cRPG
cRPG => Suggestions Corner => Topic started by: Rico on April 27, 2014, 09:58:53 pm
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The intention of this thread is to gather feedback for Tydeus about the new onehanded right swing animation. Please post your opinions and observations!
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Let me start: It's true that the animation looks odd when you use it yourself. I think the reason is that the animation when you hold the swing looks different from the animation as soon as the swing starts, i.e. at the beginning the animation 'jumps' into a position the sword hasn't been in before without a nice transition. By fixing the holding swing animation, the releasing swing animation will look more realistic.
Other than that I think the animation is a great improvement because now the right swing is useful in many different occasions, and not only of limited situational use.
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Imho it aims too high to the right side insted of the front-side. You can see flaws of this animation when you use slow 1h with a shield or longsword+shield. Looks like if you were aiming totally where you don't intend to hit.
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did the reach or sweet spot of the 1h right swing change or is it purely visual?
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I think the sweet spot should be better. It does look odd since it doesn't really feel like a warband swing the way the angle looks. It'll probably take me a few days - a week to get used to it.
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I think the sweet spot should be better. It does look odd since it doesn't really feel like a warband swing the way the angle looks. It'll probably take me a few days - a week to get used to it.
it feels like i can hit heads with the swing easier now, but i cant tell if it has the same reach or not
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I can't see anything new, am I blind? :rolleyes:
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I can't see anything new, am I blind? :rolleyes:
try using a longsword with a shield and testing it out maybe with a 0 wpf skip the fun character too.
then maybe go to Native Warband and do a few right swings there. you should notice.
i cant tell if it has the same reach or not
didn't the right swing add like 5 length to your weapon because of arm extension?
i am also wandering if its the same.
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The animation looks jerky and also shorter than before. Maybe I'm just not used to it, but I don't like it, and it doesn't seem particularly less prone to colliding with everything on the right side.
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try using a longsword with a shield and testing it out maybe with a 0 wpf skip the fun character too.
then maybe go to Native Warband and do a few right swings there. you should notice.
didn't the right swing add like 5 length to your weapon because of arm extension?
i am also wandering if its the same.
Don't know the values of additional reach but with a help of a friend you can find a reach-equivalents among other weapons/classes.
The animation doesn't feel fluent in the early part of releasing imho. On the other hand, it looks pretty good when fighting against it!
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I believe the reach is the same. Using vs seeing another use right swing is a different experience. It feels like the acceleration on the swing isn't consistent, since it looks like it jumps then returns to "normal" speed. I don't think it looks too bad just yet, but my FoV is high if that makes any difference for how it looks when using it.
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Been using it since i tested it with Tydeus a couple of days ago, got used to it quite nicely even when the animation on my screen didn't fit the one that the server had =P
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The reach seems identical to the previous animation to me. It is much more effective in a fight against infantry, but I can't tell if that is because people aren't used to the animation, or if it is truly a superior one. Against cavalry, the effectiveness is greatly decreased, but if you're attempting to fight cavalry with a one-handed weapon, you are likely going to have a sword with a stab. If you've got a pick or mace, you probably have to pull some crazy jumping bullshit or just be really good/ the other cav be really bad.
However, even if I feel that the animation is a "buff" to 1h, it looks like dookie-butter. It looks very awkward, and does not seem like swinging a weapon in that fashion would put much force behind it. I can't tell if I'd rather have a good-looking animation that is servicable, or a bad-looking animation that is amazing.
I think I'd rather have a good-looking animation that is decent enough to do stuff with.
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Well, the animation could use with some spit shining, but the angle is genius. I love just how useful the new animation is! it would be nice if someone could completely redo the animation to swing at that angle, rather than reworking the old one.
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I'll do some more work with it to make the chamber animation, and the earlier part of the release, actually fit the rest of the swing. It certainly doesn't look quite right at the moment.
Thanks for the quality feedback.
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Definitely looks odd, but I kind of like it, it looks fancier than the native swing. And if you use a fast 1h then it kind of looks like the animation goes from the holding animation up and then slamming down onto the enemy (or friendly :rolleyes:)
Glancing less often but I am having the problem of occasionally swinging above people's heads since the animation aims much higher than the native one, since I am used to looking up when right-swinging to hit the head, but I guess that will go away after a while.
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It feels like the tip of the blade/weapon should be further back for the first two-thirds or so of the animation.
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Just gave it a spin on my 1h.
Love it, it looks a bit odd, but not out of place.
Reach loss is a little noticeable, but I prefer this over the old one anyday.
