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  1. #51
    Player
    AlexNiculaie's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    671
    Character
    Alex Niculaie
    World
    Balmung
    Main Class
    Pugilist Lv 50
    God, no. Sorry, but ragdoll physics just looks idiotic.
    (1)

  2. #52
    Player
    Akujin's Avatar
    Join Date
    May 2011
    Location
    Uldah
    Posts
    687
    Character
    Akujin Aetheoryn
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Jynx View Post
    Using fire on slugs....your doing it wrong!
    Not when I'm trying to kill 6 of them at once..and a few crabs too!
    (0)

  3. #53
    Player
    Valmonte's Avatar
    Join Date
    Jul 2011
    Location
    United Federation of Awsome
    Posts
    1,136
    Character
    Felix Valmont
    World
    Balmung
    Main Class
    Lancer Lv 35
    Quote Originally Posted by Soukyuu View Post
    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.
    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.
    (0)

  4. #54
    Player
    KiriA500's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    2,434
    Character
    Doctor Beatbox
    World
    Excalibur
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Gramul View Post
    Yes, well, When you actually see some decent in game examples, be sure to call me up.
    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.
    (1)
    Last edited by KiriA500; 05-11-2012 at 01:25 AM.

  5. #55
    Player
    Cichy's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    515
    Character
    Lucy Lestat
    World
    Hyperion
    Main Class
    Goldsmith Lv 50
    waste of time and resources
    (3)

  6. #56
    Player
    KylePearlsand's Avatar
    Join Date
    Jun 2011
    Location
    Limsa Lominsa
    Posts
    351
    Character
    Khona'ra Nhaja
    World
    Sargatanas
    Main Class
    Bard Lv 100
    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.
    (3)
    Hello, if you're reading this, then you should know this isn't part of the post.

  7. #57
    Player
    Soukyuu's Avatar
    Join Date
    Mar 2011
    Posts
    2,086
    Character
    Crim Soukyuu
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Valmonte View Post
    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.
    That's just animations though, meaning they are not scaled with attack strength. For example parrying Ifrit's hit and a rat's hit still leads to the same animation.
    (0)

    [ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]

  8. #58
    Player
    Kowen's Avatar
    Join Date
    Mar 2011
    Posts
    227
    Character
    Kowen Blueblood
    World
    Hyperion
    Main Class
    Gunbreaker Lv 90
    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.
    (2)

  9. #59
    Player
    Resheph's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    325
    Character
    Resheph Rahovari
    World
    Hyperion
    Main Class
    Gunbreaker Lv 70
    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
    (2)

  10. #60
    Player
    Sabaku_Usagi's Avatar
    Join Date
    Mar 2012
    Location
    Limsa Lominisa
    Posts
    275
    Character
    Sabaku Usagi
    World
    Hyperion
    Main Class
    Alchemist Lv 50
    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.
    (0)

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