Open doors and Run key

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Wili

FNG / Fresh Meat
May 3, 2006
56
3
0
Hello, it would be nice to implement Amnesia open door system if it not cost too much resources;
Here is an example: YouTube - Amnesia: TDD - Developer Walkthrough Physics Interaction
I mean just doors, nothing else.

It would be nice a constant run/walk key like Oblivion (Q or E , can't remember); in RO there is something like that on vehicles so you don't need to keep pressing the forward key constantly; it would be handy for walking long distances on huge maps.
 
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Chadwiick

FNG / Fresh Meat
Dec 21, 2010
429
164
0
Tampa, Florida
It's cool, I like, but the only problem is that RO2 is more of the fast pace game, so open and closing doors slowly... won't be used very often.
 

Wili

FNG / Fresh Meat
May 3, 2006
56
3
0
Glad you like it, well, the main idea is allowing doors to be half open/close, not just full open/close; Set the doors to move free.
If the door is half opened bullets can move the door a bit also and you can push it walking on it.
In Ro sometimes if there is no space between the door, you and the wall when opening the door you go through the door.
 

Grobut

FNG / Fresh Meat
Apr 1, 2006
3,623
1,310
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Denmark
I forsee problems with the door idea..

For it to work fairly for all, doors would have to opperate server side, because you woulden't want a situation where a door is open on one client, but on a client on the other side, it's cloused due to lag and whatnot, leading to one guy seeing the other, when the other can't see him.

But running them serverside comes with it's own unique problems, obviously there's performance to think of, but in case where a slightly laggy client is trying to open a door, the whole thing could perform really badly and unintended, even spazz out and other oddities.

So yeah, in a singleplayer game, it would work, no question about that, but in an MP game.. i think that would need testing before it's greenlit, it might not work as simply there.


As for a toggle-run key, i'm not against having it if some people really want it, it coulden't hurt anyone, and we woulden't have to bind the key if we're not interested in using it, but that said, i doub't it will be all that needed.

In Ost there where certain CA maps where it would have made sense, CA maps that where really designed for the tanks, and the infantry combat was just sorta tacked on, and we had to run what seemed like miles just to reach the first cap-point.

In HoS however, the Dev's have stated they want to avoid CA maps of that nature, because they wheren't very good (and i agree, they kinda sucked for all but the tankers), so thouse mile long sprints will probably be a thing of the past, making a toggle-run key seem a tad redundant.
 

slavek

Grizzled Veteran
May 4, 2006
3,075
943
113
UnrealEd: Viewport #1
If the door idea could implemented bug free it would be pretty cool. Imagine, just crack open the door a little to blind fire into or to toss a grenade, then close it to avoid some fire or to prevent an enemy from running out.
 

slavek

Grizzled Veteran
May 4, 2006
3,075
943
113
UnrealEd: Viewport #1
Yosh, you guys must add at least one opening door. The door whore strategy is very amusing(spam door trigger so you and enemy are fighting to get door opened/closed. Add grenades for Lulz).
 
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Pyrorob

FNG / Fresh Meat
Nov 19, 2010
3
0
0
If I saw a door opening slowly, I would be forced by my mind to shoot the door and hopefully kill the guy trying to peek on me.
 

S/Sgt. Raider

FNG / Fresh Meat
Jan 8, 2011
165
21
0
The Wild Wild Southwest
Yosh, you guys must add at least one opening door. The door whore strategy is very amusing(spam door trigger so you and enemy are fighting to get door opened/closed. Add grenades for Lulz).
Agreed. I like BC2s destruction system as far as doors/firing holes are concerned. I'd like to punch a small hole in a door with my rifle, and aim through it without destroying the whole door though. Or we can all just say hi to ROOST's old doors that were openable, though I like Amnesias system a little.