Changing direction in mid-air

Post » Thu Feb 03, 2011 6:43 am

See, your confusing the fantasy parts of the game with the real parts. Levitation wouldn't only be moving forward because levitation doesn't have anything to do with our physical reality so we have nothing to relate it to.

I can't say things like "thats not how someone would shoot fire out of his hands or levitate" because that stuff isn't real.

I can however say "thats not how a person can jump/react with gravity" because these things exist in our world too. We want these things to be like they are in our world because it feels more like YOU (your character) are a real person in this fantasy reality.



Clearly, we should immediately sink to the bottom of any body of water we step into (and only be able to walk across the bottom of the water to get out) if we're wearing/carrying more than about 10lbs of light clothing.

It's more realistic.

:whistling:


(Seriously, though.... swimming in any kind of full body armor is a million times less "realistic" than the jumping in OB. Of course, I never got close to 100 Acro, so I can't comment on the "skip over the water" thing.)
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Carlitos Avila
 
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Post » Wed Feb 02, 2011 10:23 pm

If in the offchance acrobatics is still in, I wouldn't mind it as a perk.
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Taylrea Teodor
 
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Post » Thu Feb 03, 2011 10:04 am

I've said this before and I'll say it again, this could all be settled with controlled falling perk.
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Gracie Dugdale
 
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Post » Thu Feb 03, 2011 3:44 am

Clearly, we should immediately sink to the bottom of any body of water we step into (and only be able to walk across the bottom of the water to get out) if we're wearing/carrying more than about 10lbs of light clothing.

It's more realistic.

you got me there. But still I think jumping is one of the things that should be fixed (like running and hit reactions).

I challenge you to think of another example following the same criteria. i just can't think of one.
I figure there must be some if I forgot about the swimming physics.
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Camden Unglesbee
 
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Post » Wed Feb 02, 2011 11:42 pm

hahaha. i didn't even catch that. I just thought he typed hyper-realistic.


What can I say, spell checks+dyslexia don;t always lead to positive results.
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Crystal Clear
 
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Post » Thu Feb 03, 2011 10:00 am

you got me there. But still I think jumping is one of the things that should be fixed (like running and hit reactions).

I challenge you to think of another example following the same criteria. i just can't think of one.
I figure there must be some if I forgot about the swimming physics.


In these games clearly you should slip down mountains or have extreme difficulty standing on very thin edges/platforms yet you have been able to stand on very steep slopes in these games or been able to stand on a cheese wire.

But let's just look at some other things that also shouldn't be "fixed".
In fact wearing most of the helms should block off 50% of all vision if not more - after all some helms cover most of your vision in real life.
Wearing your own body weight in armor should mean you should be stuck to walking speeds and have difficulty jumping at all - the slow speeds is one reason power armor in Fallout 3 was tedious and not that much fun.
Walking bear foot across snow should place your character in a lot of distress/discomfort - let's ignore people wanting to have a bit of fun and just wanting to beat up guards/etc with no items at all.
Having large boulders land on your head, spiked balls swing into you or having large logs roll over you should either just instantly knock you out or kill you - that would be an OTT challenge rating.

and I use "fixed" above, because it implies that they are broken, however I suspect that the ability to move in the air was intended and thus would make it not broken to begin with. If air movement was intended then I find it extremely unlikely that they would remove it in Skyrim.
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naomi
 
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Post » Thu Feb 03, 2011 4:53 am

I think it is necessary to counter-act the other parts of moving around that arent realistic. For example, in real life, if I jump at a platform and miss, I could potentially grab onto the end, or land with only my torso on it, and legs dangling off. Then I could pull myself onto it, and not fall to my death. Whereas in the game, if you miss and cant turn, you cannot grab on or anything, and your screwed and you fall. I think they should only make jumping realistic if they give the rest of the game a more 'Assassins Creed' type approach with grabing things. Of course, if your wearing 200 pounds of armor, you should not be able to scale walls easily. (or at all)
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Cash n Class
 
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Post » Wed Feb 02, 2011 8:23 pm

I think that mid-air direction changes should be part of a skill.
Feather maybe?
You shouldn't be able to change direction in standard falls though (except maybe a very little so it can be noted only on large falls).
Also, all that low gravity stuff should be fixed.
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Rachyroo
 
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Post » Thu Feb 03, 2011 4:48 am

Come on people, it is a video game. We can't actually want to make this game too realistic because it would make it boring.


