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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.
Dust2Dust - Funeral arrangements for all of New Eden. Join our public channel D2D. to chat and squad with us.
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Ploo-Koon
Subdreddit Test Alliance Please Ignore
320
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Posted - 2013.11.13 18:39:00 -
[2] - Quote
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.
(GöÉGöî ).....[ a¦Å^Gûá ].....{ a¦Å\°/a¦Å }.....( : : )
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Brolaire of Asstoria
duna corp
203
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Posted - 2013.11.13 18:45:00 -
[3] - Quote
Ladders requiring circle to be pressed to mount them... If I'm running straight at one I think its safe to assume I'd like to climb that ****...
I hear voices all the time...
I just ignore them and keep on killing...
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Aseair
Namtar Elite Gallente Federation
36
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Posted - 2013.11.13 18:46:00 -
[4] - Quote
Django Quik wrote: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. This is a grand idea. It paves the way for a whole new level of strategies and flanking maneuvers. It would be particularly useful for scouts, of course. I support this post
Being able to pull yourself up on ledges could be useful as well. It's a move that's seen in many games, so I can't imagine it's a very complex thing to do. I can't tell you how many times I haven't been able to make it onto a ledge because my ankle stopped me.
P.S. If CCP is looking for a Parkour/Freerunning expert, I'm your guy
Memento vos sunt immortales
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Avallo Kantor
Paladin Survey Force Amarr Empire
219
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Posted - 2013.11.13 18:52:00 -
[5] - Quote
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. |
Michael Arck
Anubis Prime Syndicate
1822
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Posted - 2013.11.13 18:59:00 -
[6] - Quote
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? |
Terram Nenokal
Molon Labe. RISE of LEGION
227
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Posted - 2013.11.13 18:59:00 -
[7] - Quote
Most of these things would require a ton of map re-authoring. I'm not saying it wouldn't be the bee's knees, but I would rather the level designers work on more new maps instead of redoing all the old ones. |
Django Quik
Dust2Dust.
1725
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Posted - 2013.11.13 22:33:00 -
[8] - 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)
Dust2Dust - Funeral arrangements for all of New Eden. Join our public channel D2D. to chat and squad with us.
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Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
37
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Posted - 2013.11.13 22:40:00 -
[9] - Quote
Django Quik wrote: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.
*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.
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Django Quik
Dust2Dust.
1727
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Posted - 2013.11.13 22:45:00 -
[10] - 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 -
[11] - 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 -
[12] - 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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Ploo-Koon
Subdreddit Test Alliance Please Ignore
324
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Posted - 2013.11.14 01:56:00 -
[13] - Quote
Django Quik wrote: 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.
I remember those videos. I'm a fan of Carbon engine but they could have just as easily used the Cryengine 3 as UNREAL3, it would have required more development time. Sometimes agile development can be the enemy to good development.
(GöÉGöî ).....[ a¦Å^Gûá ].....{ a¦Å\°/a¦Å }.....( : : )
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Snaps Tremor
DUST University Ivy League
389
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Posted - 2013.11.14 02:17:00 -
[14] - Quote
All they can really do as it stands is upgrade the animation transitions so it's less Eastern European Open World Game From 2006 and more Big Budget Shooter From 2009. So look out for that update around Spring 2015. |
Dunk Mujunk
RestlessSpirits
244
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Posted - 2013.11.14 02:39:00 -
[15] - Quote
Not sure I like the idea of the game making the assumption it knows what i'm wanting to do. I can see myself flipping out when i'm forced into some sort of ducking/vaulting animation in the middle of a firefight and killed because I wandered too close to one of the many railings in the game, though making it manual as opposed to automatic would solve this.
You can currently jump railings in a nice fluid motion manually (except for those stupid railings that have a big metal sheet on the front side that sticks up 1/4th of an inch above the rail). It's not particularly easy, gotta time it right, and spots like the CRU sunk into the ground on the Echo side of Bravo on the newest 5 letter map are extremely tricky to jump railings on due to the stupid dip just before the railing, but can be fluidly traversed as long as you run mostly parallel to it just before you jump. Definitely not easy though, and it takes a ton of practice to hit it right consistently.
I wouldn't want to see Heavies doing any of this stuff either. They can barely run, they don't need to be vaulting/ducking anything. For the moment I would just like the ability to clear the many 1 inch step ups strewn about over all the maps without having to wait 2-3 seconds to build up stamina. If the step up barely clears my clones ankles, let me jump the damn thing without stamina. |
Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
42
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Posted - 2013.11.14 15:16:00 -
[16] - Quote
Ploo-Koon wrote:Django Quik wrote: 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.
I remember those videos. I'm a fan of Carbon engine but they could have just as easily used the Cryengine 3 as UNREAL3, it would have required more development time. Sometimes agile development can be the enemy to good development.
Um no... not the really old dynamic clothing and hair stuff that is on YouTube, but the stuff that they showed at this year's fanfest, but specifically made sure NO ONE in the crowd was filming so that it would not end up on the Internets. It was really awesome as the vampires were able to run across the roof tops of the city scape, drop down into a party, look out over the balcony, drop down again into a courtyard, etc. etc.. Very fluid and dynamic interactions with the environment just as the original poster described he wanted.
Here is the linky to the youtube video: http://www.youtube.com/watch?v=vxC8vX2zAgY&feature=c4-overview-vl&list=PL44240619314F9C6B
You want to advance to about the 25 minute mark to see where they purposefully cut out the video I'm talking about. I was there, it was awesome and I hope they keep up the good work. |
RydogV
Shadow Company HQ
597
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Posted - 2013.11.14 15:20:00 -
[17] - Quote
Just give me 'Knee Slide'. All the cool kids are doing it!! |
Vrain Matari
ZionTCD Public Disorder.
1222
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Posted - 2013.11.14 15:44:00 -
[18] - Quote
RydogV wrote:Just give me 'Knee Slide'. All the cool kids are doing it!! The two best-bang-for-the buck and least-likely-to-frak-things up candidates would be slide & vault. Would've added prone but until head glitching is dealt with it would be irresponsible to include prone.
I support SP rollover.
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Flix Keptick
Red Star. EoN.
1268
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Posted - 2013.11.14 16:02:00 -
[19] - Quote
Brolaire of Asstoria wrote:Ladders requiring circle to be pressed to mount them... If I'm running straight at one I think its safe to assume I'd like to climb that ****... I hate having to spend 2-3 seconds in plain sight just to get on a freaking ladder
"Please don't"
GÿåForum warrior lvl.1Gÿå
I Support SP Rollover, MAKE IT HAPPEN CCP !!!
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Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
42
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Posted - 2013.11.14 16:04:00 -
[20] - Quote
Flix Keptick wrote:Brolaire of Asstoria wrote:Ladders requiring circle to be pressed to mount them... If I'm running straight at one I think its safe to assume I'd like to climb that ****... I hate having to spend 2-3 seconds in plain sight just to get on a freaking ladder
Then you must really hate actually climbing them because they put you out in the open for even longer...
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