4sheetzngeegles
Well-known member
Why do players not fall down, like zombies do?
Allow temporary gravity ragdolling "anytime" any entity is toppled. Not just after they die. If you topple a zombie
or they stumble, and they are engaged with a player, they are glued to the ground. The first time I noticed the
difference was when I was testing an area, and was invisble, A zombie jumped and stumbled on a walkable slope
and rolled all the way down before getting up. I became visible fought a zombie on the same slope and knocked him
down, and he stuck to where he fell. I then killed him and he proceeded to tumble down the slope.
One of the newest, coolest and potentially useful animations added is under used. The Zombie stumble and fall
It would be nice if it were a part of the human animation. That and the inclusion of being knocked down.
Right now the image that always comes to my head when I jump or I watch a stream, is of Bison's stomp
in street fighter you kind of float down on a cushion of air. If jumping from a high point fractures your leg, then
shouldn't the player have a fall animation to acknowledge it? The visual helps make it a part of the debuff. Honestly,
I know its not real but I personally, and streamers, react more to a fracture than the game itself, just the knowing
it's coming and the cracking sound alone cause the involuntary response of wincing sucking air and cussing.
When a person invests highly in parkour, landings should vary, even if you don't break your leg in game. Or a momentum
fall from running and jumping across elevated areas. Gravity works well for a few of the other objects ingame, it could
be applied to the player. When the danger meter is high, excessive running could cause a stumble and fall on uneven
terrain ingame. Also dropping a weapon. If you are debuffed in your arms swing damage should be severely limited.
Last partially related question, Why don't deer slump over and bleed out anymore?
Just thought of one more question, it's not just here but in many games that I have played that have combat.
Why or what is the rule that if you cause an explosion on the ground close enough to a less than a boss entitiy and get
them to go up it's basically instadeath but hit them directly and it takes multiple shots?
Allow temporary gravity ragdolling "anytime" any entity is toppled. Not just after they die. If you topple a zombie
or they stumble, and they are engaged with a player, they are glued to the ground. The first time I noticed the
difference was when I was testing an area, and was invisble, A zombie jumped and stumbled on a walkable slope
and rolled all the way down before getting up. I became visible fought a zombie on the same slope and knocked him
down, and he stuck to where he fell. I then killed him and he proceeded to tumble down the slope.
One of the newest, coolest and potentially useful animations added is under used. The Zombie stumble and fall
It would be nice if it were a part of the human animation. That and the inclusion of being knocked down.
Right now the image that always comes to my head when I jump or I watch a stream, is of Bison's stomp
in street fighter you kind of float down on a cushion of air. If jumping from a high point fractures your leg, then
shouldn't the player have a fall animation to acknowledge it? The visual helps make it a part of the debuff. Honestly,
I know its not real but I personally, and streamers, react more to a fracture than the game itself, just the knowing
it's coming and the cracking sound alone cause the involuntary response of wincing sucking air and cussing.
When a person invests highly in parkour, landings should vary, even if you don't break your leg in game. Or a momentum
fall from running and jumping across elevated areas. Gravity works well for a few of the other objects ingame, it could
be applied to the player. When the danger meter is high, excessive running could cause a stumble and fall on uneven
terrain ingame. Also dropping a weapon. If you are debuffed in your arms swing damage should be severely limited.
Last partially related question, Why don't deer slump over and bleed out anymore?
Just thought of one more question, it's not just here but in many games that I have played that have combat.
Why or what is the rule that if you cause an explosion on the ground close enough to a less than a boss entitiy and get
them to go up it's basically instadeath but hit them directly and it takes multiple shots?
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