View Poll Results: Toggleable Ragdoll Physics?

Voters
79. You may not vote on this poll
  • Yes

    32 40.51%
  • Better death anims, no ragdolls

    40 50.63%
  • No

    7 8.86%
  • No preference

    0 0%
Page 1 of 2 12 LastLast
Results 1 to 20 of 34

Thread: Ragdoll Physics

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Ragdoll Physics

    Title. I made the same poll for Shogun, and even though it got overwhelming 'yes' votes, we didn't get ragdolls. This is yet again a petition for ragdoll physics in Rome 2.

    The main concern is the memory hog ragdoll physics would be. That's true, but look at games like Dawn of War II. That game has toggleable physics. At least add the option to turn on or off ragdoll physics. When I see soldiers get shot down from walls or thrown from boats, I want them to actually fall and be thrown, not just hover on the air.

    Better death anims would also work, but again, this would include people actually falling off the wall.

  2. #2
    Greve Af Göteborg's Avatar Protector Domesticus
    Join Date
    Oct 2007
    Location
    Sweden
    Posts
    4,558

    Default Re: Ragdoll Physics

    Quote Originally Posted by RuleBritannia View Post
    look at games like Dawn of War II
    Not even comparable when it comes to how much physics are being used simultaneously. Even if it was toggle-able, it would just pop your cpu as soon as more than 20+ soldiers get ragdolled at the same time.
    The current warscape engine is not very known to be easy on the CPU either, so it would just add extra weight ontop of that.

  3. #3

    Default Re: Ragdoll Physics

    No.....do you realize how taxing that would be fps-wise......

    better death anims is fine

  4. #4

    Default Re: Ragdoll Physics

    I agree, better death anims is fine. It is annoying to look at forts and where artillery has eroded the edge there are corpses hanging out in the air but SC2 can get away with ragdolls because there are only 100s of models on screen not 1,000s. If it could be done without seizing up the CPU but I'd rather have smooth play and I am not sure its that simple to add with the numbers and amount of zoom levels RTW2 will have.

  5. #5

    Default Re: Ragdoll Physics

    I just want better death animations.

    They were the worst in MTW 2. You had a field of thousands of corpses on the ground lying in the same way and that was just stupid. They were quite good in Rome I. Later in Empire they were improved so soldiers would fall dead in 3-4 or maybe 5 ways which is good.

    But I beg CA not to repeat MTW II.

  6. #6

    Default Re: Ragdoll Physics

    @Asgaroth dont worry since Shogun 2 we have animated wounded soldiers that litter the field among the dead ones so M2TW couldnt happen again

  7. #7

    Default Re: Ragdoll Physics

    Its not going to happen but its theoretically possible. They would have stated it as a game feature if there was going to be any and id imagine its not something they would implement this far into development.

    A mount and blade system would be fine, where the user sets a cap for how many ragdolls there can be at once or the system which the game uses now for sprites could be used, where a small area around the camera have ragdolls applied, at a user set distance. (low,medium,high,etc)

    I think at the very least they should be implemented in situations where death animations just dont cut it, such as large amounts of force being applied to the unit ( Large Projectiles and Cavalry impact)but its just not going to happen in Rome II, they would have stated it.

  8. #8

    Default Re: Ragdoll Physics

    Quote Originally Posted by agent 47 View Post
    Its not going to happen but its theoretically possible. They would have stated it as a game feature if there was going to be any and id imagine its not something they would implement this far into development.

    A mount and blade system would be fine, where the user sets a cap for how many ragdolls there can be at once or the system which the game uses now for sprites could be used, where a small area around the camera have ragdolls applied, at a user set distance. (low,medium,high,etc)

    I think at the very least they should be implemented in situations where death animations just dont cut it, such as large amounts of force being applied to the unit ( Large Projectiles and Cavalry impact)but its just not going to happen in Rome II, they would have stated it.
    I'd agree, and you really would only want ragdoll near you, but my guess is that the computer is going to have to work a hellva lot harder to follow your camera than does in Mount&Blade being attached to a single character.

  9. #9
    Humble Warrior's Avatar Vicarius Provinciae
    Join Date
    Oct 2005
    Location
    Great Britain.
    Posts
    11,147

    Default Re: Ragdoll Physics

    Toggleable Ragdoll Physics seems a good idea to me. Supported.

  10. #10

    Default Re: Ragdoll Physics

    Death animations are fine, so long as there are a decent amount of variations.

    In other news CA just decided on a new DLC...

  11. #11
    Raimeken's Avatar Senator
    Join Date
    Feb 2011
    Location
    The United States of Americaland
    Posts
    1,407

    Default Re: Ragdoll Physics

    Its a great idea, but its more a dream than anything really.

