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Thread Statistics | Show CCP posts - 10 post(s) |
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CCP Wolfman
C C P C C P Alliance
2992
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Posted - 2014.06.09 10:01:00 -
[1] - Quote
yeah, we've definitely got some improvements to do in that area. It's still too janky and I also think we need to help players get over geometry like fences even if they can't... quite... reach! |
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CCP Wolfman
C C P C C P Alliance
3016
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Posted - 2014.06.10 09:34:00 -
[2] - Quote
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. |
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CCP Wolfman
C C P C C P Alliance
3019
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Posted - 2014.06.11 01:58:00 -
[3] - Quote
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 :-) |
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CCP Wolfman
C C P C C P Alliance
3020
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Posted - 2014.06.11 02:40:00 -
[4] - Quote
Godin Thekiller 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 :-) Obviously we want you to fix the basic movement first. That's a given. But we can't really discuss how to unless we are talking coding and stuffz, and that's boring.
There are a few people here who might disagree with you on that |
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CCP Wolfman
C C P C C P Alliance
3027
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Posted - 2014.06.11 08:16:00 -
[5] - Quote
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.
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CCP Wolfman
C C P C C P Alliance
3038
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Posted - 2014.06.12 02:20:00 -
[6] - Quote
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? |
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CCP Wolfman
C C P C C P Alliance
3039
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Posted - 2014.06.12 03:20:00 -
[7] - Quote
I understand that, what I'm suggesting here is more of a stop gap measure because there is quite a lot of other work that will take priority over entry/exit animations should we want to do them. |
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CCP Wolfman
C C P C C P Alliance
3044
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Posted - 2014.06.12 05:24:00 -
[8] - Quote
Godin Thekiller wrote:CCP Wolfman wrote:I understand that, what I'm suggesting here is more of a stop gap measure because there is quite a lot of other work that will take priority over entry/exit animations should we want to do them. And we get that, and we are saying do that **** first. We're just letting you know that we like to see it. Is that so bad?
No it's not bad I just want to get your opinion on the other suggestion and whether or or not you think it would help or if it would be a waste of time and we should just leave it as is until we are able to make a more significant change? |
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CCP Wolfman
C C P C C P Alliance
3044
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Posted - 2014.06.12 06:29:00 -
[9] - Quote
Godin Thekiller wrote:CCP Wolfman wrote:No it's not bad I just want to get your opinion on the other suggestion and whether or or not you think it would help or if it would be a waste of time and we should just leave it as is until we are able to make a more significant change? Godin Thekiller wrote:Sole Fenychs wrote: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. I hope the vault exceeds jumps. Stuff like grabbing ledges and pulling yourself up as a scout, while heavies can only use vault to get other smaller obstacles that they can't outright jump over. In both cases, you wouldn't be able to actually scale the terrain with just a jump, though the scout would have no trouble with jumping over an obstacle that a heavy needs to vault over. Being able to parkour would help the scout be a scout though Does this answer your question?
No I was asking about retaining the current vehicle entry system (teleport) but changing vehicle entry points to specific locations on the vehicle rather than it just being anywhere on the vehicle |
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CCP Wolfman
C C P C C P Alliance
3064
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Posted - 2014.06.15 03:32:00 -
[10] - Quote
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?
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