Modifié par TheGHalfMan, 23 février 2012 - 07:32 .
BIoware developers Hear our pleas! Please reconsider implementing the holster option back into Mass Effect 3
#376
Posté 23 février 2012 - 07:31
#377
Posté 23 février 2012 - 07:40
jedierick wrote...
Capeo wrote...
What I don't get is that if you change weapons you holster one and take out the other, so that animation is there. So what BW is really saying is they couldn't have a hub world walking animation in there? Makes no sense.
Dang, I honestly never thought of this..... the animation for the weapon holstering is already there, you do it if you change weapons. This makes it seem even worse now. They said that there is no enough memory for the animation, but the animation of holstering each weapon is already there. Now I am even more confused as to why it is not there.
Crom shines on you CAPEO, you rock for pointing this out.
This was already discussed in the previous topic, but I'll just mention it again quickly since I'm not sure that it's clear. The main issue was with the set of exploration idles and locomotion anims of which there are a significant number.
Hope that's a bit more clear. :happy:
#378
Posté 23 février 2012 - 07:47
Brenon Holmes wrote...
jedierick wrote...
Capeo wrote...
What I don't get is that if you change weapons you holster one and take out the other, so that animation is there. So what BW is really saying is they couldn't have a hub world walking animation in there? Makes no sense.
Dang, I honestly never thought of this..... the animation for the weapon holstering is already there, you do it if you change weapons. This makes it seem even worse now. They said that there is no enough memory for the animation, but the animation of holstering each weapon is already there. Now I am even more confused as to why it is not there.
Crom shines on you CAPEO, you rock for pointing this out.
This was already discussed in the previous topic, but I'll just mention it again quickly since I'm not sure that it's clear. The main issue was with the set of exploration idles and locomotion anims of which there are a significant number.
Hope that's a bit more clear. :happy:
Well, what about the other topic of having the ability to at least lower the weapon? Would that also be an issue with the set of exploration idles and locomotion anims?
Modifié par dhale1975, 23 février 2012 - 07:55 .
#379
Posté 23 février 2012 - 07:55
dhale1975 wrote...
Brenon Holmes wrote...
jedierick wrote...
Capeo wrote...
What I don't get is that if you change weapons you holster one and take out the other, so that animation is there. So what BW is really saying is they couldn't have a hub world walking animation in there? Makes no sense.
Dang, I honestly never thought of this..... the animation for the weapon holstering is already there, you do it if you change weapons. This makes it seem even worse now. They said that there is no enough memory for the animation, but the animation of holstering each weapon is already there. Now I am even more confused as to why it is not there.
Crom shines on you CAPEO, you rock for pointing this out.
This was already discussed in the previous topic, but I'll just mention it again quickly since I'm not sure that it's clear. The main issue was with the set of exploration idles and locomotion anims of which there are a significant number.
Hope that's a bit more clear. :happy:
Well, what about the other topic of having the ability to at least lower the weapon? Would that also be an issue with "the set of exploration idles and locomotion anims"?
thats even dumber than the whole holstering your weapon garbage . I do not want that crap in the game neither .
#380
Posté 23 février 2012 - 07:59
CerberusSoldier wrote...
dhale1975 wrote...
Brenon Holmes wrote...
jedierick wrote...
Capeo wrote...
What I don't get is that if you change weapons you holster one and take out the other, so that animation is there. So what BW is really saying is they couldn't have a hub world walking animation in there? Makes no sense.
Dang, I honestly never thought of this..... the animation for the weapon holstering is already there, you do it if you change weapons. This makes it seem even worse now. They said that there is no enough memory for the animation, but the animation of holstering each weapon is already there. Now I am even more confused as to why it is not there.
Crom shines on you CAPEO, you rock for pointing this out.
This was already discussed in the previous topic, but I'll just mention it again quickly since I'm not sure that it's clear. The main issue was with the set of exploration idles and locomotion anims of which there are a significant number.
Hope that's a bit more clear. :happy:
Well, what about the other topic of having the ability to at least lower the weapon? Would that also be an issue with "the set of exploration idles and locomotion anims"?
thats even dumber than the whole holstering your weapon garbage . I do not want that crap in the game neither .
Who cares what you want? You are already getting the game you want (the one without holstering), so what are you actually complaining about???
