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 2796 times)

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Offline Yachdiel

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Could different animations fix cRPG?
« on: June 26, 2012, 03:22:25 am »
+1
I thought the new fix to the Lolstab sort've hurt everyone all around and turned a lot of fights into more of a gangbang rather than giving someone enough mobility to engage multiple enemies at once. I myself use a short 1-H sword that used footwork to gain openings on exposed flanks but ever since this new fix I found myself falling victim to my blows glancing. I've noticed the bow animation from this mod incorporates a similar bow animation from the "Combat Animation Enhancement" mod, this mod incorporates a variety of alternate animations which seem more realistic to me.

So the question is, could incorporating some new animations, say the Polearm stab and 2Handed stab from this mod, (which are quick animations that do not linger and allow for absurd spinstabing) or possibly custom animations, fix a lot of the problems in cRPG and allow for the return of faster more engaging combat with turn speed increase? And if so do you support it?

Link to exampled mod (note: I'm not advertising for this Mod, I am only referring to the stabbing animations of this mod as an example)

Link to lawlsy video the devs of that mod made that include the polearm animation:


Offline engurrand

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Re: Could different animations fix cRPG?
« Reply #1 on: June 26, 2012, 03:25:01 am »
0
Yes, maybe not those... but yes i think new animations would be awesome...

OR, imagine!! the ability to switch animation types!

fuck y ea!!!!!!!!!!!!!!
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Offline Froto_the_Loc

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Re: Could different animations fix cRPG?
« Reply #2 on: June 26, 2012, 08:05:13 am »
+1
I like the shield stab. It's very quick and violent, but side swing animations are just clones of each other.
Right now, swings have different uses, these animation would make fighting kinda dull.

Not to mention the problems of memorizing swings and such.
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Offline Artyem

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Re: Could different animations fix cRPG?
« Reply #3 on: June 26, 2012, 08:15:17 am »
0
I was going to disagree until I watched the videos by Okaruwazashi, they're pretty impressive and could make the game a lot more interesting. It would add a new learning curve for sure.
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Offline Yachdiel

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Re: Could different animations fix cRPG?
« Reply #4 on: June 26, 2012, 10:13:11 am »
0
I like the shield stab. It's very quick and violent, but side swing animations are just clones of each other.
Right now, swings have different uses, these animation would make fighting kinda dull.

Not to mention the problems of memorizing swings and such.

Thats very true, the animations in that mod in particular would be a big change and maybe new animations could help for sideswings, but I'm referring to the stabs. Quick stabs that don't linger like the current animations could really help with fixing lolstabbing, allowing the devs to put the turn speed back to normal and allow for 1H stabs to function more properly.

Offline Molly

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Re: Could different animations fix cRPG?
« Reply #5 on: June 26, 2012, 10:35:55 am »
0
Thats very true, the animations in that mod in particular would be a big change and maybe new animations could help for sideswings, but I'm referring to the stabs. Quick stabs that don't linger like the current animations could really help with fixing lolstabbing, allowing the devs to put the turn speed back to normal and allow for 1H stabs to function more properly.
My 1h stabs work just fine.  :rolleyes:
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Offline Everkistus

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Re: Could different animations fix cRPG?
« Reply #6 on: June 26, 2012, 11:50:08 am »
+6
Would be hard to implement: no
Would require a shitload of item balancing: yes
Would require players to learn the new animations: yes
Would cause crying in the forums: yes
Would make mod more enjoyable for everyone in the end: yes

This is highly recommended at least by me.

Offline Mlekce

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Re: Could different animations fix cRPG?
« Reply #7 on: June 26, 2012, 11:52:09 am »
0
Polearms is so awsome,i like the 1h/spear stab also. Only thing i don't like is one handed/2h side swings. But ok i can adapt to that.
This need to be implemented in crpg!

Offline MyBallsYourChin

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Re: Could different animations fix cRPG?
« Reply #8 on: June 26, 2012, 12:15:08 pm »
0
Those looked very impressive.  Also, simply because the OP presented a set of animations already made, it doesn't mean the cRPG dev's would have to mimic those. 

With that said, the 1h stab looked fucking awesome and would definitely remove the issues some people are having with it.

Offline Wiltzu

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Re: Could different animations fix cRPG?
« Reply #9 on: June 26, 2012, 02:21:24 pm »
-1
Probably stab and overhead could be added.
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Offline Kajia

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Re: Could different animations fix cRPG?
« Reply #10 on: June 26, 2012, 02:59:20 pm »
+4
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 like the idea behind these animations, but i have some strong doubts because they have much less key frames than the original ones, and are therefore way too abrupt, too sudden.
the original animations have more movement and wiggling, so you can see them a lot easier. also the new ones have seemingly no acceleration at all, they just start, have the same speed all the way through, and then stop in an instant. it doesn't behave naturally and it will be very hard to fight with it because you can't really time as much = combat depth would be narrowed down.
the last point even degrades the idea of the animations flowing into each other, which is a cool thing in itself, but it doesn't really look like a possible human movement this way.

sorry to say that, but no.

I was thinking about reworking animations too, i think i am capable of doing that, but as i don't have any time ... i mean, if the community wants new animations, i would think about working out something, but i actually didn't believe this would happen :D
« Last Edit: June 26, 2012, 03:05:14 pm by Kajia »

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Offline Gurnisson

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Re: Could different animations fix cRPG?
« Reply #11 on: June 26, 2012, 03:02:42 pm »
+3
I've played with these animations on a different mod. Feinting side-swings with a one-hander is insta-win button :rolleyes:

Some of the animations are better than regular ones, some are worse. I really don't want to see them implemented.
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Offline cmp

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Re: Could different animations fix cRPG?
« Reply #12 on: June 26, 2012, 03:03:23 pm »
+6
They look good.... for a robot.
No, thanks.

Offline Kafein

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Re: Could different animations fix cRPG?
« Reply #13 on: June 26, 2012, 03:05:57 pm »
+3
Totally hate those animations.

They are even more visually unclear and confusing than those of WoTR alpha, and I thought that wasn't possible.

Offline Frell

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Re: Could different animations fix cRPG?
« Reply #14 on: June 26, 2012, 03:56:44 pm »
0
If they cant instantly pull back a new swing after swinging then they're fine.