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Killing in this game sadly gets quite boring very fast because the ragdoll is quite unsatifying. I'm a person who puts heavy weight on such detail and at least for me it's also a quite big part of a game how the ragdoll works, because it has a huge impact on how the dynamic in a battle situation looks like.
I don't even think it's neccessary to do a complete rework of the ragdoll system, but the 'flappy spaghetti' physiks shouldn't come in too fast. The basic being 'stunned' or 'nocked down' stable ragdoll fits perfectly, it just needs to be hold for like 2 seconds after you kill somebody ( for headshot maybe 1 sec) so they would fall over and than 'die' -> going into their mushy ragdoll.
When you look at games like Killing Floor 2: they also have no dieing animation for their NPCs, but the ragdoll fulfills it all -> you shot them -> they fall over with their hands waving -> shortly lie on the ground like this -> *dead* !
This creats an unlimit amount of allways different 'death animations' and Raven Field has this ragdoll just at the ready, but sadly doesn't use it that way. If it would, the killing might be just as satisfying like in Killing Floor 2, where the main fun part is about killing enemies because it looks and feels awesome .... and I would love to see this in Ravenfield too... to feel this fun too!
I really don't know how much scrip must be change to create a ragdoll system like this, but I assume it's not a massive act (don't know rly, I don't want to jugte the developer). And if people dislike it, there could be made an option to turn it on or off in the menu.
Don't get me wrong, shoting someone now is also quite fine ... e.g. with a rifel: you hit them with a few bullets and they go into their 'stable' ragdoll falling over while dieing to your other bullets -> looks realistic and good. But when you headshot / instakill someone it's like holding up a cooked spaghetti and than letting it fall down on the floor, like ignoring all the movemet the bot was just in. It could be running and than from one second to another 'spaghettis down' right one the point he was running on.
I mean I had so good looking half kills (or you may call it stuns), like a bot doing a half backflip by a shotgun shot, another falling slowly over while trying to hold balance 'with his last ounce of strength' and a bot dramatically sliding down with his back to the wall ... but all of them had to be shot another time to kill them and with a normal kill these 'death animations' things just can't happen (which takes away this battle atmosphere, for me atleast)
Also it would look kind of cooler for explotions, if the bots killed by it were flying through the air wiggling with their arms (stable ragdoll) and than spaghetti-like mush down hitting the ground. Would be a perfect fit in my opinion
What do you think of my idea ? Let's discuss :)
(It really sounds quite harsh you're right )
I hate how they just flop if they die while standing.
vid 1. the ragdoll is too floaty
vid 2/3 these videos are the same. the ragdoll's movment is too fluid and the self collision is horrible.
ragdoll funny
spagoot make me go haha
emu drunk again
dead chat so idk