Modifié par dhale1975, 23 février 2012 - 08:16 .
#381
Posté 23 février 2012 - 08:12
Brenon Holmes wrote...
This was already discussed in the previous topic, but I'll just mention it again quickly since I'm not sure that it's clear. The main issue was with the set of exploration idles and locomotion anims of which there are a significant number.
Hope that's a bit more clear. :happy:
Hey Brennon, if you are still reading this thread, I'd like to ask a quick question. Is is theoretically possible for modders to somehow enable the already present holstering animation from hub areas to the explorable areas? If the code already exists, could we not just modify the flag that activates holstering and add a keybind to trigger it on command?
I am, of course, speaking of PC here. Since we have no memory limitation issues, the only hurdle to reintroducing holster is somehow modifying the animation into places it wasn't originally intended to be used.
#382
Posté 23 février 2012 - 08:32
#383
Posté 24 février 2012 - 12:10
But what about this Brennon? Could this be implemented at least?Brenon Holmes wrote...
jedierick wrote...
Capeo wrote...
What I don't get is that if you change weapons you holster one and take out the other, so that animation is there. So what BW is really saying is they couldn't have a hub world walking animation in there? Makes no sense.
Dang, I honestly never thought of this..... the animation for the weapon holstering is already there, you do it if you change weapons. This makes it seem even worse now. They said that there is no enough memory for the animation, but the animation of holstering each weapon is already there. Now I am even more confused as to why it is not there.
Crom shines on you CAPEO, you rock for pointing this out.
This was already discussed in the previous topic, but I'll just mention it again quickly since I'm not sure that it's clear. The main issue was with the set of exploration idles and locomotion anims of which there are a significant number.
Hope that's a bit more clear. :happy:
apoc_reg wrote...
An idea!
When you approach a
wall shep lowers his gun..... so how about when there are no bad guys
and you are standing still have him/her lower their gun and free up the
camera.
No animations needed as its reusing an existing one and gives us a nice option for stopping and admiring the view!
Decent idea?
#384
Posté 24 février 2012 - 12:12
dhale1975 wrote...
Brenon Holmes wrote...
jedierick wrote...
Capeo wrote...
What I don't get is that if you change weapons you holster one and take out the other, so that animation is there. So what BW is really saying is they couldn't have a hub world walking animation in there? Makes no sense.
Dang, I honestly never thought of this..... the animation for the weapon holstering is already there, you do it if you change weapons. This makes it seem even worse now. They said that there is no enough memory for the animation, but the animation of holstering each weapon is already there. Now I am even more confused as to why it is not there.
Crom shines on you CAPEO, you rock for pointing this out.
This was already discussed in the previous topic, but I'll just mention it again quickly since I'm not sure that it's clear. The main issue was with the set of exploration idles and locomotion anims of which there are a significant number.
Hope that's a bit more clear. :happy:
Well, what about the other topic of having the ability to at least lower the weapon? Would that also be an issue with the set of exploration idles and locomotion anims?
Excactly! Is there a way at least this could be patched in Brennon?
#385
Posté 24 février 2012 - 12:47
#386
Posté 24 février 2012 - 01:11
some sort of statement aside from the already known "it was because of memory issues with the consoles" would be nice.
Are there people discussing the issue, many players have with this feature missing/removed? Are you just sitting it out until the game sold enough copies? Does Bioware even care?
Just a little info would be nice. Don't keep us customers in the dark.
Looking forward to read something.
Best regards,
Sol
Modifié par SolveighS, 24 février 2012 - 01:23 .
#387
Posté 24 février 2012 - 01:38
Brenon Holmes wrote...
This was already discussed in the previous topic, but I'll just mention it again quickly since I'm not sure that it's clear. The main issue was with the set of exploration idles and locomotion anims of which there are a significant number.
Hope that's a bit more clear. :happy:
Why not replace all those problematic animations by a "simple" camera move? when not in combat have the camera step back and center on Shep, a fight starts and the camera snaps back behind Shep centered on the weapon. That would be very minimalist (no holstering, no idel animations, just a better point of view) yet it would do the trick (as far as I'm concerned of course).
#388
Posté 24 février 2012 - 01:56
#389
Posté 24 février 2012 - 02:08
#390
Posté 24 février 2012 - 02:11
IndyHu5ker wrote...
