View Full Version : Dashing???
ShredPrince
08-26-2006, 10:55 PM
In the new trailer I noticed what seemd to be a dash kinda like in Warpath.
It was toward the begining of the trailer, when they go into a structure.
Anyone else see this???
I wonder if this was a dodge, and now there are blurr effects when you dodge, or something a little new.
Kronos
08-26-2006, 11:01 PM
That wasnt a dash at all, thats called video editing or syncing if you will. They speed things up and slow things down.
Because if you notice your not the only one who starts running blazing fast when they went into the building, everyone else did to.
ShredPrince
08-27-2006, 12:43 AM
oh///
well dang
aleXtrm
08-27-2006, 10:04 AM
The sprint, or dash, in warpath is cool, wonder what it would be like in ut.
Monster w/21 Faces
08-27-2006, 10:22 AM
Stupid. Unreal characters should always be running by default. It's war, not a sunday walk.
Scylla
08-27-2006, 10:25 AM
I think the characters are always running.
Btw, the thread ended with the first reply.
The5thviruz
08-27-2006, 10:25 AM
Someone I knew once suggested an out-of-breath mutator so you have to stop and take a break after running for so long...
Monster w/21 Faces
08-27-2006, 10:40 AM
Why? What would be the point? All it does is make you a weaker attacker and causes you to lose defensive ability over time.
Lopar-XL
08-27-2006, 11:14 AM
Why? What would be the point? All it does is make you a weaker attacker and causes you to lose defensive ability over time.
To add a touch of realism, for those who want that sort of thing, I guess. Of course, this should be optional. I'd also like to see an optional dashing ability, but speed would be affected given the type of terrain, but I'd still want to dash through the snow...
Monster w/21 Faces
08-27-2006, 11:30 AM
Realism? Yeah ok, sure that'll be right at home with the giant tanks, hover bikes, multi rocket rocket launchers, laser guns, hover boards, tripod walkers, robots and teleporters! Weeee!
Lopar-XL
08-27-2006, 11:32 AM
Hey, don't shoot the messenger! I'm just saying that there were a few mods for previous iteratiosn of UT that added a touch of "realism" to the game, and that perhaps somebody would like that.
F3nyx
08-27-2006, 12:46 PM
Realism? Yeah ok, sure that'll be right at home with the giant tanks, hover bikes, multi rocket rocket launchers, laser guns, hover boards, tripod walkers, robots and teleporters! Weeee!Realism is a matter of degree. Very few games are totally realistic OR totally unrealistic. UT has plenty of realistic elements.
Monster w/21 Faces
08-27-2006, 12:49 PM
Like? What realisic elements does UT have?
placebo
08-27-2006, 02:50 PM
Stupid. Unreal characters should always be running by default. It's war, not a sunday walk.
Yeah, but they're always holding their weapons at bore. You could spring a lot faster with your weapon down.
InTheJungle
08-27-2006, 02:53 PM
Hahaha, the only realistic elements in UT are umm . . .
exploding after a long, long fall.
dying
some vehicles have gas pedals.
Monster w/21 Faces
08-27-2006, 03:05 PM
Yeah, but they're always holding their weapons at bore. You could spring a lot faster with your weapon down.
What? Bore? Spring?
MonsOlympus
08-27-2006, 03:05 PM
Well theres water, fire, earth and biogoo :D
Crotale
08-27-2006, 03:29 PM
Like? What realisic elements does UT have?
It isn't so much about reality as it is immersiveness in the game. A game can have totally unrealistic weapons, characters and environments. But, if some of the movements, fields of view, graphics and player controls provide some form of feedback, it makes the game seem more immersive than without those particular elements. If you don't care to play in an immersive environment, you can always play Ultra-Highspeed Turbo Pong. ;)
Monster w/21 Faces
08-27-2006, 03:47 PM
That wasn't the issue at hand whatsoever and you've skirted around any form of tangible information.
Heres a hint for the future, don't answer question that aren't directed at you. He has the ability to speak and so you should let him do so. Never speak for someone else unless permission is granted.
You are not your brothers keeper.