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tydeus worked hard on this and that's appreciated, however the results aren't great
it looks worse than the original right swing, and is much shorter and easier to see (aka easier to block)
the fact that it's shorter massively nerfs anyone using a 1h ~~ 95 reach and below's ability to fight against 2h/polearm/cavalry players, who can now exploit their weapon range to an insane degree
the time i've been playing on EU1 over the last 2 days, people i would normally kill have killed me dozens of times because i simply can't target switch to them, and can't outrange them (because the right swing was the tool i used for that, and it now just doesn't work at all), and when i finally do get close enough, the new right swing is of very little use there either, as the left swing, stab and overhead are so much better
please can you revert it back to the original right swing
thanks, Corsair
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I can't quite put my finger on it whether it lost reach. Being a huge right swing whore on my 1h without shield I feel like it is slightly shorter. Although this might have to do with it being faster which gives me less time to move in during the animation, giving it less effective reach. The old rightswing allowed you to pull of greatsword swing reach when timed properly and combined with good footwork, and that is why I loved it. I definitely prefer the old right swing, just because it is more specialized and underrated by the average shielder. You could always really surprise people by actually using every centimeter of the reach.
It is without a doubt much faster, more usable in close quarters and harder to read, so I think for the general populace it is a big improvement. I just would like to know if the real reach has been reduced by this animation change and I hope it can be restored to its original reach.
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Testing in-game on a horse, the current reach seems to be a few cm less than the 1h stab (which glances at the absolute full extension (sweetspot a few cm less)) and a few cm more than the overhead. I find this reach to be similar enough to how it was before. Did a few glance tests and it does seem to be better, but horses aren't so great for testing that.
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I'll do some more work with it to make the chamber animation, and the earlier part of the release, actually fit the rest of the swing. It certainly doesn't look quite right at the moment.
Thanks for the quality feedback.
No, thank you for spending your free time, to trying to improve the mod.
Stop abusing admin though.
/gottem
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Here's an updated brf with tweaks to wrist movement(mostly).
https://dl.dropboxusercontent.com/u/24876970/cRPG%20Stuff/anim_tydeus_nudges.rar (https://dl.dropboxusercontent.com/u/24876970/cRPG%20Stuff/anim_tydeus_nudges.brf)
Replace anim_tydeus_nudges.brf in your modules/cRPG/Resources/ folder and start crpg to see it in game. This won't change collisions in game without a patch, so this is just a way to get more feedback and to make sure you guys know I haven't forgotten about this. Let me know how it looks, and I'll adjust further if necessary. After you're done testing, you can check the "repair" option in the launcher, to revert back to the animation that the server is using.
tydeus worked hard on this and that's appreciated, however the results aren't great
Not really, I've spent about 2 hours(including testing and reworking) on this, so I won't really be bothered too much if I decide to just go ahead and revert to my older 1h right-to-left anim.
Edit: Also, it really should have the same reach when someone is in front of you, it's just than you have to angle your camera down slightly, since it's now somewhat of a diagonal swing.
Edit2: Right click, save page as, save as anim_tydeus_nudges.brf Replaced with a .rar.
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Pros:
Now,right swing is not useless in close combat and tight spots
Cons:
Looks retarded
Due to range loss, fucked up 1hander class against backpedalling 2handers
Result: It should be either adjusted or reverted. 1h swing animations are the most situational animation set.
Left swing = Deadly close distance hit to head
Overhead = Deadly medium range hit
Right swing = Only weapon against backpedal due to ghostreach also good at killing horsemen
Stab = Inb4 tin can 1hit omgzor
Now right swing lost it's purpose just a gimpy and useless left swing with mediocre range and hits to shoulder. Smth between overhead and leftswing
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Here's an updated brf with tweaks to wrist movement(mostly).
https://dl.dropboxusercontent.com/u/24876970/cRPG%20Stuff/anim_tydeus_nudges.brf (https://dl.dropboxusercontent.com/u/24876970/cRPG%20Stuff/anim_tydeus_nudges.brf)
Replace anim_tydeus_nudges.brf in your modules/cRPG/Resources/ folder and start crpg to see it in game. This won't change collisions in game without a patch, so this is just a way to get more feedback and to make sure you guys know I haven't forgotten about this. Let me know how it looks, and I'll adjust further if necessary. After you're done testing, you can check the "repair" option in the launcher, to revert back to the animation that the server is using.
Not really, I've spent about 2 hours(including testing and reworking) on this, so I won't really be bothered too much if I decide to just go ahead and revert to my older 1h right-to-left anim.
Edit: Also, it really should have the same reach when someone is in front of you, it's just than you have to angle your camera down slightly, since it's now somewhat of a diagonal swing.
It looks a lot better. I tested the reach and it's the same, people just have misconceptions on how the older right swing actually played out since it was just slower.
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I like how it looks savage, and it seems more realistic and how one would swing an arming sword or similar (the old one looked like a tennis swing, not a sword swing). Obviously the animation smoothness needs work, but it appears Tydeus is on it (I haven't looked at the new .brf).
I never really used the right swing anyway (preferred to stab when I needed reach), but I have always loved the 1h overhead. The new right swing behaves much like an overhead (you have to aim at your target, which compliments the fact that shields also force you to aim at your opponent). 1h/no shield users probably liked the old animation better.
What do you think about using the old animation for no shield, and the new one for w/ shield? Would give 1h some diversity (like polearm has with the two stab animations).
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Honestly the quality of the animation itself is a little odd, not bad but just seems uncomfortable? If anyone here has ever done anything with a sword, or educated themselves on this warfare you'd notice his swing is just kind of random. I don't know.
