They have a new engine so things would naturally be slightly different. It seems like this can be altered throughout time though because specific things still trigger the loved ragdoll effects.
I have a feeling this complaint is more of a personal matter of taste. The new death animations that make a body act like it really would, rather than a rag doll dropping like a sack of potatoes, are more realistic to me.
I think it is partially that it is slightly more realistic that when someone dies they don’t usually go instantly limp. The rag doll does appear to kick in after a few moments for most deaths but I’d agree that the instant rag doll made for much more funny death animations. Instant ragdoll does still seem to be there especially in instances where you melee an enemy in the back, but even then the body won’t always go flying. May be a bug or inconsistency within the game engine about when ragdoll physics are being applied to character models.
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> I think it is partially that it is slightly more realistic that when someone dies they don’t usually go instantly limp. The rag doll does appear to kick in after a few moments for most deaths but I’d agree that the instant rag doll made for much more funny death animations. Instant ragdoll does still seem to be there especially in instances where you melee an enemy in the back, but even then the body won’t always go flying. May be a bug or inconsistency within the game engine about when ragdoll physics are being applied to character models.
I sometimes here the argument that ragdolls are more realistic but I highly disagree.
When you get a triple kill and all 3 deaths trigger the exact same animation right In a row its highly unrealistic.
I don’t think they’re doing this on purpose. My guess is they didn’t have enough time to tweak the physics so they just reused animations from Halo 4 as a way to cut corners and save development time.
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> > 2533274866022405;4:
> > I think it is partially that it is slightly more realistic that when someone dies they don’t usually go instantly limp. The rag doll does appear to kick in after a few moments for most deaths but I’d agree that the instant rag doll made for much more funny death animations. Instant ragdoll does still seem to be there especially in instances where you melee an enemy in the back, but even then the body won’t always go flying. May be a bug or inconsistency within the game engine about when ragdoll physics are being applied to character models.
>
> I sometimes here the argument that ragdolls are more realistic but I highly disagree.
>
> When you get a triple kill and all 3 deaths trigger the exact same animation right In a row its highly unrealistic.
>
> I don’t think they’re doing this on purpose. My guess is they didn’t have enough time to tweak the physics so they just reused animations from Halo 4 as a way to cut corners and save development time.
I definitely agree with you that canned animations for deaths do get repetitive and old really quickly. I guess what I was trying to say was it seems like in the first tech test that the character model would have a slight predetermined animation at the beginning for most deaths, and then the game would seem to switch to the ragdoll physics for the body afterward when the body was halfway to the ground. That did lead to a lot of the death animations from normal gun kills looking very similar if not exactly the same. My biggest gripe with the death animations are that I hope that kills with power weapons like Rockets, the Skewer, or the Gravity Hammer would always trigger more of a knockback/instant ragdoll where the character model would fly across the map. It just makes more sense with those weapons. Being impaled by a giant skewer would send anybody flying, and the gravity hammer has gravity in its name for a reason lol.
The main issue is that pre-set animations can get old really fast especially when multiple people die at once and all proc the same animation. also while they might make sense sometimes it doesnt make sense that someone could be crushed by a hammer and just do a animation.
so basically are ragdolls the most realistic? maybe not, but they would add fun factor to the game and thats whats ultimately important
Ragdolling still happens though, doesn’t it? Just not as much. I do dislike how enemies just flop over when you kill them with something like a gravity Hammer but thats just such an incredibly infinitesimal gripe that I cannot bring myself to really care tbh. More ragdolling could be cool, but im more concerned with how fun the game is.
I think explosives and melees should have rag doll but normal gun shooting a death animation is fine. I found it odd that hitting someone with rockets leads to a stagnant death animation. Same with grenades. They’re explosions afterall
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> The main issue is that pre-set animations can get old really fast especially when multiple people die at once and all proc the same animation. also while they might make sense sometimes it doesnt make sense that someone could be crushed by a hammer and just do a animation.
>
> so basically are ragdolls the most realistic? maybe not, but they would add fun factor to the game and thats whats ultimately important
In my eyes they are more realistic because even if they can be a bit wonky it’s still natural physics and movement that allow for any number of ways for a body to fall down and react to the environment. Natural movement and physics with out predetermined repetitive animations are obviously more realistic than canned animations because it’s literally physics based. of course it’s more realistic.