Crotale
08-27-2006, 04:47 PM
Forgive me for believing this to be an open forum where all members are free to post. :confused:
What I stated is pertinent to the discussion. A lot of posters keep talking about realism, but it isn't realism so much as it is immersiveness that is the issue. If realism is the issue at hand, we sure as heck wouldn't be discussion it regarding a conventional video game on a PC, but more along the lines of a virtual reality simulator of some sort. Realism in video games isn't about whether or not a world, a weapon or other "tangible" feature has a legitimate real world counterpart, but it is more about how those features draw the player into the game itself, as if he is truly part of the game. This is called "immersion".
Monster w/21 Faces
08-27-2006, 04:55 PM
This is an open forum yes but it's open in the same way as a pub is open. If I'm directing a question at an individual you do not come over from the other side of the pub and answer it for him.
No the issue is what elements of Unreal are realistic. It has nothing to do with Immersiveness. Immersiveness is a tottally separate subject.
No realism isn't about real world counterparts, it is however about things like the laws of physics, biology and chemistry that draw comparisons with our own and therefore humanities shared experiences and knowledge.
MonsOlympus
08-27-2006, 05:15 PM
If something is outside humanities shared experiences and knowledge, then what? It becomes fiction? or perhaps its just an nondisproven theory.
btw I think these posts are offtopic :P
Well I'll have to agree that spawning and respawning are somewhat unrealistic but Id hardly like to see the full cycle of life happening in a scifi action shooter :)
Scylla
08-27-2006, 05:19 PM
Why can't people just let this thread die now?
Disregard the fact I just bumped it...
Monster w/21 Faces
08-27-2006, 05:19 PM
Science fiction is based on known scientific theories and premises.
The question of respawning has plenty of possible solutions, all of which are impossible in any way shape or form so they are considered to be unrealistic.
HellFox
08-27-2006, 09:39 PM
Realism? Yeah ok, sure that'll be right at home with the giant tanks, hover bikes, multi rocket rocket launchers, laser guns, hover boards, tripod walkers, robots and teleporters! Weeee!
God Damnit!!!1 the game takes place 3 Fu***ng Hundred and a half years in the freaking FUTURE
F3nyx
08-27-2006, 10:44 PM
Like? What realisic elements does UT have?Oh god, I can't believe I even have to answer this. Let's see: gravity, wheeled vehicles, firearms quite similar to real-world ones, ordinary-looking people in armor, an attempt at conservation of momentum, tanks, guns that make fancy noises when fired, guided missiles, lasers, a finite amount of health, a limited movement speed... need I go on? Look at the huge popularity of industrial themes, inspired (in some distant fashion) by real-life industrial plants. Or look at maps like GrassyKnoll.
Saying "LOL ITS UNREAL DUMMY" is pathetically shortsighted. The name "Unreal" is just a franchise title now, but even in the days of the original Unreal, it did not mean "This game is blatantly unrealistic in every aspect!" Then and now, the games are chock full of realistic things that you simply take for granted.
Truly unrealistic stuff is added very sparingly. Note the total lack of X-ray vision, giant mushrooms (in most maps), summonable dragons, 60s-era hippie vans, intelligent battle mice, etc. Epic has even attempted to give a vaguely technological explanation for things like respawning.
It's very unusual for them to throw in something that completely contradicts physical reason, and give not even the slightest explanation. But in the case of double-jumping, they didn't even bother to throw in some stupid blurb about miniature jetpacks. That's why double-jumping has to go. In comparison, it makes space aliens look as plausible as apple pie.
edit: whoops, spilled over from the other thread a bit
Scylla
08-27-2006, 11:20 PM
Sorry to say this, but you really are an ignorant moron.
Nobody is saying that every aspect MUST be unreal, just that it can contain unreal stuff.
Jesus, read people's posts and stop pulling things from your arse hole.
F3nyx
08-28-2006, 12:58 AM
Sorry to say this, but you really are an ignorant moron.
Nobody is saying that every aspect MUST be unreal, just that it can contain unreal stuff.
Jesus, read people's posts and stop pulling things from your arse hole.Note that I quoted Monster's post, not yours. He is, in fact, claiming that every aspect must be unreal. I answered his question.
