Devs please dont make RO2 stiff as RO 41-45

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SolitarioSoldat

FNG / Fresh Meat
Oct 28, 2010
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503
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USA,Tampa,Florida
I still play this game and enjoy it,but sometimes is wicked painfull experience due to stiff non responsive movements,you simply cant react in a situation whatsoever to defend your self.

I see my self running down hill trying to sstop and aim,and it takes more than 2 sec due to fact you have to fully stop while sliding down and then aim,this is non realistic in any way if you guys are striving for real FPS franchise.

Bolt rifles also takes way to long to just pull out and in the reload thingy,I understand that it takes longer to reload a whole new magazine,but I'm sure when in war a soldier will reload faster than its in the game implemented,reload for a single bullet shoudnt take that long.Plus bolt rifle user cant stretch its legs vs semi gunner or auto rifle gunner in close combat fights.

I also noticed bullet weirdly not register when u shoot dead on static target,but thats another issue.

Any ways biggest flaw of all is the STIFFY MOVEMENTS,no one wants that,plain non realistic,pls make the new game more pleasant to play with reality in mind,stiff movements are not real at all.
 

tofupunk

FNG / Fresh Meat
Nov 2, 2010
457
187
0
Sweden
I'd like to see you run down a hill, stop halfway down and hit a target within two seconds, stopping included. Just try.
 
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Dr. Pierre Chang

FNG / Fresh Meat
Jun 5, 2010
356
449
0
The Island
I see my self running down hill trying to sstop and aim,and it takes more than 2 sec due to fact you have to fully stop while sliding down and then aim,this is non realistic in any way

Bolt rifles also takes way to long to just pull out and in the reload thingy,I understand that it takes longer to reload a whole new magazine,but I'm sure when in war a soldier will reload faster than its in the game implemented,reload for a single bullet shoudnt take that long.

bolt rifle user cant stretch its legs

Any ways biggest flaw of all is the STIFFY MOVEMENTS,no one wants that,plain non realistic

picard-facepalm.jpg
 

Agenda_Suicide

FNG / Fresh Meat
Nov 25, 2005
513
69
0
Arizona
I agree about the character running animations in RO. HOS animations look much more fluid since Tripwire used mocap.
 
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SiC-Disaster

FNG / Fresh Meat
Dec 16, 2005
4,891
679
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Netherlands
www.tangodown.nl
Every person needs some time to stop from a full sprint. You just dont stop that fast as you suggest.
Next to that, even a good shooter in real life has to aim for about 2 to 3 seconds to get a good sightpicture.
I see your problem, but it isnt RO's movement. Neither is reloading taking too long.

Character animations though are a completely different story, and pretty hard to describe but anybody can see it clearly when watching any fanmovie from a spectator view.
Soldiers seem to kind of 'twitch' around when trying to turn, for example.
However, RO:HOS's animations seem much more smooth.
 

dogbadger

FNG / Fresh Meat
Aug 19, 2006
3,230
553
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here to kill your monster
I see my self running down hill trying to sstop and aim,and it takes more than 2 sec due to fact you have to fully stop while sliding down and then aim,this is non realistic in any way if you guys are striving for real FPS franchise.

Any ways biggest flaw of all is the STIFFY MOVEMENTS....

you wanna try arma 1 mate.

actually i'll stick up for the OP a little here, i think TWi wanna make movement and actions a bit more fluid, hopefully without compromising realism, under the idea of 'if it's easy to do in RL it should be easy in the game'
 

SheepDip

FNG / Fresh Meat
Nov 21, 2005
3,626
495
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The Elitist Prick Club
I see my self running down hill trying to sstop and aim,and it takes more than 2 sec due to fact you have to fully stop while sliding down and then aim,this is non realistic in any way if you guys are striving for real FPS franchise.

I see my self running down hill trying to sstop and aim,and it takes more than 2 sec due to fact you have to fully stop while sliding down and then aim,this is non realistic in any way if you guys are striving for real FPS franchise.

You don't have to fully stop, only stop sprinting, and then once you've shouldered the weapon you are at very slow walking pace.

In RO it takes 1.5 seconds to hip the weapon after sprinting and get a round off, and it takes between 2 and 2.5 seconds to get the iron sights up and do the same. It is not going to happen any faster...

Bolt rifles also takes way to long to just pull out and in the reload thingy,I understand that it takes longer to reload a whole new magazine,but I'm sure when in war a soldier will reload faster than its in the game implemented,reload for a single bullet shoudnt take that long.

They reload fine. There was a discussion ages ago, possibly even on the old forum as the k98 was apparently much easier to reload from the stripper.

Plus bolt rifle user cant stretch its legs vs semi gunner or auto rifle gunner in close combat fights.

What? Bolt actions vs semi/smg is a mismatch. If you get in ccq with someone with one, you're probably going to die. And rightly so.

Any ways biggest flaw of all is the STIFFY MOVEMENTS,no one wants that,plain non realistic,pls make the new game more pleasant to play with reality in mind,stiff movements are not real at all.

I think you'll agree the new footage looks good and the obvious use of MoCap will significantly improve the quality of the anims.
You have to remember TWI wouldn't have had the budget for mocap before, and the animations looked a lot better 5 years ago...
 

Grobut

FNG / Fresh Meat
Apr 1, 2006
3,623
1,310
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Denmark
I'm getting pretty tired of saying this, but here we go again:

Ro1 was on the UE 2.5 engine, which did not support animation-blending, and this is why it felt "stiff", every action you made, be it aiming, reloading, shooting or most anything else would play an animation, but that animation could not be interrupted once started, you had to wait for it to finish before another animation could play (and there could even be a slight delay before a new one would start), and anims coulden't be reversed either.

