When will you upgrade the game?

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Stratohero wrote:
There is no amount of death animation that can compensate for a realistic rag-doll interaction of bodies with the environment, you obviously haven't played Titan Quest.


>Titan Quest
>Realistic ragdoll
Pick one. Titan Quest has one of the worst realistic ragdolls in gaming history, and is frankly, a disgrace to gaming. If you want "good" ragdoll, D3 is your example. Still doesn't change the fact that ragdolls are unable to even think about leaving the Ariana trench when compared to just ground level death animations.

POE's death animations are fine.
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Holocaustus wrote:
Game performance aside, PoE's animations look much better than ragdoll corpses flying all over the screen like in D3. That just looks silly and anything but realistic.

If you want realism, you should be asking for TQ's WYSIWYG loot. That was really sweet.


Totally agree. The hand crafted death animations are much better then ragdolls imo.

I hate that kinda loot system though. Grim Dawn uses it too, and when I went to try that game it drove me crazy. I was using a gun and every single enemy you would fight was melee, so I never had anything dropping that I could use.
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CharanJaydemyr wrote:
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NeroNoah wrote:
Ragdoll would be nice, though. It makes skills feel more impactful. It's just that PoE shouldn't go over the top easily.


Pay close attention to what happens to zombies when you kill them. It's one of those quiet, overlooked always-improving things the game has undergone since CB.

Disagree re ragdoll. That shit is shorthand for good death animation. PoE already has those.


I guess, but sometimes when the skill hits enough, those animations are less credible. It all comes to the magnitude of the skill, and PoE has gone to silly extents with that.
Add a Forsaken Masters questline
https://www.pathofexile.com/forum/view-thread/2297942
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zalfargia wrote:

Most of the gaming community doesn't have 980 GTX's in Quad-SLI.


Haha :)

Yeh playing on laptop. My game rig moved to a box on the attic.

Gtx740m and some low I7 cpu.

Worst downgrade was ssd. Laptop doesnt have one.
3 minute startup time.

Installed on usb3 stick. Loads fast now. Less than 20 sec.
Vorici can shove his fuse up his [removed]
Rather than adding more visual effects, they should remove some. Playing in a party gives me eye cancer. There is just way too much stuff going on on screen. As pointed out before, the main thing graphics should to is transfer information to the player.

Also, game performance is pretty bad, with massive FPS drops in certain situations.
Remove Horticrafting station storage limit.
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Stratohero wrote:
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CharanJaydemyr wrote:
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NeroNoah wrote:
Ragdoll would be nice, though. It makes skills feel more impactful. It's just that PoE shouldn't go over the top easily.


Pay close attention to what happens to zombies when you kill them. It's one of those quiet, overlooked always-improving things the game has undergone since CB.

Disagree re ragdoll. That shit is shorthand for good death animation. PoE already has those.


There is no amount of death animation that can compensate for a realistic rag-doll interaction of bodies with the environment, you obviously haven't played Titan Quest.

I disagree - ragdolls on their own often look silly and fake, because the thing you're fighting just drops like a puppet that had its strings cut regardless of what it was or how you killed it.

On the other hand, you can convey a lot of flavour and tone with a good death animation, even if it's not that adaptable to the environment.

A game where I've seen this problem tackled well is Left 4 Dead, which does a really cool hybrid system where they play a death animation and blend into a ragdoll as it ends so you get the best of both worlds.

This isn't the official line on ragdolls in our game or anything, just something to consider.
Gameplay & Level Design
Need help? Contact support@grindinggear.com
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Stratohero wrote:


There is no amount of death animation that can compensate for a realistic rag-doll interaction of bodies with the environment, you obviously haven't played Titan Quest.


Titan Quest was great, but it did have its fair share of performance issues. Notably around the Hades area with those crystals. It slowed my system down to a crawl.

It was made from an engine that had already existed for some time though. Path of Exile's engine was made completely from scratch, and it has quite a while to go before it's completely optimized.
Yeah...go hybrid if you must.
Add a Forsaken Masters questline
https://www.pathofexile.com/forum/view-thread/2297942
"
CharanJaydemyr wrote:
How about Dark Messiah of Might and Magic? Now that was some extreme ragdoll shit. Suddenly people in full plate were behaving as though they were nothing but marionettes full of sand.

As Dan said, there needs to be a compromise, a hybrid. That point at which the silliness of full-bore ragdoll physics is met with genuine craft and understanding of WEIGHT. Unfortunately a lot of game developers are nerds at heart and nerds are horribly susceptible to a mentality where more=better so obviously full-on ragdoll physics must be AWESOME....right?

To be fair, Dark Messiah's ragdoll physics owned, and booting enemies across the room into conveniently placed spike traps never got old.

It most certainly wasn't realistic or immersive, but I can't fault them for using ragdolls in the way that best served their game. As you say though, that isn't going to always be the way to guarantee best results in other games.
Gameplay & Level Design
Need help? Contact support@grindinggear.com

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