This. I want Skyrim realistic but I still want to be able to change direction in mid air :P
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Amy Cooper
 
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Post » Thu Feb 03, 2011 8:49 am

That's been in 3d fps games since Duke Nukem 3D or earlier. It's just part of games. Who wants games to be just like life anyway?
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abi
 
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Post » Wed Feb 02, 2011 7:26 pm

I'm going to have to try this next time I run OB. Because I can't really remember doing it.
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lexy
 
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Post » Thu Feb 03, 2011 9:47 am

I think it should be acrobatic skill based. A higher skilled acrobat can change their direction mid flight, while a novice not only jumps lower, but has a fixed jump direction. As you're skill progresses, you can change direction, but not very well (hard turn, slow moving camera) and eventualy turn enough to make a 90 degree turn. Once the skill is master, you can make a 180 jump easily.
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Dean Ashcroft
 
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Post » Thu Feb 03, 2011 5:37 am

I found it a bit stupid at first, but to be fair it really doesn't bother me to the point I put down the game and go "Well that was highly unrealistic", but saying that I think the CoD games has pretty much desensitised me of that feeling.
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Joe Bonney
 
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Post » Thu Feb 03, 2011 11:36 am

I think the jumping should be more like jumping and less like floating.

It was ridiculous in MW and OB, especially when you can jump 10 meters in a direction and then head back to you starting position before landing.
Master acrobat indeed.

I'm going to have to try this next time I run OB. Because I can't really remember doing it.

http://www.endlessvideo.com/watch?v=7OcPKb54LkU&start=1m22s&end=1m27s
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Clea Jamerson
 
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Post » Wed Feb 02, 2011 9:59 pm

I've always thought of it as a substitute for other things that we can't do.

For instance, there are basic climbing skills that a nimble character would be able to use but the game doesn't have, instead you can jump "around" certain obstacles.

Also, "aiming" my jumps properly is very difficult, so I've always thought of the ability to change directions as more a substitute for having jumped properly in the first place. For example, jumping forward instead of up is almost impossible to do, so I imagine the game alternative is to jump up and then direct your character to the desired spot.

To me, it's always been a way around or a poor substitute for better mechanics.

I'm not saying it shouldn't be fixed, but it definitely shouldn't be removed unless there are better substitutes for climbing and a more realistic ability to jump how a real person might.


Very good points I agree 100%. I think due to the unpredictable nature of the geometry of a free form game (esp when mods come into play) a climbing animation system would have to be very robust in order to handle all the possible actions and collisions possible.
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trisha punch
 
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Post » Thu Feb 03, 2011 10:09 am

I'd like to be able to change direction, but not as much as Oblivion, it got pretty ridiculous.

The moon-jumping as a whole in Oblivion was stupid and un-fun. It didn't feel like there was weight or inertia, you'd just do a bunch of low gravity jumps into the air. I hope they put in more interesting jumping mechnics, such as the ability to climb walls, grab ledges, and kick off of walls (aka wall jump)
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Jeff Tingler
 
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Post » Thu Feb 03, 2011 1:41 am

I don't really care how it works as long as I'm able to turn around midair.
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Sheila Esmailka
 
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Post » Thu Feb 03, 2011 1:21 am

Let's see... let's talk about realism for a moment...

Let's talk about the existence of elves. Guess what? They don't exist. They aren't real. Neither are ogres, trolls, or dragons. Or magic, for that matter.

So in a game full of [censored] that doesn't exist and isn't real... you want to worry about changing direction in mid-air?

Color me confused.

For the record, my vote is: "Yes, please..."
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Carys
 
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Post » Thu Feb 03, 2011 12:39 pm

well... if thats teh case man.. if u want it fixed its going to depend on the map. some jumps might require a change in direction. you realize that could change alot of things. whwat you can get to will be cut dramatically if u can change direction in mid jump. so the maps better reflect that so u dont find yourself not being able to beat a mission becaue you need to jump around this rock on a cliff somewhere. the maps just have to make sure anything u need to jump to or shuld be able to is going to be a straight shot from wherever you can leap.
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Nikki Lawrence
 
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Post » Wed Feb 02, 2011 9:40 pm

Let's see... let's talk about realism for a moment...