This ment that your actions where sorta tied into a grid, and you could only do one thing at a time, and once you started something you had to see it through to the end before starting something else, which feels stiff, because it is, it was an engine limitation pure and simple.


Ro2 however will be on the UE 3.5 engine, which does support animation blending, and i think also animation reversal, so this nolonger has to be an issue, and indeed, TWI have confirmed it's beeing used with things like interrupting reload anims, and from the gameplay we have seen, it looks very smooth and intuitive, so there's plenty reason to belive they are taking full advantage of this new tech, and that the unrealistic stiffness of the first game will be a thing of the past.
 

Dwin

FNG / Fresh Meat
Jun 10, 2007
520
247
0

I don't think that's what it's about. I think the OP just has a poor grasp on the mechanics of real life movement. In games, when people press a button on their mouse or keyboard, they expect instant feedback. The problem is, you can't do things instantly in real life. The result is that movements feel stiff and unresponsive, because while you may want to instantly change direction, in real life, it takes time to overcome momentum.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
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Newton, NJ
Whether that is what he meant or not, I think that Grobut's explanation makes alot of sense as to why ROOST feels 'stiff' at times when I play it.

Now I'm used to it, but yes there are times when I go to do such things as reload and I have to hit my reload key several times before it responds because I am already doing something.

It certainly seems that now in ROHOS, things will be more fluid with actions and animations. I am not necessarily saying quicker, just less stiff.
 

Susi

FNG / Fresh Meat
Jan 31, 2008
457
295
0
Finland
About reloading time. My block mate allways said that reloading k98
is too slow. "They do it much faster in movies."

The thing is that ingame you really wait that weapon is loaded again
which makes you fell that it takes forever.

So what i did was that
i recorded real reloading clips from youtube.
other games reloading animations
and ro animation.

And lets say that in other games you reload weapon as
fast as it is possible in this universe.

On Ro loading takes as long as avrage loading in real videos
when they try to load as fastly as they can.
 

Fedorov

FNG / Fresh Meat
Dec 8, 2005
5,726
2,774
0
The problem is that RO doesn't support blending animations, thats why it feels bad that you have to wait for the end of one animation to do anything else...

But Hoes will support it, so it will improve a lot.
 
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Grobut

FNG / Fresh Meat
Apr 1, 2006
3,623
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The thing is that ingame you really wait that weapon is loaded again
which makes you fell that it takes forever.

That's exactly the problem, most people probably aren't aware of thease limitations with the UE 2.5 engine, few look over the code, and many probably can't quite put their finger on why it feels stiff, they just know that it does, that it doesen't feel as smooth as it should, that things that should be easy to do seem clunky, and that some things seem to take forever (even if they dont).

The lack of Anim-blending is that reason, and yes, it affects movement too, because that too is tied to animations.


Let's take some examples then:

Example 1: You are sitting behind a sandbag and aiming your rifle, when a grenade lands next to you, in real life, you would simply start running, and your arms would automatically do whatever comes natural to run with that object in your hands.

In RO however, you cannot run when aimed, so you will have to go out of iron sights, this plays an animation that cannot be interrupted, and you cannot run untill it is done (because sprint also plays an animation, and it can't be played whilst another anim plays).
In the meantime, you are probably bashing the sprint key frantically trying to get a move on, but it's not going to take effect till the gun is finally at your hip (animation compleated), and it feels like it takes forever to happen in this adrenaline soaked moment, and chances are you die because you coulden't get sprint to work when you wanted it.

With anim-blending, this can be solved by blending the aim-anim, directly into the Sprint-anim, with no need to first lower the gun and wait for anims to finish.


Example 2: You are a rifleman standing in a small room (you've probably been fiering out of the windows moments ago), when an SMG wielding enemy enters the room, and out of pure habit, you start to aim your rifle at him, but realize just as you do that he's probably going to hose you down from the hip before you can take a good aim. In real life this would be no problem, you'd just press the trigger and let off a half-aimed panic shoot and hope for the best.

In RO however, you're srewed, the animation has started, and the fire animation cannot play untill the aim animation has compleated it's run, nor can you cancel aim, so you'll just have to wait (and bear in mind that the code has triggered "is aimed" mode so you can't run anymore) till it's done, and pray he'll miss whilst you wait, and the wait seems to take forever...

With anim-blending, this can be solved by blending the aim-anim and the fire-anim, or by canceling the aim-anim (just reverse it into hip) and going directly to the fire anim.



Now, i could probably come up with plenty more of such examples, hell knows many such things have gotten me killed countless times in RO over the years, but chances are you get the point by now.

This is where RO feels stiff, and in an unrealistic way (this stuff would be second nature to do in real life, but in RO you are locked into a grid), and it's all because anims cannot be blended, it affects shooting, reloading, aiming, movement, anything that relies on anims (and most things do in RO!).


Anim blending can solve all thease problems, simply by allowing you to do more than one thing at a time (one will blend into, and become the other), and by allowing you to cancel and reverse actions, and it can have a dramatic effect on how smooth and intuitive it plays, how much in control you feel.

And it's been like this for a long time, anim-blending is relatively new tech, but before it came around, a lot of games avoided using anims whenever possible, and used code instead to move the gun around on the screen, because code is flexible, it can do anything anim-blending can, only, it looks rather crude and bad compared to a propper animation, which is why other developers decided to go with anims instead.

Games that relied more on code than anims allways felt smoother and nicer to play, but looked worse, but anim-blending finally bridges that gap, and with it, you can have all the smoothness of code with all the good looks of anims, it's very nifty tech! ;)
 
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