Combat, environment interaction, physics, and the engine

Post » Thu Jan 24, 2013 9:09 am

Hail,

The custom engine for ESO uses havok physics, or so I have read. It also appears to be somewhat near infinity graphically upgrade-able much like I have found skyrim to be (I have HD mods that make it look almost better than real life.)

I have a new gamer site in the works, and am hoping to get some form of interview with Zeni that consists of questions not normally asked for the sites opening. I will base those questions on answers I receive here, and elsewhere.

Two questions for this thread:

1. I am not a huge fan of Assassins Creed III, however the environment interaction (climbing trees, scaling walls, etc.) and the timed style combat is superb. Real life combat is semi slow, as Creed depicts it. If some form of latency equalizer was set in place, and an automatic area of affect which semi slowed all affected players and NPC's when it came time to react was enabled, and environments were modified over time for interaction -- would the ESO engine be able to be modified to support such a style of gameplay? It becomes more and more apparent that content updates keep players going, but do little to keep new players signing up. Ever evolving gameplay style in this direction, I believe, would do this, as it seems to be what people want.

2. Would it be possible for the engine to support graphic updates as well?

From what I have read over and over again, these questions are more of a complaint, but never asked.

Gimme more land area, sure. A new creature, okay. Some spells and weapons, great. Evolving gameplay and graphics that can go toe to toe with the best single players out there, drop some jaws!
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Nicole Coucopoulos
 
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Post » Thu Jan 24, 2013 3:28 am

By the look of the latest video trailer from Zenimax, scaling walls in in the game, otherwise that whole part about them scaling that wall is pretty bogus and I don't see why they would devote that much of a trailer to a feature that is not even in the game....
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Ells
 
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