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Showing results for tags 'ragdoll'.
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Ask the developers. Will you improve ragdoll physics in the future? I have never seen any developer respond to me about this. I posted this before, but there was no reply from the developer. I will keep posting. If there is still no one to answer me. This is what I would like the developers to see and think about how ragdoll physics should be. https://www.youtube.com/watch?v=gGpZZe2u-zY This is what i posted before : /r/joinsquad/comments/cfmt5q/to_the_dev_who_working_on_ragdoll_physics_plz_fix/ I'm serious. I look forward to the answer from the developer. Thank you.
I was thinking maybe explosions should affect the bodies of people getting hit, not just make them fall to the ground. I am thinking if an explosion can move a tank then maybe a body will, you know at least fly a little sideways. I mean, after all, an explosion is just a big gush of wind added with shrapnel. If you could make this a bit discrete I think that would be a nice effect and also more realistic. I understand of course, that a hand grenade isn't going to throw someone 10ft up on the air, but I could imagine maybe you are pushed maybe at least 1 ft sideways if you stand right next to it, or so. Maybe 3-5 ft for the biggest explosions.
Angry Mexicans posted a topic in Feedback & SuggestionsSo, I tried to search for suggestions like this one, but perhaps due to poor search terms, I found nothing relevant, so bear with me if this has been suggested before. This is also a suggestion, in addition to my recent loadout/weight suggestion, that might be relevant to my discussion on how body armor might be properly added to the game. I think that it would add some flavor to firefights if players could be knocked down temporarily by explosions or small arms fire. Keep in mind, I don't suggest that every explosion and small arms impact would knock a player to the ground. Rather, a player within a certain radius from an explosion could be knocked down, and a hit from a rifle bullet, depending on where the hit is taken, might knock a player to the ground. Imagine something similar to this: This would be different from being incapacitated, in the sense that the player would not be unable to move unless treated by a medic. Rather, a player character would, upon being hit, enter a ragdoll phase, exactly as he would if properly incapacitated. However, after a brief countdown of 1 to maybe as long as 3 seconds, the player would get back to his feet. Usual effects of bleeding would take place where appropriate. That is, some hits that do not immediately take a player down might still cause bleeding, even if the player is able to get to his feet again. I think this would improve in firefights the need to avoid taken any hits, even more than the fact that only a few hits are capable of scoring a kill. I also think the tension of taking an unexpected hit and having the misfortune of that temporary knockout would make the overall experience more exciting and allow it to feel more dire. I assume it has been suggested before, but in conjunction with this, I would love to see a more complex approach to injuries taken to different parts of the body. That is, hits to the arms could be less immediately critical, in the sense that a shot to the arm is not likely to knock me on the ground and immobilize me, but they might drastically increase weapon sway, and perhaps reload time and grenade throw distance, or completely inhibit grenade throwing. Shots to the legs, meanwhile, could prove far more capable of incapacitating a player, since I'll be damned if you are going to stay on your feet after a 7.62mm projectile has slammed into your femur. Overall, I think making the consequences of taking a hit of any sort more varied and severe would give firefights a more exciting feel.