Um... Im really not sure why this isnt in the game. And rare knows this ia fun cause i think you could do it in the nintendo donkey kong game i had as a kid. Theres nothing more swashbuckling then swinging across to the enemy ship cutlass in hand. And the islands could have trees with vines to swing on. Expands the sandbox.
swinging on ropes
@commandrew said in swinging on ropes:
Um... Im really not sure why this isnt in the game.
Because the game engine doesn't have the physics capability that can support anything more than a Meg slamming into a galleon in the open ocean.
Pirates swinging from ropes and stuff like grappling hooks for ships may just not be feasible.
Hmmm, would scripting the motion as an animation, taking the physics out, be less demmanding. Wouldn't be as fun without physics, but could still rope dive into the ocean for fun or to get down a cliff faster. Incorporate the ladder slide function too.. These ropes would be a so great at Thieves Haven!
I donât see any reason why this game canât have more physics, this really should be in the game rather than man cannon ing in the first place. If this stuff isnât feasible in this day and age for rare, a company owned by Microsoft, they arenât getting the support they should be. Why can we have games from years ago with 64 players and ground and air vehicles playing together in a much more chaotic and physics heavy cluster, on large scale destructible maps, I donât see why it should be a problem for a game with cartoony graphics to have rope physics and fire and rogue wave physics etc.
Itâs likely more rares lack of ability to manipulate the engine they are using to do such things efficiently than the capability not existing.
@a-cranky-eskimo said in swinging on ropes:
I donât see any reason why this game canât have more physics, this really should be in the game rather than man cannon ing in the first place.
Itâs likely more rares lack of ability to manipulate the engine they are using to do such things efficiently than the capability not existing.
You can't get blood out of a turnip. Unreal engine doesn't do PhysEx to the extent needed.
Funny how so many of you that make suggestions don't know much about coding. If you want people swinging from ropes, or functioning grappling hooks, or destructible environments, your probably going to need to make your own game engine, like Exanima. That could take about five years.@barnabas-seadog said in swinging on ropes:
@a-cranky-eskimo said in swinging on ropes:
I donât see any reason why this game canât have more physics, this really should be in the game rather than man cannon ing in the first place.
Itâs likely more rares lack of ability to manipulate the engine they are using to do such things efficiently than the capability not existing.
You can't get blood out of a turnip. Unreal engine doesn't do PhysEx to the extent needed.
Funny how so many of you that make suggestions don't know much about coding. If you want people swinging from ropes, or functioning grappling hooks, or destructible environments, your probably going to need to make your own game engine, like Exanima. That could take about five years.Or rare could have done that instead of seemingly nothing for the past 4 years, or atleast 2, and could keep up with the industry standards as they are a Microsoft owned AAA game development company. I know dice made their own engine, maybe it was a bad comparison, atleast it makes URE4 look bad if what you say is true, but also if what you say is true then rare should have known this would happen and not hinted at a bunch of content that never could have happened. Iâd link the article from the artist who quit because the game was nothing like the prototype and he wanted off the sinking ship, Rob Beddall his name was. Look it up.
I donât need to know the direct knowledge of how to code physics in games to see the difference between a game like battlefield and itâs physics and graphics and scale running fine on Xbox for years, and SoT, with its Low server population and even lower amount of meaningful content,
If I did code maybe I wouldnât have expected them to follow through on their quotes and their vision, itâs still no excuse for them having such a grandiose vision and such a mediocre implementation of said vision.
I would still bet that itâs more about rares lack of ability to manipulate the engine they are using, than the engine itself not being capable of achieving the desired physics effects. Itâs likely the network coding not the engine. Iâm sure the engine can manage things like rope swinging, i bet if we looked at all games there are some physics heavy games on Unreal engine. I canât seem to find anything when I search that but itâs an oddly specific search so I donât think that proves much.
Like @perfect-code has always said, they should have probably used the new spatial OS technology and this game might have been able to achieve the vision rare set forth. And if you donât see the disconnect between the vision we heard and what we have now, thereâs no point talking further on the subject of this game and itâs disappointments and the reasons for them.
@a-cranky-eskimo
Your probably right. SoT is such a quirky game,
It's bound to be controversial.
I certainly don't know anything about coding myself, but I do know about a game called Exanima. It's the only melee combat dungeon crawler I know of that's completely physics based. Very high quality game engine, still in early access. The game engine is built from scratch to simulate proper inertia, weight, and whatnot. It's amazing, but requires dedication to get over the steep learning curve. It also illustrates to me how different Exanima is from SoT, game engine wise.SoT isn't built to do anything like that. But I'm sure Rare must know how fun it could be, so who knows?
