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Thread Statistics | Show CCP posts - 10 post(s) |
Godin Thekiller
shadows of 514
2560
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Posted - 2014.06.10 09:51:00 -
[1] - Quote
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
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Godin Thekiller
shadows of 514
2561
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Posted - 2014.06.10 11:05:00 -
[2] - Quote
This could even bring in a whole assortment of modules and equipment. Grappling hook anyone?
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Godin Thekiller
shadows of 514
2562
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Posted - 2014.06.10 11:59:00 -
[3] - Quote
Sole Fenychs wrote:Godin Thekiller wrote:This could even bring in a whole assortment of modules and equipment. Grappling hook anyone? I personally prefer jetpacks. High-powered ones that increase your scan profile and stealthy ones that have less power. And myofibrills that also increase jump height. That module should increase all muscle-related activities. The new engine and mouse controls should allow scouts to be much faster without breaking the game.
1: flying will get you spotted.
2: climbing a wall (especially if they allow for cloaks to be used while climbing said wall, and no, cloaking while using a jetpack would be OP) is far more discreet.
Learn to Ninja.
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Godin Thekiller
shadows of 514
2570
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Posted - 2014.06.11 02:07:00 -
[4] - Quote
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.
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Godin Thekiller
shadows of 514
2571
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Posted - 2014.06.11 03:47:00 -
[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.
you can't dismount from inside of a pod. Also, not really. It'd be good to have those though.
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Godin Thekiller
shadows of 514
2571
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Posted - 2014.06.11 03:48:00 -
[6] - Quote
CCP Wolfman wrote: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
I'd like to see those people, and no, devs don't count
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Godin Thekiller
shadows of 514
2586
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Posted - 2014.06.12 05:17:00 -
[7] - Quote
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?
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Godin Thekiller
shadows of 514
2586
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Posted - 2014.06.12 05:38:00 -
[8] - Quote
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?
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Godin Thekiller
shadows of 514
2597
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Posted - 2014.06.12 18:41:00 -
[9] - Quote
CCP Wolfman wrote: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
Huh? oh that. I glazed over that somehow, not sure why my brain likes doing that............
Anyways, it's a step in the right direction, but it shouldn't stay like that imo. If that's all you can pull by release, fine. But it should change to a full animation later on.
Better to actually have something than just saying screw it and not having anything at all.
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Godin Thekiller
shadows of 514
2597
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Posted - 2014.06.12 19:18:00 -
[10] - Quote
Sole Fenychs wrote:Maken Tosch wrote:No, it won't be annoying. It's practical. Halo has proven that multiple times and no one complained about the restrictions to vehicle entry.
Besides, it makes absolutely no sense to be able to hop into the driver seat when you're just standing by the front bumper or appear in the driver seat first when you're boarding from the passenger side.
Such a restriction serves two practical proposes. It makes the game look more realistic in terms of movement and it also makes the game balanced in terms of dealing with the annoying habit that some heavies in LAVs have been doing in DUST so far. I'm currently playing Borderlands 2. There was more than one time-critical situation where I accidentally hopped into the gunner seat because I didn't look at the car correctly. So no, there is no guarantee for such a system being good. Not to mention that this would require lag to the changing of seat positions - Otherwise it would just be an obnoxious hindrance that requires you to shift positions to drive sometimes. And really, you can't compare this to Halo. IIRC Halo has invulnerable vehicles and they definitely don't cost you ingame money. Ever wondered what happens if a swarmer is locking your LAV and you are trying to save it, but accidentally hop into the passenger seat?
Seeing as though the vehicle models are god awful in Borderlands, no surprise there.
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Godin Thekiller
shadows of 514
2597
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Posted - 2014.06.12 20:57:00 -
[11] - Quote
Sole Fenychs wrote:Godin Thekiller wrote:Seeing as though the vehicle models are god awful in Borderlands, no surprise there. Borderlands 2 is actually improved, even if it's only moderately not-**** now.
Still pretty ****.
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Godin Thekiller
The Corporate Raiders
2607
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Posted - 2014.06.15 04:25:00 -
[12] - Quote
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.
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Godin Thekiller
The Corporate Raiders
2608
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Posted - 2014.06.15 04:58:00 -
[13] - Quote
Aighun wrote:CCP Wolfman wrote:No need to get angry Aigun...
Not angry. Something between bemused and exasperated. Anyway, procedural animation would also be really beneficial for the first person weapon load, re-load, weapon swap animations, and for hip fire and aiming animations. It would potentially allow smaller teams to create more content rapidly once the system is in place. The segment of the presentation that demonstrated a revolver was a nice illustration of what can be accomplished with that kind of system in a short time.
That video really interested me. I hope CCP takes all of the resources they can like that to make a well done expeience, sa that seemed to handle well. If they could pull off that falling part, it would be pretty sweet
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