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2012-04-14, 08:54 PM | [Ignore Me] #122 | ||
Colonel
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According to some people on this thread, animations are just polish that we don't need. All we need is fun gameplay and balance. Right?
Alright, then let's get the game out earlier and forget about: -Reloading animations -Walking animations -Door animations -Projectile animations Because they're all just fuckin' icing on the cake, right? We don't need any of those to have a fun, balanced game. Visuals don't matter at all1!!1 Put vehicle animations in. I hate to be a dick but I cannot believe the statement that it would take 6 more months of development to add it in. At least make it an expansion later down the road. Immersion is very important in games. |
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2012-04-14, 08:56 PM | [Ignore Me] #123 | |||
Corporal
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I'd say without vehicle enter/exit animations I wouldn't have played PlanetSide long. The big reason for this is my first memory of PlanetSide was walking out of the spawn area in the sanctuary and seeing a Galaxy land while several players ran up to it and hopped inside. The moment wouldn't have been memorable if the players had just disappeared. |
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2012-04-14, 08:56 PM | [Ignore Me] #124 | |||
Contributor Major
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2012-04-14, 08:57 PM | [Ignore Me] #125 | |||
First Sergeant
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Practise what you preach, please. |
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2012-04-14, 09:04 PM | [Ignore Me] #127 | |||
Contributor Major
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The game is in alpha with deadlines it needs to reach before beta. There are issues like lag and how the vehicles actually handle that could be focused on. And you'd rather have shiny things before you've even played the game. Players spend much more time using guns. You see those animations hundreds of times a play session. If they weren't there you'd know something was wrong. Not so with vehicle animations. Last edited by ArmedZealot; 2012-04-14 at 09:09 PM. |
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2012-04-14, 09:05 PM | [Ignore Me] #128 | |||
Master Sergeant
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__________________
Smed doesn't care about players.If it's fun to him it doesn't matter to players. YT: http://www.youtube.com/user/rainbowwarriorguy |
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2012-04-14, 09:14 PM | [Ignore Me] #131 | ||
Master Sergeant
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Why would I comeback to a game that gave me a bad taste.If anything SOE ruined PS1.Lack of updates,OP BFRS.I wasn't shock when people didn't come back.
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Smed doesn't care about players.If it's fun to him it doesn't matter to players. YT: http://www.youtube.com/user/rainbowwarriorguy |
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2012-04-14, 09:15 PM | [Ignore Me] #132 | |||
Corporal
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Not to mention BFR's ruined base fights because they could jump on walls and/or easily spam people on top of them. And lets not forget if you were a sniper and a BFR walked by you - good luck making your shot. |
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2012-04-14, 09:17 PM | [Ignore Me] #133 | |||
Colonel
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I am loathe to go against the vets on something like this, because the same thing happens to Battlefield 2 vets. Sometimes individual features aren't the problem, BF3 for example has been made way too fast paced by the overall preponderance of changes. One or two changes would not have upset BF2 vets too much. And so, while I sympathize with the vets on the vehicle animations, and for that reason I will admit that ultimately I can tolerate vehicle animations, I have to say, aim down sight is the gold standard now, both for the industry and in the minds of shooter players. Just to give you an example, BF2 allowed, in its early days, people to jump and prone in midair, and fire their weapon while this was going on, it's called dolphin diving. This was crusaded against until it was stopped and in BF3 it's completely impossible to do, DICE put in a prone mechanic that stops it butt-cold. People in the BF3/MW3 communities will be no more interested in people strafe-running like Quake and getting full hipfire accuracy while strafing than they want dolphin diving to come back. |
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2012-04-14, 09:27 PM | [Ignore Me] #134 | |||
Contributor Major
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They could come up with a valid backtory reason to not have entry/exit animations. Like deconstruction/reconstruction in the cockpit or even just simple teleportation like Tribes:Ascend does. It's sci-fi, fiction is a tool to be used in such things. And that's all you'd need for immersion. Last edited by ArmedZealot; 2012-04-14 at 09:31 PM. |
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2012-04-14, 10:00 PM | [Ignore Me] #135 | |||
Corporal
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You're also confusing immersion with verisimilitude. Just because everything makes sense within the context of a universe does not make it engrossing and engaging as Planetside 1 was. Enter/exit animations were things that gave a sense of scale to the battles, just as driving a tank without gunning it did. Players were part of a larger army, and there was something magical about 'saddling up' that added to the buildup before a big fight. In fact, that may be why vehicle animations aren't being added - the developers are focusing on making sure that players always have something to shoot at, to the point where they're trying to create a persistent-world arena shooter, which makes no friggin' sense. I have a feeling that, because of shorter TTKs, the world in PS2 will feel much smaller, because their new philosophy seems to be "Time that is not spent shooting is time that is dumb!" |
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