Let's talk about the existence of elves. Guess what? They don't exist. They aren't real. Neither are ogres, trolls, or dragons. Or magic, for that matter.

So in a game full of [censored] that doesn't exist and isn't real... you want to worry about changing direction in mid-air?

Color me confused.


Some would say this logic is flawed. A fictional world full of elves, trolls, and talking rocks can still be realistic.
The realism is based on a fictional reality sure, but so long as it is internally consistent, it can retain a measure of realism to the reader/viewer/game player.

In Tolkien's Middle Earth there are elves and trolls, but if Aragorn fought them like Xena and did triple flips that changed direction mid-air... It would lose much of it's believability due to that inconsistency. Same thing if Connor Macleod had a flash back with elves in it ~despite all the other impossible stuff in Highlander.
Or imagine if Conan the destroyer had a scene with monster trucks.
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kat no x
 
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Post » Thu Feb 03, 2011 10:05 am

Hey guys, you know, despite this being in a magical universe, most evidence suggests that physics still exists, unless explicitly defied through the use of magic. Just a few game mechanics disagree. I was not sure about this but I think it could be okay. I didn't mind it in Mirrors Edge.
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lauren cleaves
 
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Post » Thu Feb 03, 2011 11:51 am

Hey guys, you know, despite this being in a magical universe, most evidence suggests that physics still exists, unless explicitly defied through the use of magic. Just a few game mechanics disagree. I was not sure about this but I think it could be okay. I didn't mind it in Mirrors Edge.
I minded that Faith couldn't climb anything that wasn't red. :lmao:

I think that while ridiculous, some measure of control (even while in mid-air) is still needed, it just makes for a more playable game ~if a tad less believable.
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Rusty Billiot
 
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Post » Thu Feb 03, 2011 6:31 am

I minded that Faith couldn't climb anything that wasn't red. :lmao:

I think that while ridiculous, some measure of control (even while in mid-air) is still needed, it just makes for a more playable game ~if a tad less believable.

Maybe a LITTLE control would be okay, so long as it's not noticeable. And that's not really true. While there were a few things you think "I should be able to climb that" I generally found that you could climb pretty much anything it made sense to climb, and it wasn't all red.
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Dawn Porter
 
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Post » Thu Feb 03, 2011 6:02 am

I think you can maybe separate this from other issues of realism because it's more about how you control the game than whether something is/isn't physically possible. Lots of things in games wouldn't make a great deal of sense in reality, but they work as a feature of a game. For instance the encumbrance system makes pretty much no sense from a realism perspective (moving around freely, picking up an incredibly light item that takes you over the weight limit and suddenly being rooted to the spot) but as a system in a game, it makes perfect sense and works fine.

I think this is similar. It might be unrealistic to be able to change direction in the air, but as a control system in a game I think it works fine. I'd probably find it slightly irritating, depending on how it was implemented, if I couldn't change direction in the air.
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Donald Richards
 
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Post » Thu Feb 03, 2011 2:05 pm

I think you can maybe separate this from other issues of realism because it's more about how you control the game than whether something is/isn't physically possible. Lots of things in games wouldn't make a great deal of sense in reality, but they work as a feature of a game. For instance the encumbrance system makes pretty much no sense from a realism perspective (moving around freely, picking up an incredibly light item that takes you over the weight limit and suddenly being rooted to the spot) but as a system in a game, it makes perfect sense and works fine.

I think this is similar. It might be unrealistic to be able to change direction in the air, but as a control system in a game I think it works fine. I'd probably find it slightly irritating, depending on how it was implemented, if I couldn't change direction in the air.

Well personally, I'd like to change the encumberance system as well so that you slow down more noticeably when getting closer to your limit, and by the time just before you reach it, you're only able to walk. Though hammerspace is a gameplay aspect I think will have to stay. But on top of not being realistic, excessive changing direction mid-air looks really stupid.
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cheryl wright
 
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