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#1 |
![]() Join Date: Jun 2010
Reputation: 11
Posts: 307
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Ragdolls & Bleedout What happened?
Alright so, this has been brought up a few times before (once by me again) and I feel the need to bring it up again. What happened to the Ragdolls and bleedout? I mean for what reason did they disable these things? I have thought about this for awhile and could only think of a few reasons why they would disable these things, some of them silly.
1. To test something in particular. (Most likely... Hopefully) What do they need to test that requires ragdolls and bleedout to be turned off completely? To make more heat maps? That can't be it because if I recall correctly, the first heat map of train that I saw was when ragdoll and bleedout was turned on. 2. To please the 1.6 crowd. Really? That certainly cannot be the reason, and if it is that is just so incredibly silly it makes me lose all faith in Valve and HPE. 3. To make the game not feel like L4D CS. I remember seeing this same bleedout effect in L4D2 when one of the survivors died. I don't see how this is a problem though, even if it is the exact same animation effect in L4D I see no reason to disable it when they could just rework the effect all together to have a more randomized bleedout effect. But then again this is just the bleedout and not the ragdoll. I really cannot think of any other reasons to why they disabled these awesome features. If they did just remove them temporary and this post is all for not, than good. But if they intend to keep these features out of the game I hope someone from Valve reads this and realizes what they did and re-enables them, tells us why they temporary disabled them, or at least gives a justification on why they disabled these things. -------------------------------------------------------- A couple Good Reasons to re-enable Bleedout and Ragdoll. 1. Bleedout adds more to the game. When I first got into the CS:GO beta this was the most unique thing I found about it. The bleedout actually added some 'tacticalness' to the game, a fresh body that was recently killed bled out, informing everyone who could visually see the body that this person was recently killed. And after awhile, the pool of blood around the body disappeared indicating that it was no longer a recently deceased body. I thought this was the coolest thing, I dont know about you guys... but I loved watching the blood flow from my enemy's body as he laid on the ground, drawing his last breathe.. 2. Ragdolls Are FUN and add Realism I think we all have ran up to a body in CSS and littered it with bullets just to watch it jerk around on the floor, this alone adds gameplay . When someone dies, they ragdoll completely(unless of course they get death twitches but that's another story that the Zeus takes care of this pretty well) leaving their body limp. Also most modern games have ragdolls, this is not anything new. Its been around for along time now, and a new game like CS:GO should definitely have them.3. Bleedout+Ragdolls= Fun, 'Tacticalness', and Realism. Nuff Said. ---------------------------------------------------------- So what do you guys think? Can you think of any other reason in particular why Valve disabled these things? Do you think they will re-enable them? And if they are testing something in particular what could it be? ------------------------------------------------------------------------------- Vote to Bring it Back Bleedout!!! http://64bitvps.com/csgo/ticket/blee...d-be-re-added/ Vote to Bring Back Post-Death Ragdolls!!! http://64bitvps.com/csgo/ticket/brin...eath-ragdolls/ Last edited by steelblade5858: 09-18-2012 at 09:32 PM. |
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#2 |
![]() Join Date: Apr 2012
Reputation: 642
Posts: 3,024
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I love the bleedout, it helped to see on the Source engine if you hit someone rather than looking for blood decals.
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#3 |
![]() Join Date: May 2010
Reputation: 73
Posts: 1,330
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EDIT: Nevermind.
Last edited by Roessler89: 06-09-2012 at 09:41 PM. Reason: All good :) |
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#4 |
![]() Join Date: Jun 2010
Reputation: 11
Posts: 307
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I think your thinking about the literal blood spewing from your person when you get hit, which is awesome don't get me wrong. But I am talking about about the pool of blood that would form around the body after you killed someone.
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#5 |
![]() Join Date: May 2009
Reputation: 484
Posts: 1,541
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I'm hoping it's just a temporary thing and both will be reenabled soon.
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#6 | |
![]() Join Date: Jun 2010
Reputation: 11
Posts: 307
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Quote:
I was referring to the fact after you kill someone with the Zeus(tazer) ingame their body twitches slightly. |
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#7 |
![]() Join Date: Apr 2012
Reputation: 642
Posts: 3,024
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Oh that, eh I don't care. Honestly as soon as possible I'll be running a Casey's Config for GO which will remove any bodies.
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#8 |
![]() Join Date: May 2010
Reputation: 73
Posts: 1,330
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#9 |
![]() Join Date: Jun 2010
Reputation: 11
Posts: 307
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#10 | |
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Banned
Join Date: Mar 2012
Reputation: 13
Posts: 739
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#11 | |
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Banned
Join Date: Nov 2011
Reputation: 12
Posts: 627
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#12 |
![]() Join Date: Mar 2010
Reputation: 665
Posts: 2,505
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Chet said they were experimenting with a host of things atm, these can be added to the list.
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#13 |
![]() Join Date: Jun 2010
Reputation: 11
Posts: 307
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#14 |
![]() Join Date: Nov 2009
Reputation: 86
Posts: 1,235
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I want this back. It seriously was one of those nice little things CS:GO had when i got the beta.
The bleedout effect should be longer tho, and it may have some problems with gungame/arsenal mode where people respawn quickly. But they could just make a trigger after 3 seconds or something. Same goes for ragdolls. If nothing else, make this PC only if consoles have a problem with physics. |
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#15 | |
![]() Join Date: May 2010
Reputation: 73
Posts: 1,330
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