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GR00T: Not exactly the same, but along these lines, I recall during the development of Pillars of Eternity (keep in mind it's an isometric game with 3d sprites on a 2d background), someone was adamant they needed ragdoll physics. Went on and on about how there was no excuse for not having it.
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Darvond: I find the ragdolling in Breath of the Wild to be a bit silly at times. To have the same in a 2D game, would be just absurd.
Is it as bad as in Oblivion?

(Sometimes, it's a pain to loot a dead enemy because its body is going flying all over the place.)
I usually get a lot of crap for bringing up Accessibility improvements and suggestions for games as well as programs.

*shrug*
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dtgreene: Is it as bad as in Oblivion?

(Sometimes, it's a pain to loot a dead enemy because its body is going flying all over the place.)
Link ragdolls when hit, and also stun ragdolls when he falls; leading to cumulative pain, but there's no flying bodies.
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dtgreene: Is it as bad as in Oblivion?

(Sometimes, it's a pain to loot a dead enemy because its body is going flying all over the place.)
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Darvond: Link ragdolls when hit, and also stun ragdolls when he falls; leading to cumulative pain, but there's no flying bodies.
Sounds like taking control away from the player, which is bad game design.

(Unless, of course, there's a way to ragdoll yourself into a place you can't easily reach otherwise, but then again, this game has stasis launches.)
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dtgreene: Sounds like taking control away from the player, which is bad game design.

(Unless, of course, there's a way to ragdoll yourself into a place you can't easily reach otherwise, but then again, this game has stasis launches.)
The situation doesn't come up too often, it's mostly the player's fault when this occurs, given them many ways to both dodge and not fall.
I always find it weird when people ask for VR games to get ported to monitor versions. Especially when the VR input simply wouldn't translate, like in the Kingspray graffiti sim.
Bradley once asked for a MOD to make GTA "more black".

When asked what he meant by that he said he wanted something that would put more prostitutes and drug dealers in the game.

I AM NOT EVEN MAKING THAT UP.
Post edited June 18, 2018 by tinyE
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Darvond: I find the ragdolling in Breath of the Wild to be a bit silly at times. To have the same in a 2D game, would be just absurd.
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dtgreene: Is it as bad as in Oblivion?

(Sometimes, it's a pain to loot a dead enemy because its body is going flying all over the place.)
My main headache in that area was with the weapons and what not that dropped on the ground. Searching for that fancy looking sword that the extremely well equipped bandit dropped somewhere in the undergrowth really made one notice just how hilly Cyrodiil is. The combination of weapons that you can't loot via its previous owner's body, hills, hills, fecking hills everywhere, magical low friction ground and accidentally kicking the thing you want to pick up made for some rather frustrating treasure hunts.
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dtgreene: Is it as bad as in Oblivion?

(Sometimes, it's a pain to loot a dead enemy because its body is going flying all over the place.)
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MightyPinecone: My main headache in that area was with the weapons and what not that dropped on the ground. Searching for that fancy looking sword that the extremely well equipped bandit dropped somewhere in the undergrowth really made one notice just how hilly Cyrodiil is. The combination of weapons that you can't loot via its previous owner's body, hills, hills, fecking hills everywhere, magical low friction ground and accidentally kicking the thing you want to pick up made for some rather frustrating treasure hunts.
I do find it annoying that enemies drop their weapons when killed.

I did, however, notice in the Construction Set a GMST that looks like it controls the chance of enemies dropping their weapons when killed. It's set to 100 by default, and though I ended up not changing it, perhaps setting it to 0 will prevent enemies from dropping their weapons on death and allow you to loot them from the body.
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MightyPinecone: My main headache in that area was with the weapons and what not that dropped on the ground. Searching for that fancy looking sword that the extremely well equipped bandit dropped somewhere in the undergrowth really made one notice just how hilly Cyrodiil is. The combination of weapons that you can't loot via its previous owner's body, hills, hills, fecking hills everywhere, magical low friction ground and accidentally kicking the thing you want to pick up made for some rather frustrating treasure hunts.
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dtgreene: I do find it annoying that enemies drop their weapons when killed.

I did, however, notice in the Construction Set a GMST that looks like it controls the chance of enemies dropping their weapons when killed. It's set to 100 by default, and though I ended up not changing it, perhaps setting it to 0 will prevent enemies from dropping their weapons on death and allow you to loot them from the body.
I'll have to look into it next time I play the game. :)