Hell Swarm
Learned
- Joined
- Jun 16, 2023
- Messages
- 2,144
How exactly should they REACT?
"Oooooh! Aaaaaah! It hurts! Ough!"
Autism thread.
You are such a faggot. Clearly tell you've never left your mother's apron strings.
How exactly should they REACT?
"Oooooh! Aaaaaah! It hurts! Ough!"
Autism thread.
That's the point: your leg looked mauled, you looked like a zombie, your body was covered in bruises. How much any of this should affect performance is another issue.i've had a mauled leg, i started feeling pain hours later. once i smashed onto a wall so hard i looked like a zombie, ripped clothes, dripping blood and all, pain came only about 30 minutes later. one time i was trying to strangle a man, only the next day i realized all the effort it took to take me off him, looking at my body covered in bruises.
Not sure I understood that part, do you mean in multiplayer?also, stun mechanics can and will be abused by the players, especially if there's more than one on the field.
He means if enemies react to being hit the player will stun lock them over and over. Which shitty From games already do with great weapons any way. So it's hardly an argument against better animations and reactions.Not sure I understood that part, do you mean in multiplayer?
Stalker avoids repeat stunning by somehow making the stunned enemy harder to hit for a couple of seconds after.He means if enemies react to being hit the player will stun lock them over and over.Not sure I understood that part, do you mean in multiplayer?
Mass Effect uses silly health bars over NPCs, but you can still use combinations of space magic for bonus damage, like freezing an enemy and the shooting on them. Repeated stunning is avoided by requiring time for your magical powers to recharge.Which shitty From games already do with great weapons any way. So it's hardly an argument against better animations and reactions.
You couldn't school a sesame street character. You're literally retarded and shit up every thread you touch. You're going to be a tranny in 5 years at the latest.Cry some more about a schooling you clearly need, faggot. Maybe don't post dumb opinion pieces and I wont shoot them down.
It's Crispy's codex. You're just the freak show attached to it.Such a crybaby retard. Get the fuck off my codex.
Open any FS enemy model in DSAnimViewer and you will see a couple of dozens of short flinching animations for major body parts, which are then blended when you hit said body parts, resulting in a good feedback. Unless you want the enemy to hold the injured part, say "Oh damn you hit me in the knee" and then limp for the rest of the fight, which, I guess, will explain your forum signature of you having autism.Your from fanboyism is insulting to any one cursed enough to read your post. I pointed out specifically that enemies do not react well in From games. You can shove an ultra greatsword up ayslum demon's ass cheeks and it won't respond in any reasonable fashion. Almost every boss in From games ignores what the player does except when you fill the poise break bar or you parry. The exact problem I'm describing.
nless you want the enemy to hold the injured part, say "Oh damn you hit me in the knee" and then limp for the rest of the fight
Well this is why I think in rpgs it would be cool but not so sure about fps or anything. Do get tired of it just being a 'miss' when we could see a dodge animation.Great, just what gaming needed, another realism over actual game design retard.
You mean like Sif? One of the most popular boss fights From ever made?Open any FS enemy model in DSAnimViewer and you will see a couple of dozens of short flinching animations for major body parts, which are then blended when you hit said body parts, resulting in a good feedback. Unless you want the enemy to hold the injured part, say "Oh damn you hit me in the knee" and then limp for the rest of the fight, which, I guess, will explain your forum signature of you having autism.Your from fanboyism is insulting to any one cursed enough to read your post. I pointed out specifically that enemies do not react well in From games. You can shove an ultra greatsword up ayslum demon's ass cheeks and it won't respond in any reasonable fashion. Almost every boss in From games ignores what the player does except when you fill the poise break bar or you parry. The exact problem I'm describing.
I mean, you could have mentioned Watchdog of the Old Lords, you can destroy its knees and it will affect its behaviour (same for Amygdala, or any other boss that you can destroy a part of). You can toss a crystal spear into Sif's head and he will start limping, because his limping is tied to his overall HP.You mean like Sif? One of the most popular boss fights From ever made?
And you want the enemy to hold the injured part, say "Oh damn you hit me in the knee" and then limp for the rest of the fight. Kinda funny.So you want a boss to get hit 10 times, pull out another sword, set themselves on fire and start flying around the arena shooting kame hame has at the player?
Neither of those things change much of the fight at all. From are so lazy even when you cut a bosses tail off it still tries to hit you with it. But you can't help but defend them for god knows what reason.I mean, you could have mentioned Watchdog of the Old Lords, you can destroy its knees and it will affect its behaviour (same for Amygdala, or any other boss that you can destroy a part of). You can toss a crystal spear into Sif's head and he will start limping, because his limping is tied to his overall HP.You mean like Sif? One of the most popular boss fights From ever made?
And you want the enemy to hold the injured part, say "Oh damn you hit me in the knee" and then limp for the rest of the fight. Kinda funny.So you want a boss to get hit 10 times, pull out another sword, set themselves on fire and start flying around the arena shooting kame hame has at the player?
If a character is flinching then it can't do anything else. In kotor/nwn characters will actually lose attacks the rules say they should have because of the combat animations playing out. In NWN2 Obsidian decided to just give ghost attacks with no animation attached to compensate for this. Can't do this in an action game.You are a game designer. You decide what is and isn't a stun lock. Both player and enemies should react to being hit. It shouldn't mean stun locks.
Body armour and power armour can give you lore reasons why a bullet doesn't leave a fresh vagina in someone's forehead when you head shot them. There's ways to get round it.i.e. irl a rifle shot would likely stop someone in their tracks completely and they'd fall down, but that would be no fun in most gamey contexts, where you want the encounter to last for at least a few rounds of mutual shin-kicking before one of you falls over.
This is not true unless your animation system has not progressed past Wolfenstein 3D. You can make animations do whatever you want it's just a matter of wanting to do it, and having enough brains.If a character is flinching then it can't do anything else.
False dichotomy.Great, just what gaming needed, another realism over actual game design retard.
Made Max Payne 3 more boring. Headshot everyone. Wanted more armored people like in the police station.I think mobs should definitely react in the sense of their bodies reacting to impacts, but the problem with signs of injury is that the amount of damage we do in games is necessarily "gamified"
i.e. irl a rifle shot would likely stop someone in their tracks completely and they'd fall down, but that would be no fun in most gamey contexts, where you want the encounter to last for at least a few rounds of mutual shin-kicking before one of you falls over.
Which means that visible injuries can never be fully realistic but only look a lot less than the realistic look would be (if that makes sense).
Many such cases.This is not true unless your animation system has not progressed past Wolfenstein 3D. You can make animations do whatever you want it's just a matter of wanting to do it, and having enough brains.