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Old 2012-05-01, 12:29 PM   [Ignore Me] #91
Vancha
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Re: Nanite Weapon Holstering


This thread seems to have taken a turn for the stupid.
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Old 2012-05-01, 01:55 PM   [Ignore Me] #92
RodenyC
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Re: Nanite Weapon Holstering


Originally Posted by Xyntech View Post
How is a lack of entry animations "catering to the masses" exactly? Failing to cater to PS1 players, maybe, but the only thing it really caters to is budget and development time restrictions.

They have even discussed the possibility of having a vehicle start up delay, so that if and when they do add entry animations at a later point, it won't drastically change the game.

There are legitimate things you could point out that are catering to the masses, like iron sights. While a case could be made whether adding iron sights is a good thing or a bad thing for the game, it is certainly being added because it is a popular feature that the masses will expect.

But go on being a pessimist. There is doubtless little chance of you being happy with PS2 unless it's an identical clone of the first game. I sincerely hope SOE keeps the original Planetside running for people like you.

For some of us, we expect more out of a sequel. Not every change will be to our preference, but for me, the good of the sequel outweighs the bad.
So are the masses not used to games with Instant entry and exit? BF3?A game they have been praising alot?What about One man tanks? A stand by Control Point A to capture? Do these not appeal to the masses?There are indeed some things that I do find interesting that they are adding like classes or iron sights.They as well appeal to masses because they are something that are in most games these days like you have said. But to me it feels like they are playing it safe and just doing what every other game is doing these days. That is what tends to make games boring.That is what I liked about Planetside.It wasn't like every other game.Even for me if you took away the Masses of people it was still a different game from others.And I do hope they keep PS1 running for people like me.I'd rather play the original than a game that falls short(imo) of being a true sequel so far.And for me the cons outweigh the pros.
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Old 2012-05-01, 07:42 PM   [Ignore Me] #93
Xyntech
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Re: Nanite Weapon Holstering


Originally Posted by RodenyC View Post
So are the masses not used to games with Instant entry and exit?
Used to, yes. Entry animations aren't unique to Planetside though. It's just easier to not put them in. Blame the devs for being lazy/rushed/under funded maybe, but that's a terrible example of catering.

Some of your other examples are legitimate examples, but I already acknowledged they were pandering with some of the stuff. The entry animation and weapon holstering things are just terrible examples.

---

Slightly back on topic, I suppose they could do the same proposed idea of nanite holstering with vehicle entry. Have the player model disappear in a grean flash of nanites and be rebuilt inside the vehicle

Who needs doors when you have nanites?

Speaking of green flashes, I'd hope they would tweak the effect for nanite holstering somewhat. That would suck to be a cloaker and have your position given away by blinding green light every time you holstered or unholstered something. Forceblade 1.0 all over again, although I loved it in that case.
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Old 2012-06-04, 04:11 AM   [Ignore Me] #94
SztEltviz
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Re: Nanite Weapon Holstering


Question: Run speed still higher with holstered weapons?
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Old 2012-06-04, 04:12 AM   [Ignore Me] #95
Bags
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Re: Nanite Weapon Holstering


I don't think you even can.
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Old 2012-06-04, 04:25 AM   [Ignore Me] #96
Xaine
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Re: Nanite Weapon Holstering


Originally Posted by VioletZero View Post
How about "It's a design shortcut, don't think too hard about it."
If i see one post, where you don't shoot down someone's idea with a retarded one liner like that. I'll eat my hat.

Really, that is all i ever see you do. I've yet to see a constructive post from you. I'm not sure why you haven't been banned, because you contribute nothing to this forum apart from things such as the above quote, after someone has put together an idea.
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Old 2012-06-04, 07:04 AM   [Ignore Me] #97
Alderego
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Re: Nanite Weapon Holstering


Originally Posted by Warborn View Post
It's not lazy, it's a consideration of system resources. If simply equipping a weapon creates some kind of particle effect, that's more of a strain on people's systems than otherwise, and for what? People are cool with guns just disappearing. Happens all the time in games. Not a huge deal. But if it means crappier looking explosions, or weapon fire effects, or whatever else, is it really worth it to have fancy effects for switching weapons? Or a lower frame rate?
actually, the way he suggests it is not a particle effect.
It's merely a shader with a transparency aspect. The biggest strain would be the calculation of what is visible behind the gun/through the parts at the edges that seem to be semi-transparent.

A bit like the cloak for the inf: (assuming that he just doesn't go *poof now I'm invisible*) the model is still there, the shader is just displaying a different material, in this case: none, the real one or the transparency one depending on the state.
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Old 2012-06-04, 08:58 AM   [Ignore Me] #98
JHendy
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Re: Nanite Weapon Holstering


Originally Posted by Warborn View Post
It's not lazy, it's a consideration of system resources. If simply equipping a weapon creates some kind of particle effect, that's more of a strain on people's systems than otherwise, and for what? People are cool with guns just disappearing. Happens all the time in games. Not a huge deal. But if it means crappier looking explosions, or weapon fire effects, or whatever else, is it really worth it to have fancy effects for switching weapons? Or a lower frame rate?
What are you talking about?

It's a particle effect. It would be possible enable/disable it at a whim through the graphics menu, if they implemented it.

They aren't going to rebalance or redress every other particle effect for the sake of a this one, given that you can disable it yourself if you feel its the straw breaking the camel's back.

Dear god...
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Old 2012-06-04, 09:22 AM   [Ignore Me] #99
Fanglord
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Re: Nanite Weapon Holstering


It doesnt have to be too detailed, just a purple/red/blue light/fade from the weapon as change animation occurs. +1 for the little details make a good game.
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Old 2012-06-04, 09:36 AM   [Ignore Me] #100
MrBloodworth
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Re: Nanite Weapon Holstering


Originally Posted by Xaine View Post
If i see one post, where you don't shoot down someone's idea with a retarded one liner like that. I'll eat my hat.

Really, that is all i ever see you do. I've yet to see a constructive post from you. I'm not sure why you haven't been banned, because you contribute nothing to this forum apart from things such as the above quote, after someone has put together an idea.
Hes/she is not wrong.
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Old 2012-06-04, 10:58 AM   [Ignore Me] #101
SpcFarlen
First Sergeant
 
Re: Nanite Weapon Holstering


Originally Posted by Fanglord View Post
It doesnt have to be too detailed, just a purple/red/blue light/fade from the weapon as change animation occurs. +1 for the little details make a good game.
Little details add immersion, that keeps so many of us playing for hours just because we want to live there. I want nanites now
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