So let's see then, my shep is going to be walking around the citadel with my gun a blazing out no matter what? what about visiting back to the shadow brokers ship, will you have to carry the gun out the entire time as well?
No. Holstered in non-combat areas, gun out in "combat" zones. Problem is, even after you clear enemies within a combat area, you still can't holster the gun like you could in ME2.
Modifié par dhale1975, 24 février 2012 - 02:18 .
#391
Posté 24 février 2012 - 02:13
Modifié par dhale1975, 24 février 2012 - 02:17 .
#392
Posté 24 février 2012 - 03:01
dhale1975 wrote...
IndyHu5ker wrote...
So let's see then, my shep is going to be walking around the citadel with my gun a blazing out no matter what? what about visiting back to the shadow brokers ship, will you have to carry the gun out the entire time as well?
No. Holstered in non-combat areas, gun out in "combat" zones. Problem is, even after you clear enemies within a combat area, you still can't holster the gun like you could in ME2.
This. In "safe" locations, your gun is put away by default and I'd assume you can't even take it out. In combat areas, it's out even when there is nobody around, thus making it difficult to check things out.
#393
Posté 24 février 2012 - 04:06
dhale1975 wrote...
CerberusSoldier wrote...
dhale1975 wrote...
Brenon Holmes wrote...
jedierick wrote...
Capeo wrote...
What I don't get is that if you change weapons you holster one and take out the other, so that animation is there. So what BW is really saying is they couldn't have a hub world walking animation in there? Makes no sense.
Dang, I honestly never thought of this..... the animation for the weapon holstering is already there, you do it if you change weapons. This makes it seem even worse now. They said that there is no enough memory for the animation, but the animation of holstering each weapon is already there. Now I am even more confused as to why it is not there.
Crom shines on you CAPEO, you rock for pointing this out.
This was already discussed in the previous topic, but I'll just mention it again quickly since I'm not sure that it's clear. The main issue was with the set of exploration idles and locomotion anims of which there are a significant number.
Hope that's a bit more clear. :happy:
Well, what about the other topic of having the ability to at least lower the weapon? Would that also be an issue with "the set of exploration idles and locomotion anims"?
thats even dumber than the whole holstering your weapon garbage . I do not want that crap in the game neither .
Who cares what you want? You are already getting the game you want (the one without holstering), so what are you actually complaining about???
I am just being a voice against the whole idea of bringing back something stupid like this . you get that in non combat areas so you should deal with it .
#394
Posté 24 février 2012 - 04:20
CerberusSoldier wrote...
I am just being a voice against the whole idea of bringing back something stupid like this . you get that in non combat areas so you should deal with it .
So you're happy, we get it already, but some of us don't like to walk around like a renedouche in game shoving our gun in the face of every NPC we talk to in the so called "combat zones".
If you don't want to use an optional feature then don't use it, no one is holding a gun to your face and forcing you to holster your weapon if you don't want to.
I certainly can't and wouldn't want to use that silly kinect gimmick that they've spent so much of their effort on to implement.
#395
Posté 24 février 2012 - 04:25
Finis Valorum wrote...
CerberusSoldier wrote...
I am just being a voice against the whole idea of bringing back something stupid like this . you get that in non combat areas so you should deal with it .
So you're happy, we get it already, but some of us don't like to walk around like a renedouche in game shoving our gun in the face of every NPC we talk to in the so called "combat zones".
If you don't want to use an optional feature then don't use it, no one is holding a gun to your face and forcing you to holster your weapon if you don't want to.
I certainly can't and wouldn't want to use that silly kinect gimmick that they've spent so much of their effort on to implement.
No what this sounds like is anyone who is not down with this idea is wrong . They clearly said you get that in non combat areas . but it makes no sense in combat areas to holster your weapon at all . I forgot BSN does not follow the logical understqanding of things even when the developers have made it clear on why it was removed . I am glad its gone it and should stay gone its there in non combat areas so are you really losing anything .
#396
Posté 24 février 2012 - 04:28
IndyHu5ker wrote...
So let's see then, my shep is going to be walking around the citadel with my gun a blazing out no matter what? what about visiting back to the shadow brokers ship, will you have to carry the gun out the entire time as well?
