I don't think it'd be a good idea to add ragdoll physics, simply because adding a physics engine of any kind is likely going to cause a good deal of extra processing power to be required, without much of a benefit to the players.
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I don't think it'd be a good idea to add ragdoll physics, simply because adding a physics engine of any kind is likely going to cause a good deal of extra processing power to be required, without much of a benefit to the players.
I love the way goats die its funny >_>.
the implementation of ragdoll would be a cheap looking downgrade in my opinion
i let mr.horse answer that one for me:
http://1.bp.blogspot.com/_zENuDflPej.../mr__horse.png
We do? How do you know? Unless you mean that basic, buggy clothes physics. I mean, come on. Not even collision detection built in?
2.0 will allow to adjust your performance in finer steps than the current, so that shouldn't be the problem. PhysX is restricted to nVidia cards anyway, so if SE adds a physics system, it will be most likely CPU-based.
ITT: people who don't know that ragdoll doesn't have to be goofy.
Yeah I mean, it's like they all assume that I'm just talking about something any fool with Flash could post to Newgrounds.
When in fact, there's been stuff for realistic animations around for well over 5 years.
Not so impresed with ragdoll, but those shadows and running effects from Skryrim are cool though.
This is an MMO, ragdoll as suggested would just open up more cans of wormies you don't want opened, like possible griefing and cheats. That's why they are dancing around the collision too.
It's not just that the look doesn't belong it would have to implemented just so, to make sure it does not create problems. Problems you don't have in a single player game.
edit: unless you mean ragdoll effects with no collision, which would be... weird?
God, no. Sorry, but ragdoll physics just looks idiotic.
if you get hit from behind you are knocked fowards, if you are hit from the front you are knocked backwards. if you block or parry, weapons are knocked back. is it true physics no but at least we still have hit detection this way you could add multiple dying animations to one mob based on the hit direction.
Killzone 2 and Killzone 3.
EDIT:
Just so it's known WHY they did it right in the Killzone games.
There were several "death animations" that a model would go through depending on how they were killed, aka explosion from the front, shot from the side, etc. The ragdoll was only applied after this went off, so the body would fall in a more "realistic" way with the surroundings.
As FFXIV is now, we have neat death animations, but the bodies are static objects. That means a body could be floating above the ground after it's animation, or stuck in an object. If they applied the same concept Killzone used to FFXIV, all it would do is make the bodies slump in a way that would make sense based on the location they died in. It doesn't have to be CRAZY WACKY LOL JOKES kind of ragdoll (though, I do love me some of that) to fit into the game.
waste of time and resources
I have to disagree with this. I have enough lag as it is and having a dodo flung at me sounds painful. Though I would like to see an element of this added to push back attacks used against NPC humanoid and players. Thats about it.
No to ragdolls, however it'd be cool if there were more complex leg/feet animations for standing on slopes and uneven terrain.
Like bent knees and ankles to accommodate the ground, rather then having one foot floating on nothing.
Ragdoll physics are so realistic that I just can't play any game that doesn't launch my character hundreds of feet into the air upon death, without getting so bored that I have to go on the forums to request it.
SE PLX GIEV US RAGDOOLZ
Ragdoll physics are only fun in unrealistic proportions... SE shouldn't implement ragdoll simply because how stupid it looks in this type of environment. I'd be much more interested in 2~4 cycling death animations or possibly triggered (by WS, Spell, Crit, etc) death animations.
With current physics engine it will cause way too much load for the players + putting stuff like ragdoll physics is not something Square-Enix would do to their title game Final Fantasy, they praise their graphic quality so much they would never allow it imo.
Now in few year as technology advances we may see something like this in future MMO's/Square-Enix titles but with FFXIV I doubt it's gonna happen even if its in 2.0
I like ragdoll physics on dark souls but they would NOT fit XIV and its almost turn based combat.
Ragdoll is horrible, no thanks.
WELL!
Can't blame me for trying~
http://i.imgur.com/7B244.gif
rather than propose ragdolls, why not propose more/many unique dead animation instead.... . -.-
Ifrit dies > Tank climbs onto Ifrit head and uses Sword/Axe to chop off Ifrit's horns before proceeding to slash Ifrit's throat. If DD deals the last blow, LNC/PUG climbs onto Ifrit top and stab/punch repeatedly until Ifrit fall down. For Archer/Mage they do a fancy move and blow Ifrit to bloody pieces/make Ifrit a porcupine full of arrows.
R u Serious?! NO thanks.
Primal and dungeon boss animated cutscenes should have more activities involving the participating group. All they do now is stand still and roll their eyes.