  12. #12

    Default Re: Ragdoll Physics

    As much as I'd love to see ragdolls implemented, I know full-well that we'll never see that happen.

    Verily, our PCs would burst into flame upon battle's commencement.

  13. #13
    The Mouth's Avatar Ducenarius
    Join Date
    Aug 2011
    Location
    Barad-Dur
    Posts
    938

    Default Re: Ragdoll Physics

    Maybe one day, but definitely not in Rome 2. I just want better death Animations.

    Would also like to have a death animation that triggers when a unit is close to the edge of a wall (Falling to his death obviously) ala Rome 1


    Ash nazg durbatulűk, ash nazg gimbatul, ash nazg thrakatulűk, agh burzum-ishi krimpatul.

  14. #14

    Default Re: Ragdoll Physics

    We're barely making do with ragdolls in games with very few entities and you want it on a TW scale?

  15. #15

    Default Re: Ragdoll Physics

    He just mentioned one don't you play M&B?

  16. #16

    Default Re: Ragdoll Physics

    Quote Originally Posted by Armatus View Post
    He just mentioned one don't you play M&B?
    Yes, but the ragdolls look supremely silly.

  17. #17

    Default Re: Ragdoll Physics

    That's one thing I don't like about ragdoll without constraint.

  18. #18
    Yojimbo's Avatar Pig tail Sock
    Citizen

    Join Date
    Jun 2008
    Location
    Normandy Sr-2
    Posts
    7,628

    Default Re: Ragdoll Physics

    2005 called they want ragdoll physics. Not having ragdolls feels primitive as hell noways. and shogun should have it. Even AoE3 had them.
    Read my author bio!
    Like my Facebook page!
    New guides for ROTS and FOTS!
    Please post feedback in the thread!
    Professional mod disliker.
    Writer for Android Rundown.

  19. #19

    Default Re: Ragdoll Physics

    Quote Originally Posted by Yojimbo View Post
    2005 called they want ragdoll physics. Not having ragdolls feels primitive as hell noways. and shogun should have it. Even AoE3 had them.
    AOE has like 6 dudes on screen at any one time. Rome 2 will have thousands.

    And can we call them "real time physics" instead of ragdoll physics? Because what we will get (if CA is able) is some kind of combination of death animations and real time physics. Sure, real time physics can be used if guys fall off a wall or their head is chopped off, but most of the time, you didn't die instantly in this era. So we WOULD WANT death animations for getting stabbed in the stomach, or taking an arrow to the throat, etc. and then when the model dies, he turns into a "ragdoll" so to speak.

    Obviously GTA IV does an exceptional job of this for anyone looking for an idea of what I'm talking about.

    Also are you saying you want the dead bodies to be ragdolls as well? So they interact w/ the living units? You really are asking for a CPU implosion if that's the case.

  20. #20
    Yojimbo's Avatar Pig tail Sock
    Citizen

    Join Date
    Jun 2008
    Location
    Normandy Sr-2
    Posts
    7,628

    Default Re: Ragdoll Physics

    Quote Originally Posted by BeastG33 View Post
    AOE has like 6 dudes on screen at any one time. Rome 2 will have thousands.

    And can we call them "real time physics" instead of ragdoll physics? Because what we will get (if CA is able) is some kind of combination of death animations and real time physics. Sure, real time physics can be used if guys fall off a wall or their head is chopped off, but most of the time, you didn't die instantly in this era. So we WOULD WANT death animations for getting stabbed in the stomach, or taking an arrow to the throat, etc. and then when the model dies, he turns into a "ragdoll" so to speak.

    Obviously GTA IV does an exceptional job of this for anyone looking for an idea of what I'm talking about.

    Also are you saying you want the dead bodies to be ragdolls as well? So they interact w/ the living units? You really are asking for a CPU implosion if that's the case.
    Yeah GTA4 is excellent its very fun seeing peds react to getting hit by cars or bullets. i can spend ages just running them over and watching them fly!

    AoE usually has at least 50 or so on the screen, since it has a 200 unit cap and in a large 8 player game it can have alot more but yes it is a lot less. It was always fun seeing infantry go flying from artillery hits

    And no the corpses shouldn't ragdoll that really would be way too much of a strain on the cpu.

    I guess artillery deaths, cavalry charges and some weapons like firebombers would be appropriate. I more mean ragdolling like a arrow interrupting an action and the man crumpling to the ground or staggering dynamically ala fist fights in gta4.
    Read my author bio!
    Like my Facebook page!
    New guides for ROTS and FOTS!
    Please post feedback in the thread!
    Professional mod disliker.
    Writer for Android Rundown.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •