Me] #31
Bags
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Re: Realistic Physics


Originally Posted by SKYeXile View Post
CSHD has very little to do with warping, and absolutely nothing do with the physics engine of the game.

Warping will be fixed in the next game for sure.

all.
wait, so warping doesn't occur because planetside uses extrapolation? If that's not true, then why is warping so bad in planetside and non existent in every other game.
Originally Posted by morf View Post
Been there. Done that. Lived to post about it.
You just made my day.

Last edited by Bags; 2011-02-10 at 06:49 PM.
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Old 2011-02-11, 02:54 AM   [Ignore Me] #32
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Re: Realistic Physics


Originally Posted by SKYeXile View Post
Warping will be fixed in the next game for sure.
I hope you are right. I want to see a bonfire with a wicker surgile quadshotter on it.

May the lord of war bless thy mossies and let those days never come again.
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Old 2011-02-11, 08:54 AM   [Ignore Me] #33
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Re: Realistic Physics


Originally Posted by morf View Post
Been there. Done that. Lived to post about it.
Amen and hooah. People act like there aren't a fucking plethora of combat veterans in this generation. Or they pretend they're the only goddamn combat veteran on the internet.
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Old 2011-02-13, 06:56 PM   [Ignore Me] #34
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Re: Realistic Physics


I want ground vehicles to interact with the world more seamless ever track every wheel should have a separate physics to it but at the same time has to make several checks on the body of the vehicle as well as the Gravity of the planet and the hills that you climb. having a vehicle fly off hills is fun but not realistic.
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Old 2011-02-13, 07:10 PM   [Ignore Me] #35
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Re: Realistic Physics


None of what you mentioned requires physics as in an actual physics engine. It can just be hardcoded that you have a certain delay when strafing that won't allow you to go into the opposite direction straight away. Sort of a slide.

You can also hardcode that aircrafts don't hover. Which is a design choice, not something that was imposed due to physics limits.

I don't mind perhaps some fluff physics for those who have hardware physics support. I don't even mind proper physics, but as far as I know that would really strain resources which are already required for the massive battles
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Old 2011-02-13, 08:53 PM   [Ignore Me] #36
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Re: Realistic Physics


Fixing the strafe spam is easy, simply add an acceleration to strafing while leaving forward, and backward the same. I've added this before in games and it works flawlessly, you can move freely just as before but you are unable to strafe spam left to right.
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Old 2011-02-13, 08:57 PM   [Ignore Me] #37
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Re: Realistic Physics


For something to need a fix, it needs to be a problem. I don't think "strafe spam" is a problem.
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Old 2011-02-13, 09:42 PM   [Ignore Me] #38
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Re: Realistic Physics


Yes, we know that people who strafe spam don't consider it to be a problem.
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Old 2011-02-13, 09:50 PM   [Ignore Me] #39
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Re: Realistic Physics


Originally Posted by Traak View Post
Yes, we know that people who strafe spam don't consider it to be a problem.
So um, what do you do? Stand there while people kill you?
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Old 2011-02-13, 10:03 PM   [Ignore Me] #40
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Re: Realistic Physics


Originally Posted by Bags View Post
So um, what do you do? Stand there while people kill you?
You fire from cover whenever possible or maneuver yourself into an advantageous firing position. You shouldn't be surprised how off-putting the strafe-warping is to new and old players alike. It's easier to hit people in Quake than some warp inducing strafe in PS.

Last edited by Tool; 2011-02-13 at 10:25 PM.
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Old 2011-02-13, 10:27 PM   [Ignore Me] #41
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Re: Realistic Physics


Originally Posted by Tool View Post
You fire from cover whenever possible or maneuver yourself into an advantageous firing position. You shouldn't be surprised how off-putting the strafe-warping is to new and old players alike. It's easier to hit people in Quake than some warp inducing strafe in PS.
1.) PSN will not have warping like PS
2.) I meant in close quarter combat. No one strafes in mid-> long range unless they're caught with the wrong weapon now.

Don't suggest balance fixes based upon PS1's flawed engine.
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Old 2011-02-13, 10:34 PM   [Ignore Me] #42
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Re: Realistic Physics


Originally Posted by Bags View Post
1.) PSN will not have warping like PS
2.) I meant in close quarter combat. No one strafes in mid-> long range unless they're caught with the wrong weapon now.

Don't suggest balance fixes based upon PS1's flawed engine.
You were replying to something that had to do with Planetside, my response was to that.

Don't assume anything about PS2 and it's combat mechanics when that information isn't known. And what else would we base our suggestions on if not the current system in which the second game is a sequel/prequel to?
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Old 2011-02-13, 10:43 PM   [Ignore Me] #43
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Re: Realistic Physics


Originally Posted by Tool View Post
You were replying to something that had to do with Planetside, my response was to that.

Don't assume anything about PS2 and it's combat mechanics when that information isn't known. And what else would we base our suggestions on if not the current system in which the second game is a sequel/prequel to?
Because PSN isn't being made with PS1's engine?
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Old 2011-02-13, 10:54 PM   [Ignore Me] #44
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Re: Realistic Physics


Originally Posted by Bags View Post
Because PSN isn't being made with PS1's engine?
Obviously not, but the only information we have about potential PS2 gameplay is based on what we have, and that's Planetside. It's a discussion, not an assumption in these forums, you don't seem to understand that.

Your inability to meaningfully discuss things rather argue is getting tiresome.
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Old 2011-02-13, 11:12 PM   [Ignore Me] #45
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Re: Realistic Physics


Originally Posted by Tool View Post
Obviously not, but the only information we have about potential PS2 gameplay is based on what we have, and that's Planetside. It's a discussion, not an assumption in these forums, you don't seem to understand that.

Your inability to meaningfully discuss things rather argue is getting tiresome.
So, you're saying, since we don't know what engine PSN is using, even though no current games use extrapolation ( the reason for warp ), we should assume it will have horrible warping and we should discuss possible ADAD balancing with that assumption?

BTW, just because someone doesn't agree with you doesn't mean they're not contributing. Questioning your flawed assumptions is called contributing to the discussion. If I said the sky was red, I think you'd confront me. (I hope you would)

PSN will not have warping. Thus, we will not need to balance the game around having warping. In PS, people who do not warp are not hard to hit. Thus, no change is to strafing is necessary. But you're going to claim I'm not contributing or something, so I don't even know why I bothered.

Last edited by Bags; 2011-02-13 at 11:16 PM.
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