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Thread Statistics | Show CCP posts - 10 post(s) |
Aeon Amadi
Edimmu Warfighters Gallente Federation
6030
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Posted - 2014.06.10 16:35:00 -
[1] - Quote
CCP Wolfman wrote:The idea is to start simple and build up. First smoother movement over undulating terrain. Second, help characters 'vault' over fence like objects. This is somethingwe can probably calculate based on the jump height so a heavy would get less help than a scout. We'll have to wait and see once we start to work on it.
While you're at it, some way to scale vertical obstacles is absolutely necessary (not even joking about this).
I don't really care if it's a grappling hook, reverse inertia dampeners, jetpacks, what-have you (though a throwable 'man cannon' equipment would make for some crazy interesting tactical play). We just need something to help players get to higher areas instead of being forced into choke-points or utilizing a drop ship.
This is the future man!!!
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6038
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Posted - 2014.06.11 09:19:00 -
[2] - Quote
CCP Wolfman wrote:Jaysyn Larrisen wrote:CCP Wolfman wrote:Let's not get too far ahead of ourselves. I think we should be able to walk smoothly over rocks before we start running on walls :-) Not sure if it falls under the movement category but have you guys looked adding movement / animations for getting in and out of vehicles? Not just the infamous LAV teleport but dismounts from HAVs and DS as well. ItGÇÖs something weGÇÖve discussed. ItGÇÖs obviously not just a cosmetic change but also a gameplay one i.e. lavs would have to stop to let people get in them, vehicles would have to be entered from specific positions, you could be shot whilst GÇÿout of controlGÇÖ of your character during a transition etc. Those are all things that need to be considered. ItGÇÖs also a fair chunk of work. Third person animations, first person animations, interaction logic, remodeling vehicle entry points, modeling vehicle interiors etc. ItGÇÖs a fair bit of work that could go in to, for example, animation systems for the drones in Salvage. So at this point itGÇÖs an interesting discussion to have but not a high priority feature.
Should be.
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Aeon Amadi for CPM1
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6045
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Posted - 2014.06.12 14:57:00 -
[3] - Quote
CCP Wolfman wrote:Some good points and hilarious videos there!
I had a thought of something that could be done with a minimum of work that may help alleviate the problems somewhat. It would be pretty easy to change the entry rules for the LAV (and any other vehicle) so they are placed in specific positions i.e. doors and rear turret.
It doesn't solve all issues but may be an improvement. Thoughts?
Sure, go for it. Just letting you know, though, it doesn't stop Heavies from using LAVs are a means of circumventing their mobility. Just makes a little harder for them to get back in the vehicle after they've killed you.
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Aeon Amadi for CPM1
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6063
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Posted - 2014.06.15 09:06:00 -
[4] - Quote
Godin Thekiller wrote:CCP Wolfman wrote:No need to get angry Aigun, letGÇÖs try and keep the conversation pleasant please. It is indeed a great talk, seeing how the character animations are built up piece by piece is fascinating.
I think we can probably put the vehicle entry animation discussion to rest now. WeGÇÖve talked about the pros, cons and edge cases. I think itGÇÖs something we can return to and discuss in a more structured way when we are in a position to actually consider working on it.
First comes making core infantry movement smooth across undulating terrain and over small obstacles.
One point that has come up a few times here is bunny hopping. I see some of you guys feel it is an issue whilst others do not. As you know we limit it currently using stamina cost for jumping and an increased cost per jump within a window of x. Do you think we need to go further?
Not really. The only ones that can do it is scouts, and even then, Only the Amarr Scout can indefinitely do it (currently anyways). Doesn't really need any changes imo.
This isn't necessarily true. Jumping costs stamina based on a percentage, a Scout with stacked cardiac regulators can only jump as many times as a scout without them. This was actually a problem I brought up a long time ago because I think it's artificial and cardiac regulators -should- increase jumping capability since it's increasing stamina.
If a guy is sacrificing that many low slots to bunny hop, he's probably not going to have too much in the way of defenses anyway
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6066
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Posted - 2014.06.15 20:44:00 -
[5] - Quote
Maken Tosch wrote:
No. Jumping and Sprinting needs to rely on the same source of stamina.
I don't disagree but it is kinda botch that applying cardiac regulators doesn't increase your stamina for jumping. It's a pain in the butt trying to jump over a six inch ledge then suddenly not having any stamina left to continue sprinting because the initial jump took way more than necessary. There's a part of the Caldari Biomass Outpost where a bunch of crates are stacked next to a wall, trying to go over that is damn near a death sentence if you don't have a full bar of stamina.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6072
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Posted - 2014.06.16 14:51:00 -
[6] - Quote
Kincate wrote:I was in early beta, bunny hoping was one among many problems. Frankly right now no one is saying it is a balance issue, it is just both stupid looking and a wholly outdated mechanic to have. If you are worring about low obsticles take the time and develop obsticle interaction, vaulting over something looks better than the bunny hops. If you arent going to do it because it is time consuming that is something by itself, but if you want immersion you need mechanics which allow you to interact with your enviornment.
Right but so would jumping in the first place =P
Only complaint anyone has had about the jumping mechanics is the ability to scale those small obstacles, so fix that and I can't help but wonder what the reason for jumping is at all save for trying to scale "Grabs-your-ankles-and-don't-let-go" mountain/hill
I see where you're coming from though. I just figure that if a guy is sacrificing two/three plates worth of low-slots for Cardiac Regulators, he should be able to do something other than run for a longer period of time
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