Longer slomo

What about werewolves?

Moderator: Scout

Longer slomo

Postby JohnWoo » Sat Aug 16, 2014 11:40 am

The best moments i have had in game was with slomo and stunts together.
You really get this wow effect.

But usually the slomo effect lasts so little time that it ends before you really get to enjoy from the effect.

I suggest make the effect longer.

P.s does it affect the whole level and all the players or just the once which are near the player who activated it.
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Re: Longer slomo

Postby Scout » Sun Aug 17, 2014 12:53 am

Slow motion is line-of-sight. So anyone who can see anyone who is in slow motion gets slow motion. So if A can see B and B can see C, when player A activates slow motion, all three players get slow-mo'd, even if there is no direct line-of-sight between player A and player C.

If you want to be able to "store" more slow motion seconds for a longer total time in slow-mo, select the reflexes perk.
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Re: Longer slomo

Postby JohnWoo » Sun Aug 17, 2014 2:58 am

OK, thanks for clarification!
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Re: Longer slomo

Postby clankill3r » Mon Aug 18, 2014 4:56 pm

So if A can see B and B can see C, when player A activates slow motion, all three players get slow-mo'd, even if there is no direct line-of-sight between player A and player C.


That would be the proper way, but are you sure it is like that?
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Re: Longer slomo

Postby Scout » Mon Aug 18, 2014 11:25 pm

clankill3r wrote:
So if A can see B and B can see C, when player A activates slow motion, all three players get slow-mo'd, even if there is no direct line-of-sight between player A and player C.


That would be the proper way, but are you sure it is like that?


Just checked over the code; above description is accurate. There is one other edge case: if player X and player Y are very close to one another but can't see each other (opposite sides of a thin wall) and X activates slow motion, Y will also be slow-mo'd, for as long as they're close to each other.

As a side note, sometimes slow motion snaps in and out in quick succession. An attempt was made to adjust for this but it spiralled into all players across the map being caught in a cascade of residual slow motion, so that attempt was abandoned (for now).

Lag can also cause it to seem like you're being hit with slow motion when nobody is in line of sight (or vice versa), because the state of the game isn't perfectly synchronous between client and server.
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