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Squig Herder

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  • ZorgoZorgo Member UncommonPosts: 2,254
    Originally posted by AstralGeth


    More fanboi attacks...
    You don't agree that basic animations should be a little more polished before release?



     

    That depends. Assuming they had a lot of things on the plate to finish before release - should we have sacrificed class balancing for polished animations? Should we have sacrificed game-breaking bugs to have polished animations? Should we have sacrificed content for polished animatios?

    Or are you really suggesting that no game should ever be released before 100% perfect polish? If that's the case, then you better start helping to bankroll devs for 8 to 12 years before you ever need money coming in from subs.

    If you aren't suggesting 100% perfect polish before release, let us know: what is below polished animations on the priority list? First, list everything that WAR prioritized above animation polish and explain how those things should have been left until after. Or list all of the things they polished about animations and then explain why the bow string should have trumped the animations they did work on.

    My thought is you didn't really think about reality in any way shape or form before making that comment.

  • AstralGethAstralGeth Member Posts: 197

    It doesn't matter what previous games have done as far as polish is concerned at release. WAR has been in development for a long time and has a huge bankroll behind it, and it is trying to attract people from an already polished game.

    Do I think that basic gameplay smoothness, consistency and polish should come before class balance? Well, yes. But they are different things entirely that are (hopefully) being programed by different development departments. Classes will continue to be balanced as more people play them to higher levels and in different situations. A damage formula, spell, whatever can be changed a lot easier than re-doing combat animations.

    People will see these "little" things before anything else. For a lot of people they will be glaring things that they are not used to seeing.

     

    http://www.warhammeralliance.com/forums/showthread.php?t=86257

  • HazmalHazmal Member CommonPosts: 1,013

    Double posting causes cancer.

    ------------------
    Originally posted by javac

    well i'm 35 and have a PhD in science, and then 10 years experience in bioinformatics... you?
    http://www.mmorpg.com/discussion2.cfm/thread/218865/page/8

  • einrazeinraz Member Posts: 22
    Originally posted by AstralGeth


    A damage formula, spell, whatever can be changed a lot easier than re-doing combat animations.


     

    Didn't realize you were on the the dev team.... *cough*

  • UrrellesUrrelles Member Posts: 574

    The forum has just performed /assist on Coyoteturkey destroying his post in one blow.

    -Coyoteturkey has unlocked: The Maimed title.

    -Coyoteturkey has unlocked:  The Victim title.

    You have angered over 200 posters.

    -Coyoteturkey has unlocked: The Troll title.

  • einrazeinraz Member Posts: 22
    Originally posted by Urrelles


    The forum has just performed /assist on Coyoteturkey destroying his post in one blow.
    -Coyoteturkey has unlocked: The Maimed title.
    -Coyoteturkey has unlocked:  The Victim title.
    You have angered over 200 posters.
    -Coyoteturkey has unlocked: The Troll title.

     

    lolol

  • kingbloopkingbloop Member Posts: 180
    Originally posted by Coyoteturkey



    Anyone else find annoying that the bow has no string? the arrow doesnt appear until after launched, or what about shooting up and the arrow going straight? Who is the genuis who designed this crap? Oviously this person doesnt relize arrows dont move unless a string pushes it. Aparently he thinks they just magically launch? And generally when you shoot up! The arrow goes up, not straight. GG Mythic

     

    use a throwing spear, then complain, k thnx

  • AstralGethAstralGeth Member Posts: 197
    Originally posted by einraz

    Originally posted by AstralGeth


    A damage formula, spell, whatever can be changed a lot easier than re-doing combat animations.


     

    Didn't realize you were on the the dev team.... *cough*

     

    Thanks for your input on the topic.

    May I ask if you bothered to look at the 25 page thread I linked, maybe read the first post at least, or better yet, the first page?

    Particularly the part about cases where the full animations are firing when the spell didn't even complete casting. Or the same animations being used on some instant cast and time cast spells?

  • einrazeinraz Member Posts: 22
    Originally posted by AstralGeth

    Originally posted by einraz

    Originally posted by AstralGeth


    A damage formula, spell, whatever can be changed a lot easier than re-doing combat animations.


     

    Didn't realize you were on the the dev team.... *cough*

     

    Thanks for your input on the topic.

    May I ask if you bothered to look at the 25 page thread I linked, maybe read the first post at least, or better yet, the first page?

    Particularly the part about cases where the full animations are firing when the spell didn't even complete casting. Or the same animations being used on some instant cast and time cast spells?

     

    Name a game that was perfect at launch. Go ahead, I'll wait.

