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Django Quik
Dust2Dust.
1724
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Posted - 2013.11.13 18:35:00 -
[1] - Quote
We've all seen requests for vaulting in this forum over the months and I really hope we do get this in the not too distant future. There have also been requests for climbing and even full on parkour/free running - this would be awesome but at least for the current roadmap is probably far beyond foreseeable; instead, there are certain scenarios where some dynamic movement mechanics could feasibly be implemented in a relatively short timescale:
I'm sure we've all had those moments when playing where you're running madly away from AR fire dodging left and right only to bash your head right into a low hanging pipe or ceiling. How about if the game recognised that a low hanging obstacle had been encountered and your merc automatically ducked and is able to quickly and easily pass it?
Then there are those moments when you're sneaking up on someone unnoticed around a corner or down a corridor but your arm is just poking out enough to give you away. [b]How about when you're next to a wall and continue to move into it, your merc automatically presses itself flat against the wall?
I'd love to hear other people's ideas for dynamic movement scenarios or their thoughts on my points above, so have at it.
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Django Quik
Dust2Dust.
1725
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Posted - 2013.11.13 22:33:00 -
[2] - Quote
Michael Arck wrote:Honestly speaking, what structures would you be vaulting over? To my knowledge, there aren't many. Most would require a running jump a la Brink style/parkour.
No, if this game was all about speed and action, then yes. But its not. This isn't Battlefield, this isn't Brink. I'm in a considerable heavy weighted dropsuit of the future. Why am I vaulting like some Battlefield hybrid in it? Railings for one. It's incredibly annoying especially on the small underground research sockets with railings all around them.
I'm sure our super dooper futuristic dropsuits can have special powered gear in them to provide some simple 'pull yourself over a waist height barrier' abilities.
These things would undoubtedly change the entire gameplay of Dust514 but I think a lot of people would really like it and it would deeply improve the game. (also, you seem to be rather fixating on vaulting but not talking about the main points in my post)
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Django Quik
Dust2Dust.
1727
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Posted - 2013.11.13 22:45:00 -
[3] - Quote
Avallo Kantor wrote:This seems like it would require a -lot- of work for very little gain game to game. For more dynamic actions you would require unique animations for each body frame (which would have to then be checked against all frames to ensure there is no graphical artifacts) This alone requires a massive amount of work.
Then you have to have an entire system dedicated to ensuring that upon reaching certain conditions (which would also be hard to work all the kinks out of) the character would automatically perform some action. (Which could just as easily prove fatal if the player got shot during the auto-action)
This would also have to factor into map design, especially for maps where such items were made to be blockades or impassible to help the map flow. Also if you set up the map with such items in mind, it would be far easier just to remove said objects and make them jump able so that you don't have to do all this extra work. Yes, it would require 'some' work but nowhere near as much as the parkour stuff that many people have asked for in the past.
There's a lot that would have to be factored into this from design, art and code perspectives and I'm not even remotely suggesting that this should take high priority but it would add a lot to the game, especially making it more fluid and make sense with what is visually seen in game - i.e. if I see a pipe at head height, I'd imagine I'd be able to duck under that and continue on but in most cases I can't at all and when I can I have to slow down to snail's pace for 5 seconds while I pass it.
Dust2Dust - Funeral arrangements for all of New Eden. Join our public channel D2D. to chat and squad with us.
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Django Quik
Dust2Dust.
1727
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Posted - 2013.11.13 22:46:00 -
[4] - Quote
Jadd Hatchen wrote:*grin*
I just wish others could share what was not released of the sneak peak of the in process development of the future World of Darkness MMO that CCP is working on that was presented at Fanfest 2013. It had a lot of this sort of "fluid variability" built into it.
TEASE!
Dust2Dust - Funeral arrangements for all of New Eden. Join our public channel D2D. to chat and squad with us.
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Django Quik
Dust2Dust.
1727
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Posted - 2013.11.13 22:51:00 -
[5] - Quote
Ploo-Koon wrote:Jump boosting, maybe not jetpacks (can you say floating sniper?) but being able to equip a module that if you hit jump twice boosts you for longer/higher jumps.
I love the idea(s) but CCP will have to move away from the UNREAL engine for a lot of this to be implemented and not be hacky. There was an early promo vid from when CCP were using the Carbon engine that looked awesome. The movement looked much more fluid and realistic - you even saw a merc climbing into a dropship instead of just running up to it, pressing O and instantly teleporting inside.
I understand the reasoning behind moving to Unreal3 (primarily easy compatibility with PS3) but it has drastically restricted this game.
Dust2Dust - Funeral arrangements for all of New Eden. Join our public channel D2D. to chat and squad with us.
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