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Pro Tak needs Impact Deflection on the Initial Impact

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Old 05-21-2009, 07:37 PM   #17
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Re: Pro Tak needs Impact Deflection on the Initial Impact

Pro-Tak is not resolving the lack of physics. It is attempting to disguise some of the clear deficient aspect of the games. That being that after 5 years, and a new console, they have built an engine that at most allows 3 men in a tackle.

Why can't they stop patching the current engine and just rebuild? It's been 5 years Ian. I know EA wants to get as much return on the investment of the current engine, but these disguises are not going to cut it. Give us what you are promising in a new engine.

This is comparable to us purchasing a sports car that is really just a sedan, and yearly upgrading the car with the hopes that it will become a sports car. Come on, a NEON will never be a Viper.

Example: Defensive player 25 attempts tackle, tackle is deflected as angle of attack, and running back spin causes him to fail.

http://www.youtube.com/watch?v=llJmU...e=channel_page

Example 2: Look at this stiff arm, it looks natural at the point of attack.

http://www.youtube.com/watch?v=YX7mV...e=channel_page
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Old 05-21-2009, 07:51 PM   #18
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Re: Pro Tak needs Impact Deflection on the Initial Impact

yeeaaah... so apf doesn't have a pure physics engine that computes everything realtime... im pretty sure no game does. what you can argue is that the animations need to have more bend in them but pro-tak does resolve a big problem which is being locked in animations... like you are in APF. just saying, im sure when everything can be calculated in realtime, they will be. oh and right about now, you're probably thinking of euphoria but that doesnt work since people arent rag dolls.
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Old 05-21-2009, 08:50 PM   #19
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Re: Pro Tak needs Impact Deflection on the Initial Impact

Quote:
Originally Posted by adembroski
Yes... the CD protak was much better, except for some weird guys-not-finding-a-way-to-latch-on issues.
Good news!
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Old 05-21-2009, 09:12 PM   #20
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Re: Pro Tak needs Impact Deflection on the Initial Impact

Quote:
Originally Posted by project_mist
It ain't going to happen Apex. The engine was never intended to have physics be the deciding factor for what happens on the field. All we keep seeing is mo-cap that is disguised of being working physics engine.

I noticed this in one of the videos where the running back was running into the endzone, pile up started to occur and a player was suctioned into the pile before the running back scored. Why would a player get sucked into a pile if it were not a predetermined animation?

If we ever hope to get physics in this game, they will need to build a new engine. EA won't bother to do that till the next generation of consoles are released. Why build a engine with functioning physics when the engine that they have will still sell?

I just hope that if they hold the rights to NFL, and College in the future, they don't give us a bare bones engine, and slowly implement things back into the game as if they are withholding the technology ala the first two engines.

Love the optimism

Honestly, it's been mentioned time and time again, Pro-Tak is a work in progress and we probably won't see its full potential until the game goes gold. Ian has proven enough, in my opinion, to get the benefit of the doubt on this one.
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Old 05-21-2009, 09:14 PM   #21
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Re: Pro Tak needs Impact Deflection on the Initial Impact

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Originally Posted by apexbronx
Instead of Ball Carrier's freezing in place and Hugging on Impact with would be Tacklers there should be Instead Impact deflection in a Direction based on the Impact of the players momentum and weight. The only time Hugging in place should occur is when momemtum is at or near zero, this is when strength and then weight are the dominate factors when momentum is slowing down or stopped.

I Trust Ian is or has fixed this
You're getting a little better with the caps. lol
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Old 05-21-2009, 09:32 PM   #22
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Re: Pro Tak needs Impact Deflection on the Initial Impact

Quote:
Originally Posted by apexbronx
Instead of Ball Carrier's freezing in place and Hugging on Impact with would be Tacklers there should be Instead Impact deflection in a Direction based on the Impact of the players momentum and weight. The only time Hugging in place should occur is when momemtum is at or near zero, this is when strength and then weight are the dominate factors when momentum is slowing down or stopped.

I Trust Ian is or has fixed this
I'm sure ian will have this on point but, we won't know for sure until we see more vids and when the game comes out.
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Old 05-22-2009, 01:15 AM   #23
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Re: Pro Tak needs Impact Deflection on the Initial Impact

Sure wish we could get an update from Ian concerning the Pro Tak fears we all have in the back of our heads
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Old 05-22-2009, 01:34 AM   #24
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Re: Pro Tak needs Impact Deflection on the Initial Impact

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I think more and more videos are going to be coming out by our marketing department and from preview events...just wanted to let you guys know what's missing from the feature still that we are working on (this also is a bit of a response to apex and co. and their critiques).

The biggest missing feature is probably carrying through velocity from original animations -> PRO-TAK. You can see that on the Lendale White video...meaning that when players transition from a normal mocap tackle into PRO-TAK stuff their velocities get zeroed out (meaning they stop in place). This will definitely be addressed before we ship...our goal is that you don't even notice the transition from one to the other...it should just look like another guy added on seamlessly. This is causing a lot of the feeling of "it needs more umph"...

Second biggest is the "warping" into the PRO-TAK multi-man stuff. This hasn't been tuned really so guys are just 'suction-ing' like magnets to the ballcarrier. Also when the guys add on the goal is that they drastically effect the pile's velocity and positioning and stuff...right now they just attach and that's about it. Again when the feature is actually done you should feel a lot more 'power' when these guys hit the pile.

The "endless chopping" stuff is often turned on for demo purposes...this will really not happen in the game when it ships...you'll see a guy drive forward and they'll then get pushed to fall forward or backward (or sideways or whatever) way quicker than just standing up chopping their feet.

Lastly, we really don't have barely any animation variety in there yet. We're looking to at least add quadruple the amount of stuff to keep it fresh. We've built some new tech this year that basically swaps the animation banks for each PRO-TAK set of animations after they play (moving them to the end of the list after they do), but up until basically today we haven't had the variety to swap. That will be coming very soon as well.

So anyway, I don't want to act like I don't want feedback from you guys as you see the new stuff...all of it is valuable and please keep posting...but I also wanted to let you know what we're currently working on. We definitely aren't going to be spending our whole cycle on this tech to have it not come out looking perfect. We just have to balance the needs of marketing to show stuff early even when it's not done.

- Ian

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