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Showing results for tags 'slow motion'.
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Am I the only one who hated the slow motion kill cams for companions back in New Vegas? I felt like it kept taking me out of the immersive experience and just ended up annoying me every single time it triggered. Especially when you are aiming down your sights trying to focus on something just to have the camera suddenly switch to a time wasting slow motion kill cam (usually not a great camera shot either) of an expressionless companion firing their gun (why do I need to see this?), and once the camera returned, your character wouldn't even be facing the same direction as you were before the terrible kill cam triggered. This forced me to not take companions with me, it was an unfortunate way to have to play the game. Obsidian, please remove this feature from The Outer Worlds, or at the very least add a toggle in the options menu to turn off companion kill cams. Interrupting a player from playing the game, especially in the heat of battle, just to watch a companion kill cam is and always has been a terrible terrible idea. For all of you who disagree with me and for some reason really like these kill cams that's why a toggle in the options menu would be best. Make everyone happy. Add a toggle. Please. Thank you.
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- companion
- slow motion
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I am sorry as I do not know this should be at the engine or mechanic section so I will post at both and let the admin decide. Short Version Exploit on the slow motion function to let the game zoom on a character and play in slow motion the animation that deal the killing blow or successfully perform a feat of awesomeness, or was beaten to near death. Finishing the action the camera can zoom back and run in real time. This is good for aesthetics and helps the information crunch of which character need attention or further command. People have the option to skip that all if they want. If possible Unity Engine can do a playback of the animation. Long Version One of the advantages to TB is that you get the information/aesthetics of each event at the moment it's resolved. RTwP makes it hard to track this as multiple events is played together constantly. Active pause of the player may be out of sync and miss some events. Auto Pause may not let the player know what is causing the pause unless the player look at the text breaking the flow. In no way I am stating TB is better than RTwP as both system have their pros and cons, I am stating how to improve the RTwP so it's weakness can be shore up and exploit some strength of the TB. Eternity already will implement a Slow Motion Function, so why not take advantage of it a step further to exploit it's strength? When a character do a deathblow, a great feat of strength, or under great duress, the game will go into slow motion and zoom in the particular character so the player can enjoy the animation or take action like switching target, run or heal. After the action ends the camera will zoom back and run in real time again. This function is skip-able with a button. If there are multiple such event happens at once, the latest character event will play into the player attention and the other character portrait will flash if they have a event that require the player attention. This function will be optional and customizable. In customizable, the player may not want to see the victory animation of the character triumph over a lowly rat but want to see the victory over a giant, so the player can select this function to happen only against strong opponents only. Or based on level, filtering out victory animation on foes 5 level lower than the character. The player can select if they want to see a really smart move from them like a fireball defeating 20 rats with good positioning and luring. So they can select the option to see animation if a character action affect 5 foes. The player also can choose to see the animation of a costly skill (determined by mana / ability level / casting length / cool down time) The player can set to slow down / pause and zoom in to a character under 25% health, finished action, stunned / blinded / feared. As such the game can enjoy the benefits of faster combat and more manageable information gathering and more satisfactions of the aesthetics animation. The developers also do not need to code a lot as this function just build on the slow motion function. If they want to take it up a notch higher they can do a playback / reverse time like prince of Persia Sand of Time, but I don't know how much work the developers need for that.
- 12 replies
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- Unity Engine
- Slow Motion
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(and 2 more)
Tagged with:
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I am sorry as I do not know this should be at the engine or mechanic section so I will post at both and let the admin decide. Short Version Exploit on the slow motion function to let the game zoom on a character and play in slow motion the animation that deal the killing blow or successfully perform a feat of awesomeness, or was beaten to near death. Finishing the action the camera can zoom back and run in real time. This is good for aesthetics and helps the information crunch of which character need attention or further command. People have the option to skip that all if they want. If possible Unity Engine can do a playback of the animation. Long Version One of the advantages to TB is that you get the information/aesthetics of each event at the moment it's resolved. RTwP makes it hard to track this as multiple events is played together constantly. Active pause of the player may be out of sync and miss some events. Auto Pause may not let the player know what is causing the pause unless the player look at the text breaking the flow. In no way I am stating TB is better than RTwP as both system have their pros and cons, I am stating how to improve the RTwP so it's weakness can be shore up and exploit some strength of the TB. Eternity already will implement a Slow Motion Function, so why not take advantage of it a step further to exploit it's strength? When a character do a deathblow, a great feat of strength, or under great duress, the game will go into slow motion and zoom in the particular character so the player can enjoy the animation or take action like switching target, run or heal. After the action ends the camera will zoom back and run in real time again. This function is skip-able with a button. If there are multiple such event happens at once, the latest character event will play into the player attention and the other character portrait will flash if they have a event that require the player attention. This function will be optional and customizable. In customizable, the player may not want to see the victory animation of the character triumph over a lowly rat but want to see the victory over a giant, so the player can select this function to happen only against strong opponents only. Or based on level, filtering out victory animation on foes 5 level lower than the character. The player can select if they want to see a really smart move from them like a fireball defeating 20 rats with good positioning and luring. So they can select the option to see animation if a character action affect 5 foes. The player also can choose to see the animation of a costly skill (determined by mana / ability level / casting length / cool down time) The player can set to slow down / pause and zoom in to a character under 25% health, finished action, stunned / blinded / feared. As such the game can enjoy the benefits of faster combat and more manageable information gathering and more satisfactions of the aesthetics animation. The developers also do not need to code a lot as this function just build on the slow motion function. If they want to take it up a notch higher they can do a playback / reverse time like prince of Persia Sand of Time, but I don't know how much work the developers need for that.
- 3 replies
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- Unity Engine
- Slow Motion
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(and 2 more)
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