3 second immobile animation to get down and 5-6 seconds on getting back up. Do it in combat and your dead. You would atleast get rid of people abusing it by getting down and up all the time.
We could potentially test this ourselves and show the results to SV that hitboxes while in crouch may actually work just like they do while standing upright. If it does, then all SV has to do is make it official by adding a function key for it just like we have for sprint, walk, etc.you could even move in squat by numlocking while doing itand steering with mouse, so they have animation basics
But that way people will abuse it in combat to get away, its easy enough to run away currently imo.Make it 1-2 second animation to get into and out of so we don't have more Grandpa Online 2
Just put a decent stamina cost on it, I don't care if people wan't to bob up and down, why on earth shouldn't you be able to duck under an incoming swing anyway.
I find this statement ridiculous. There are always ways to balance. For extreme example, take 3/4ths of stamina for one crouch, have fun with your crouch.Because that does not work with the way prediction, movement, swings etc. in Mortal Online 2 work. It would be unreliable at best and heavily abuse-able at the worst.
I find this statement ridiculous. There are always ways to balance. For extreme example, take 3/4ths of stamina for one crouch, have fun with your crouch.
If you could explain a little more why that would be helpful else I shall just type the opposite so you can see how unhelpful it is.
'The way prediction, movement, swings etc. in MO2 work, crouch would fit in and work really well.'
Well its not much of a trap is it, you try to crouch and it does not work well so you don't do it again.If it would take that much stamina no one would use it in combat, which is fine.
Crouch in combat does not work because the clients don´t update fast enough to make any suble dodging possible. Footwork is passive in Mortal, as in you move in a way that makes you less likely to be hit. Swings are not properly synchronized even after the update that slowed everything down. So the only way for a crouch machanic to be useful in combat would be to break animations or bug your character out.
There is no point in putting a combat mechanic in that will be completely unreliable. It will just end up as another trap for noobs who think they can dodge, but then get frustrated because the other players hit them in the face. Cause on his screen the crouch hasn´t happend yet.
There you go.
Already exists, but whats wrong with creeping around, it tends to be a big part of hunting.Make it an out of combat animation locked situation like sitting (resting). You can crouch but you cant move. This means you can hide but you cant creep around.
Nothing is wrong with creeping around but if it’s difficult to implement then at least give people the squat emote as a standard feature that can be bound to a keyAlready exists, but whats wrong with creeping around, it tends to be a big part of hunting.
While probably no gamer is against this option I do wonder how it would look in term of prediction.
The system has a hard time handling people looking up and down and spinning. So I think if a crouch is added is needs to be super slow so it won´t be abused in combat situations.
I believe one of the reason could be data. You still have to load all those crouching and prone players in their various states and tell each client about that state.