     

    These are minor complaints, things that can be fixed in subsequent patches. One thing that DOES concern me is the pathing issues are still prevalent. That's the only bug I saw that bothers me, which I thought was supposed to have been fixed already.

    Edit: For anyone who played Diablo 2: Lord of Destruction, patch 1.10 was massive, they fixed all the animations that were supposed to work at launch as well as other little "pretty" things.

  • PlaidpantsPlaidpants Member UncommonPosts: 267
    Originally posted by yellowstain


    I guess you guys had it on low settings... because the Squig Herder i was playing had animations that made sense... a volley attack which explains the bow pointing up... and then auto attack / other moves, shot straight
    or.. you guys have terrible observation skills.. which im more willing to bet on...
    or.. you only played to lv 2 llike that one guy... only having 2 skills....
    or you just want to trash WAR on the simplest of things.....
     
    Anywho... What squig herder uses a bow anyways, totally go melee.. or use SQUIG ARMOR all the time...

     

    Stop being a moron. I was talking about the auto-attack mainly. The guy aimed his bow straight into the sky and the arrow came out nearly at eye level and went straight. Plus I see other SW and just laugh at them when I play with them in scenarios - they look so bad at this point. You're blind if you can play a SW and say their animations don't SUCK.

    I'm not here to trash WAR. I love it and hope to play it along time - but the SW (havent tried Squig) has the worst animations I've ever seen in any mmorpg and I've been playing them since EQ1. I'm confident Mythic will work on them - but the guy's point was very valid.

  • UrrellesUrrelles Member Posts: 574
    Originally posted by AstralGeth


    Thanks for your input on the topic.
    May I ask if you bothered to look at the 25 page thread I linked, maybe read the first post at least, or better yet, the first page?
    Particularly the part about cases where the full animations are firing when the spell didn't even complete casting. Or the same animations being used on some instant cast and time cast spells?

     

    Yeah Astral I checked out that article.  All of things mentioned do not affect the core mechanics of the gameplay, they are just odd to the eye.  You must understand one major thing about all htis.

    MYTHIC SUCKS WITH ANIMATIONS.  DAOC & Imperator were both pretty crappy in the animation section. Mythic has not figured out how to do the ability to blend 4 animations into 1 action.  That is what a few modern MMO games do, like WoW. 

    A simple spell cast in WoW is composed of 4 different animation blended together as a little team.  The character starts off by entering the casting stance, ( or "waiting to release" as I call it)  usually done by the arms and torso.  The character remains in this small animation loop for the duration of the casting time, whether it be 1 second or 10 second cast, you will see the character in this pose.  When the cast completes, the character performs another animation where their arms rise as a "finisher" to the spell. 

    If a character is hit there is a mid casting hit animation that only the torso performs.  If a rogue hits a dwarf while casting a heal spell, the dwarfs upper torso will pop and react to the hits but notice the arms do not change.  Upon the release the arms will still rise while the rest of the torso does a blended animation of the finisher and the hit.  During all of this the legs still act independantly and usually bounce in reaction to the hits recieved also.  They enter the same casting routine, but their animations can be inturrupted when the character rotates or begins running.  WoW has a ridiculous amount of stuff going on just to complete one animtion.  If you want 50 man RvR battles, this is one feature that may have to wait. 

    Mythic so far only has 2 animations per an action.  The torso casting and the legs.  The legs, just like woW, can perform other animations during a casting sequence.  but that is it.  The torso can be inturrupted sometimes, but the torso only has one full casting animation.  There is no "waiting to release" animation for the torso.  This is why casting animations finish before before the actual spell.

     

    As for number 4 with the kiting.  That is mostly the way the server processes info.  It is not as fast and responsive as we think.  Or maybe it is.  BUT there is an auto pivot action happening 24 / 7.  Ever notice how your character will lean and look to one side for ridiculous leangths of time.  That is the auto pivot trying to face your targets. 

    If you want to kite someone, you must strafe away from them.  You cannot fully turn your back.  strafe away from then and hit the spells you want.  The character's auto pivot will do the aiming and shooting for you as you strafe.  Case closed there.

     

    Lastly instance cast spells with 3 second animations do not affect gameplay.  You can still perform another move 1.5 seconds after the instant cast.

     

     

  • AstralGethAstralGeth Member Posts: 197

    Urrelles, good post, all acceptable points.

    However, I have to disagree about it affecting gameplay. I will be straightfoward. If I activate fireball skill and see the fireball going towards my target and hitting them, I should be able to assume my spell hit them and that they received damage. In a PvP game of WAR's nature, this is a necessity for me.

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