No you do not have it out in non combat areas . its only out in combat areas which it should be
#397
Posté 24 février 2012 - 08:23
CerberusSoldier wrote...
Finis Valorum wrote...
CerberusSoldier wrote...
I am just being a voice against the whole idea of bringing back something stupid like this . you get that in non combat areas so you should deal with it .
So you're happy, we get it already, but some of us don't like to walk around like a renedouche in game shoving our gun in the face of every NPC we talk to in the so called "combat zones".
If you don't want to use an optional feature then don't use it, no one is holding a gun to your face and forcing you to holster your weapon if you don't want to.
I certainly can't and wouldn't want to use that silly kinect gimmick that they've spent so much of their effort on to implement.
No what this sounds like is anyone who is not down with this idea is wrong . They clearly said you get that in non combat areas . but it makes no sense in combat areas to holster your weapon at all . I forgot BSN does not follow the logical understqanding of things even when the developers have made it clear on why it was removed . I am glad its gone it and should stay gone its there in non combat areas so are you really losing anything .
But dear BSN soldier, you do loose something,
You loose immersion, wich is what a game like this is all about. (for a lot of us)
Im one of those players that after most firefights in ME1, Holstered my weapon, assesed the situation and looked around.
The combination of (on PC) very narrow FOV and Gun outstretched let you see very little of the often beautifully crafted enviromnents.
I can see your point if you are a straight shooter player, running around most of the time looking for the next fight, but for the rather large group who enjoys exploration and immersion it is a loss.
Since memory constraints are not a problem on certain platforms, would a modding solution be possible?
C
Modifié par Crilloan, 24 février 2012 - 08:35 .
#398
Posté 24 février 2012 - 08:35
MrAtomica wrote...
Hey Brennon, if you are still reading this thread, I'd like to ask a quick question. Is is theoretically possible for modders to somehow enable the already present holstering animation from hub areas to the explorable areas? If the code already exists, could we not just modify the flag that activates holstering and add a keybind to trigger it on command?
I am, of course, speaking of PC here. Since we have no memory limitation issues, the only hurdle to reintroducing holster is somehow modifying the animation into places it wasn't originally intended to be used.
I can't see it happening. wouldn't you also need to load the holstering animation into memory for the explorable areas? I don't think we get access to those codes
the proposed changes in one of the other mega long threads seems more posssible since you're grabbing a henchman animation (that is already in memory) and slapping it onto shepard. although to be frank there's prob alot more work involved then just that since taking an animation not designed for Shepard and slapping it onto Shepard is bound to cause issues.
#399
Posté 24 février 2012 - 08:47
Lowering your weapon isn't stupid. It's keeping you from fatigueing your arms to the point where you might as well not be carrying a weapon.CerberusSoldier wrote...
No what this sounds like is anyone who is not down with this idea is wrong . They clearly said you get that in non combat areas . but it makes no sense in combat areas to holster your weapon at all . I forgot BSN does not follow the logical understqanding of things even when the developers have made it clear on why it was removed . I am glad its gone it and should stay gone its there in non combat areas so are you really losing anything .
You rave about the alternative that doesn't actually holster your weapon and solves the problem most people have with the lack of holstering (free cam, not looking like a douche, better FOV), but don't take the time to actually understand what they are saying.
#400
Posté 24 février 2012 - 09:12
Poison_Berrie wrote...
Lowering your weapon isn't stupid. It's keeping you from fatigueing your arms to the point where you might as well not be carrying a weapon.CerberusSoldier wrote...
No what this sounds like is anyone who is not down with this idea is wrong . They clearly said you get that in non combat areas . but it makes no sense in combat areas to holster your weapon at all . I forgot BSN does not follow the logical understqanding of things even when the developers have made it clear on why it was removed . I am glad its gone it and should stay gone its there in non combat areas so are you really losing anything .
You rave about the alternative that doesn't actually holster your weapon and solves the problem most people have with the lack of holstering (free cam, not looking like a douche, better FOV), but don't take the time to actually understand what they are saying.
so you want to look around in a combat area that is even dumber and stupid . oh I forgot there is a war going on in this game . if the game had a fatigue system I might buy that part but it does not have one . oh I understand I just find it utterly stupid when EA has said you can do that in non combat areas of the game . you are not losing anything





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