Poll

Do you think adding animations could fix alot of the problems in c-rpg?

Yes
31 (55.4%)
No
25 (44.6%)

Total Members Voted: 55

Voting closed: June 27, 2012, 03:22:25 am

Author Topic: Could different animations fix cRPG?  (Read 2937 times)

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Offline Bulzur

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Re: Could different animations fix cRPG?
« Reply #15 on: June 26, 2012, 05:15:56 pm »
0
The instastab is... woho... i surely don't want it.

Can you even chamber with such horrible animations ? It's way too quick. It would only lead to block/block/block/block....
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Offline Elindor

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Re: Could different animations fix cRPG?
« Reply #16 on: June 26, 2012, 05:35:05 pm »
0
I think its the abrupt nature of them as was stated by someone.

They look more fluid in their arcs and with more wrist usage, which is nice - but yeah they seem to go from stopped to full speed instantly so that curve would need to be altered.
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Offline Miwiw

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Re: Could different animations fix cRPG?
« Reply #17 on: June 26, 2012, 05:38:52 pm »
0
To be honest, I dont like it.
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Offline Canary

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Re: Could different animations fix cRPG?
« Reply #18 on: June 26, 2012, 05:53:12 pm »
+6
Remember that day we had that polearm stab in cRPG?

It was nightmarish. Longer range and less time from chamber to full extension. Imagine it with a 200+ length weapon. It was too good.

It made it incredibly difficult to aim the tip in third person because your character was completely in the way, though.

The polearm sideswings were at one time what we had for horseback hafted blades, too. They looked out of place and made it difficult to gauge where your swing was going to go.

Any changes in animations for melee will shift the balance of the meta-game, overhauling all of them would result in an entirely different gameplay experience. They wouldn't "fix" cRPG, in other words, they'd just change it at its core. That's not necessarily good or bad, but I don't feel as though the animations from this specific pack presented here would do anything but make the mod worse, not to mention silly looking.

If someone found or made alternatives, however, I'm sure the dev team would take a look at least. (hint: this is your opportunity! Start working, animators!)

Offline Elmetiacos

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Re: Could different animations fix cRPG?
« Reply #19 on: June 26, 2012, 06:04:31 pm »
0
My impression generally is that the more animations are added, the more problems are likely to be created affecting actual play.
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Offline San

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Re: Could different animations fix cRPG?
« Reply #20 on: June 26, 2012, 06:24:28 pm »
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Those animations were proposed last year and there were some problems with them. One animation at a time like the spear+shield might work, but I'm sure the devs already looked at these animations.

Offline autobus

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Re: Could different animations fix cRPG?
« Reply #21 on: June 26, 2012, 06:39:31 pm »
-2
Don't fix it if it ain't broken
Nuff said.

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Re: Could different animations fix cRPG?
« Reply #22 on: June 26, 2012, 06:54:06 pm »
+2
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Offline Vicious666

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Re: Could different animations fix cRPG?
« Reply #23 on: June 26, 2012, 07:12:46 pm »
-1
we need more animations?  yes

we need this one?  GOD NO THEY SUCK

Offline Macropus

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Re: Could different animations fix cRPG?
« Reply #24 on: June 26, 2012, 07:18:58 pm »
+1
I prefer the native animations. These would make blocking more difficult, but not attacking. So any fight will consist of everlasting spam attacks.

Offline DrTaco

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Re: Could different animations fix cRPG?
« Reply #25 on: June 26, 2012, 07:23:45 pm »
0
Oh god the fucking 2h swings... That made me cry.
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Offline engurrand

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Re: Could different animations fix cRPG?
« Reply #26 on: June 26, 2012, 08:30:29 pm »
0
After a bit of testing I can conclude that these animations have been well thought of.

There are no random things in it:

1. Animation ends where it starts, so everything is very fluid and natural
2. Combat is always "hanging in the air", since blocking, visually, is similar to readied attack
3. Chamber block animations (on end of video) are also very natural since attack starts as block almost
4. Feinting looks very fluid and circular, and there is also much wrist joint action with 2h swords, as it is supposed to be.
5. Whole combat is based on fast and short-timed strikes, again just like in real life

Demonstration video

I was talking bout this few weeks ago and asked somewhere if there was any way to see if this animation mod would work with CRPG...

i read that you could test it out on crpg but might get script errors because the hit box partly uses the collision of animation pieces (??).

So you have tested it on crpg mod?

What would be cool is if we had the option by pressing X to cycle through many different forms of animation.

PS, get in touch with the original modded and ad this to his example videos to earn some favor.

Also you can notice around 2:36 how you swing left and are still using old animation style attempts to "speed" up the swing. So there would be a whole new class of mouse movement paths made to increase animation speed, for the arcs are totally different.

That is why we should look at expanding the "alternate mode" key to make it so that we might be able to cycle through a lot of different animation types.
Right now some weapons like 2 handed swords have pole arm and regular 2 handed, well what if we have like 2handed_alt_1, 2handed_alt_2... as an example.
This would definitely add "variety" to some fighting because people could use many different animation types and manually select between them, allowing a whole new domain of visual recognition and stuff.

and those who are good with the current system can keep using it and see how they fair.
« Last Edit: June 26, 2012, 08:39:34 pm by engurrand »
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Offline Zanze

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Re: Could different animations fix cRPG?
« Reply #27 on: June 26, 2012, 08:38:59 pm »
-1
No gusta. They look terrible.

Offline Huey Newton

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Re: Could different animations fix cRPG?
« Reply #28 on: June 26, 2012, 09:29:42 pm »
0
People will just complain the attacks are too fast and lobby for speed nerf within the first day