Zotis
Member
I apologise if this has already been said. I did a couple searches in this thread and nothing came up, so here's my ideas.
1. Add weight to ragdoll bodies so they don't bounce/bob/get flung. A body has considerable weight, and when it falls it is heavy and limp, not bouncy. Because you can move bodies, even by individual limbs, I tried positioning a dead body in a funeral position lying straight with it's arms folded across it's chest. They kept bouncing off each other and tumbling down almost like clouds or balloons. Is it possible to add weight to bodies the way other objects like weapons and obstacles have weight? Even live bodies should have weight, because several times I have been flung across the room when tangling with an aggressive enemy that swings while we are entwined. I could forsee this being a problem in multiplayer if some players become good at flinging other players.
2. Character incapacitation should result in immediate limpness. I have noticed that freequently a character will return to an upright position after being KO'ed, but before collapsing. When a person gets KO'ed they drop immediately.
I realise that game mechanics are priority over realism, but realism is also important in this game. At least that's the impression I've been getting. So I think these two features woud add nicely to the asthetics and combat mechanics of the game.
1. Add weight to ragdoll bodies so they don't bounce/bob/get flung. A body has considerable weight, and when it falls it is heavy and limp, not bouncy. Because you can move bodies, even by individual limbs, I tried positioning a dead body in a funeral position lying straight with it's arms folded across it's chest. They kept bouncing off each other and tumbling down almost like clouds or balloons. Is it possible to add weight to bodies the way other objects like weapons and obstacles have weight? Even live bodies should have weight, because several times I have been flung across the room when tangling with an aggressive enemy that swings while we are entwined. I could forsee this being a problem in multiplayer if some players become good at flinging other players.
2. Character incapacitation should result in immediate limpness. I have noticed that freequently a character will return to an upright position after being KO'ed, but before collapsing. When a person gets KO'ed they drop immediately.
I realise that game mechanics are priority over realism, but realism is also important in this game. At least that's the impression I've been getting. So I think these two features woud add nicely to the asthetics and combat mechanics of the game.
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