No physics engine?

As long as they add more Animations per Monster, so that monster groups who die at the same time dont fall down in a synchronized wave it will be Ok imo.
Adding physics would be like adding an extra layer of icing to an already iced cake. Yeh its sweet, but its really not adding anything I need to enjoy this cake.
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nemo209 wrote:
Physics engine? Doesn't seem necessary for this game.


yeah... but it would be nice for far future, if the cash cow grows :D i hope it will be one for the devs :)
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A little disappointing but from the various gameplay vids I've watched the death animation looks ok.
Ragdoll physics would be great. +1
Assuming they built a robust component system for their client, the addition of ragdoll physics on the models might be fairly easy.

The problem is that good physics engines probably cost a good deal to license, and it's an unneeded feature.
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zeto wrote:
Assuming they built a robust component system for their client, the addition of ragdoll physics on the models might be fairly easy.

The problem is that good physics engines probably cost a good deal to license, and it's an unneeded feature.


True. Hopefully we get word from a Dev. about this.
yeah i was the one complaining about no physics a while back. im also kinda depressed about it....kinda... not enough to put me off the game. that wont ever happen
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Nuk3m wrote:
The game looks great so far. I think ill like it as it is.

However a physics engine shouldn't be ruled out. It must be considered later on. It adds too much to games. TQ had a physics engine and was great so it does work with these types. The amount of laughter created was worth it alone. There's nothing quite like your impact on an enemy being expressed so vividly. Thrashing a corpse or something living across a multitude of occasions and terrain brings an unequivocal warmth to my heart. And all the games that have achieved this I will never forget and remain some of my best gaming experiences. Titan Quest, Company of Heroes, Unreal Tournament etc.

A physics engine stops repetitive actions being so dull. This is by adding an interesting reaction to the grinding. And lets face it these games are called grinders for a reason. It is what we do in them. It is what we love about them. A physics engine stops the grinding from being as stagnant. This aspect will add playing time to your sessions by braking up the usual animations with unusual outcomes.

It also brings another level of interest and awe into a game. Whenever you try to kill a new enemy, try a new skill or try a new weapon a new possibility lies in wait. Its because an element of randomness is added when physics engines are introduced. Enemies go flying, jumping jacking, flipping, flailing, spinning, spiralling, and star fishing. And all can happen off a cliff, while on fire, into others, while dead, while living and into structures.
The prospects are endless.

Physics are a part of game play. To completely ignore them would be a failure.
To rush a poorly implemented physics engine into a game would be a even bigger failure. GGG have done very well. They have nailed exactly what this genre of game should be about while everyone else has strayed away.
But at some point physics must be implemented to push this game further.
It will make a higher ilk of game.


What this person said!:)
Yeah,Batman AA for the PC was delayed because of physX.And it really added to the game actually-http://www.youtube.com/watch?v=vINH6Z9kqgI

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