Poll

Which of the following best expresses what you think...

Yes to both proposals.
79 (59.4%)
Yes to proposal #1.
21 (15.8%)
Yes to proposal #2.
19 (14.3%)
No to both proposals.
10 (7.5%)
Only under certain conditions.
4 (3%)

Total Members Voted: 132

Author Topic: Possible Polearm Overhead Sweetspot Fix  (Read 8036 times)

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Offline Osiris

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Re: Possible Polearm Overhead Sweetspot Fix
« Reply #75 on: July 31, 2013, 07:07:36 pm »
0
nice ideas (and buff elegant poleaxe or make it cheaper :D)
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Offline Elindor

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Re: Possible Polearm Overhead Sweetspot Fix
« Reply #76 on: July 31, 2013, 08:03:42 pm »
+6
When Tydeus talks technical he makes me get all hot n bothered...anyone else?
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Offline Tydeus

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Re: Possible Polearm Overhead Sweetspot Fix
« Reply #77 on: August 01, 2013, 04:14:33 pm »
0
When Tydeus talks technical he makes me get all hot n bothered...anyone else?
I'm not very articulate so I worry sometimes that I seem like I'm droning on endlessly, not making any sense or worse, adding to the convolution. In the end I'm just glad that so many people show support for this.
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Offline Phew

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Re: Possible Polearm Overhead Sweetspot Fix
« Reply #78 on: August 01, 2013, 04:40:25 pm »
+1
I'm not very articulate so I worry sometimes that I seem like I'm droning on endlessly, not making any sense or worse, adding to the convolution. In the end I'm just glad that so many people show support for this.

Really, as long as someone that actually plays the game is trying to do anything to fix the animations/sweetspots, it's an improvement over the status quo. It may be hard to quantify, but any decent player should be able to tell after a few minutes dueling if a particular change is an improvement.

Offline Tydeus

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Re: Possible Polearm Overhead Sweetspot Fix
« Reply #79 on: August 01, 2013, 05:32:08 pm »
0
but any decent player should be able to tell after a few minutes dueling if a particular change is an improvement.
This is actually what worries me. It will probably take people longer than the 10 seconds it took me to adapt to the changes(Really only talking about the 1h thrust tbh). Urist thought the old animation was better until I instructed him as to how to use the thrust. At that point he immediately realized the difference and changed his mind. That's with us being able to test my animation vs the native one, players will have to join a native server to make the comparison we made.
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Offline Paul

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Re: Possible Polearm Overhead Sweetspot Fix
« Reply #80 on: August 01, 2013, 05:38:00 pm »
0
wat? the old animations are better for facehug stabs. never said they are better overall because it was obvious from the beginning that the adjusted end frames will make the new stab better at anything else but being very close.

Offline Tydeus

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Re: Possible Polearm Overhead Sweetspot Fix
« Reply #81 on: August 01, 2013, 05:51:46 pm »
0
wat? the old animations are better for facehug stabs. never said they are better overall because it was obvious from the beginning that the adjusted end frames will make the new stab better at anything else but being very close.
Sure, if you hit at the same frame(not frame number, same frame by appearance) then you're going to glance, because that frame is no longer inside the sweet spot. When talking about when as a matter of time and not the appearance of the animation, when you need to be landing the hit is the same. You can still land a hit at the beginning and just before the optimal sweet spot begins and the arm has only barely, or not at all, begun to extend forward. So you still have the close range abilities as before, except now you will be able to utilize the full range of the thrust as well.
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Offline Rumblood

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Re: Possible Polearm Overhead Sweetspot Fix
« Reply #82 on: August 01, 2013, 05:59:09 pm »
0
wat? the old animations are better for facehug stabs. never said they are better overall because it was obvious from the beginning that the adjusted end frames will make the new stab better at anything else but being very close.

I never liked the "place sword tip directly against chest and shove clean through the body" thrust anyhow.
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Re: Possible Polearm Overhead Sweetspot Fix
« Reply #83 on: August 01, 2013, 07:34:56 pm »
+3
Tydeus I wish to thank you for your work and your indeed refreshing style of communicating with the community in a polite and respectful manner.

Keep us posted on the changes and we'll be glad to provide as much feedback as possible.
And now he can't play because of "common sense" and he doesn't understand how this common sense works
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Offline Konrax

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Re: Possible Polearm Overhead Sweetspot Fix
« Reply #84 on: August 01, 2013, 08:23:17 pm »
0
Tydeus and I have had a few conversations now about 1h balance, and I think I nearly made him believe I was a full derp at one point.

Hopefully he saw where I was coming from (which I think he did) and that it's great to have him helping out the devs to attempt to make some positive changes to this glorious mod.

I look forward to the next nerf to my primary weapon.

Thanks

Offline Tydeus

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Re: Possible Polearm Overhead Sweetspot Fix
« Reply #85 on: August 01, 2013, 08:34:24 pm »
0
I look forward to the next nerf to my primary weapon.
:D

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Re: Possible Polearm Overhead Sweetspot Fix
« Reply #86 on: August 01, 2013, 09:58:50 pm »
0
Don't quote me on this, but I think it's the short arming sword, or another similar short stabby sword.  :twisted:

Offline Jona

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Re: Possible Polearm Overhead Sweetspot Fix
« Reply #87 on: August 02, 2013, 06:16:10 am »
+1
First of all, thanks for actively trying to improve this mod Tydeus.

Secondly, I heard that you had long been trying to find the source of hiltslashing in an attempt to eliminate it... just wondering if you have had any progress on that front?


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Offline MURDERTRON

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Re: Possible Polearm Overhead Sweetspot Fix
« Reply #88 on: August 02, 2013, 06:54:12 am »
+2
Don't quote me on this, but I think it's the short arming sword, or another similar short stabby sword.  :twisted:
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Offline Tydeus

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Re: Possible Polearm Overhead Sweetspot Fix
« Reply #89 on: August 02, 2013, 08:30:31 am »
-1
Secondly, I heard that you had long been trying to find the source of hiltslashing in an attempt to eliminate it... just wondering if you have had any progress on that front?
I know what I need to, to be able to say hilt slashing is a non issue. Aggravating, sure, but a non issue. If you get hilt slashed, it was your own fault. Unlike glaces from poor animations.
« Last Edit: August 02, 2013, 08:33:36 am by Tydeus »
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