Also the reach is shorter, atleast from what I've seen. I avoid using it now, sometimes I got luck and so much as just touched someone with the end and killed them. But that's rare. So in all honesty I prefer the old one but eventually I can get used to this aswell.
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ok, I LOVE the new animation you did, its flawless to me. except... could it be just SLIGHTLY more vertical? i feel like its still more horizontal like before, it seems like you toned down the angle. i sort of like the angle myself, so... thats my 2 cents, but i really like this.
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It looks a lot better. I tested the reach and it's the same, people just have misconceptions on how the older right swing actually played out since it was just slower.
Two things I noticed: new animation seems faster AND new animation has a diagonal angel. I believe its the new angel that makes the difference.
Diagonal hits dont take that much space to the sides - so swings dont get cought up in scenery so easy. On the other hand the swing is not so good anymore when turning into the swing, becouse reach may be the same in the extension BUT it seems narrow in the medium-part of the swing circle. So there IS a loss of reach in the medium part of swing, where only marginal damage might be dealt anyway. Dont really know. Gotta play some more with new animation.
Also what Teeth sayed:
... Although this might have to do with it being faster which gives me less time to move in during the animation, giving it less effective reach. The old rightswing allowed you to pull of greatsword swing reach when timed properly and combined with good footwork, and that is why I loved it. ...
However it seems it does not get interrupted by scenery that much anymore. Job done. Other effects? Well, not really shure.
I loved to do the big right to left swing spinning with it to hit enemys standing to my left side slightly in theire back. Now this is not not so easy. Maybe I just have to adept to new animation.
TLDR:
* old animation was good for spinning doing the bladewhirling - looked awkward if you stood still (like tennis)
* new animation looks better when standing still - not so much if you spin into the swing (becouse of the diagonal swing) maybe reach loss in midswing.
*Maybe its just an illusion becouse old animation just made me feel the spin. New one not.
So is this the trade off? Less collision with scenery - shorter reach in midswing. Its ok for me, if its only that. I support the idea to have old animation for 1h without shield and new animation for 1h with shield.
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Right swing was the only weapon of one handers against two handers and polearmers , however small weapons such as steel pick , winged mace were only expected to strike from overhead or right , now people should take care of left too , one handed is now a siege class completely :P
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Two things I noticed: new animation seems faster AND new animation has a diagonal angel. I believe its the new angel that makes the difference.
Diagonal hits dont take that much space to the sides - so swings dont get cought up in scenery so easy. On the other hand the swing is not so good anymore when turning into the swing, becouse reach may be the same in the extension BUT it seems narrow in the medium-part of the swing circle. So there IS a loss of reach in the medium part of swing, where only marginal damage might be dealt anyway.
I think you're dead on here. The angle change was what I was going for, but I believe the effective reach reduction is due to some odd blending that warband does between each frame. The new brf has been adjusted slightly to try and compensate for this, while also looking more realistic(more whip-like wrist movement).
I loved to do the big right to left swing spinning with it to hit enemys standing to my left side slightly in theire back. Now this is not not so easy. Maybe I just have to adept to new animation.
Because you swing your sword with your right arm, you won't ever really be able to hit people to your right as easily as you hit them to your left(you have to reach across your body on the left side, this puts the base of the weapon's "hit bar" much closer to your own character's body). I could play with the angle a bit more, lowering it a bit while the weapon is in front of you/to the side. This would probably make turning into the swing function a bit better, but it could also cause more clipping on objects to your right.
On another note, I realized that the first iteration has blending issues between the chamber and release anim, for some reason. While this isn't the only reason it looks odd, it certainly is a major contributor.
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I could play with the angle a bit more, lowering it a bit while the weapon is in front of you/to the side. This would probably make turning into the swing function a bit better, but it could also cause more clipping on objects to your right.
I always liked how 1h animations function so well in tight spaces/around teammates (now right swing included). 2h's wide sideswings make it deadly in an open duel, but hamstrung in a crowd.
1h/no shield is more of a "duelist" setup, so that's why I recommended keeping the old right swing animation for 1h/no shield, but using the new right swing with a shield. Polearm can switch between stab animations with different strengths/weaknesses by equipping a shield, so it would be cool if 1h could also.
From a realism standpoint, I can see how having a shield in your left hand would make you swing in a more downward motion, so you didn't have to torque against the moment of inertia of the shield.
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That seems like something that would have to be done with WSE(so it won't happen), since native functionality is to use the same exact animation for 1hers, regardless of the presence of a shield. I don't know of a trigger that I could use, to tell the character to use the appropriate release animation.
I added the .brf to a .rar file so it can be downloaded easier. https://dl.dropboxusercontent.com/u/24876970/cRPG%20Stuff/anim_tydeus_nudges.rar (https://dl.dropboxusercontent.com/u/24876970/cRPG%20Stuff/anim_tydeus_nudges.rar). Just replace the anim_tydeus_nudges.brf found inside your warband/modules/crpg/resources/ folder, with the one inside the .rar.