Realism? Yeah ok, sure that'll be right at home with the giant tanks, hover bikes, multi rocket rocket launchers, laser guns, hover boards, tripod walkers, robots and teleporters! Weeee!
HL2 has sprinting support and antlion feropods, ricocheting plasma balls, gravity guns and health dispensers you can plug your suit into. It seems to do a whole lot better than this franchise, too, so they must be doing something right.
Monster w/21 Faces
08-28-2006, 04:10 AM
HL2 has sprinting support and antlion feropods, ricocheting plasma balls, gravity guns and health dispensers you can plug your suit into. It seems to do a whole lot better than this franchise, too, so they must be doing something right.
But the science fiction elements are offset by realistic ones. When something freaky crazy happens within HL2 it has a reason to happen or be there.
But then I never claimed that Half Life 2 was a realistic game.
You people seem to think that by being unrealistic a game is automatically made bad. It's not.
Note that I quoted Monster's post, not yours. He is, in fact, claiming that every aspect must be unreal. I answered his question.
Oh I did did I? Here I was thinking that my argument was that adding sprinting and stamina to a game that already contains so many unrealistic elements would be both ridiculous and woefully idiotic.
Alot of ****
Err did we play the same game?
Wheels: That's pretty much all you have there but then that is offset by hover vehicles and 20 foot knives sticking out of the side of said wheeled vehicles.
Gravity + Movement Speed + Momentum: Take many falls from the top of towers and live? Do many double jumps or wall jumps in your life? Ever tried carrying around a dozen weapons in the pocket of your armour that would put Space Marines to shame? Ever try running, jumping, dodging with all the stuff strapped to you?
Finite Amount of Health: See many health packs in your day to day life? Do you know exactly how much health you currently have presented as a numerical value?
Guns that make fancy noises: Here I was thinking gunfire was the result of the chemical and physical reaction of gunpowder being ignited and forcing a small metal projectile out of a length of barrel. I never knew those sounds were added by the company! Thanks for clearing that up.
ShredPrince
08-28-2006, 04:58 AM
Um.....WTF//LOL
Monster w/21 Faces
08-28-2006, 05:13 AM
Thanks for stopping by.
aleXtrm
08-28-2006, 09:42 AM
Damn, you guys way too aggresive. No offence your argument is kinda stupid...
placebo
08-28-2006, 11:09 AM
What? Bore? Spring?
You could sprint with your weapon not at bore (meaning, held up and ready to fire accurately)
Shadowhaxor
08-28-2006, 12:20 PM
Someone I knew once suggested an out-of-breath mutator so you have to stop and take a break after running for so long...
I don't think that would go over to well. Sure it works for games such as battlefield and the such, but this is ut. Its supposed to be futuristic and the such, running out of breath seems pretty 90's :)
Monster w/21 Faces
08-28-2006, 12:25 PM
Not to mention these guys and gals are professional athletes.
Realism in games can mean two things:
Game looks contemporary.
Game makes sense.
UT definitely does not look contemporary, but that doesn't mean it cannot be realistic. One of UT99's strong points was the sense of realism it provided. The respawn, crazy weapons and shield belts all felt like "it could be" at that level of technology. It was the way people moved, the way stuff looked and sounded, that kept things in perspective. People are far more likely to accept a crazy concept like respawning in an environment with many realistic aspects than in a 3D platform game with Mr. Crow and some shooter aspects thrown in.
But then I never claimed that Half Life 2 was a realistic game.
And yet it has dashing. And it works. So why not for this game?
Monster w/21 Faces
08-29-2006, 10:39 AM
Because the settings, style and gameplay are very different to that seen in UT2007.
Theres no rushing in UT2007 because there nothing to explore, no tricky enviroments to deal with and nothing you can sneak up on.
Theres no dashing because you're always dashing.
This is war.
EDIT:
1) Contemporary doesn't mean realistic, it means it's in the now, I can make a game set in the Napoleonic war and it can still be realistic but it wouldn't be contemporary.
2) Plenty of things make sense that aren't realistic. Plasma grenades, hover tanks, mechs, laser guns, flak cannons ect ect. All those things make sense, but are they realistic? No way.
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.