God, no. Sorry, but ragdoll physics just looks idiotic.
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.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.
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.
Dernière modification de KiriA500, 11/05/2012 à 01h25
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.
Hello, if you're reading this, then you should know this isn't part of the post.
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.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.
[ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]
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.
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