Author Topic: Can we fix some animations? (1h stab, 2h stab, Pole instaswing and thrust)  (Read 2723 times)

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Offline Herkkutatti666

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Re: Can we fix some animations? (1h stab, 2h stab, Pole instaswing and thrust)
« Reply #15 on: November 28, 2013, 04:15:50 pm »
+1
Finally someone agrees "insta attack" aka instastab shit needs to be removed!
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Offline Ronin

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Re: Can we fix some animations? (1h stab, 2h stab, Pole instaswing and thrust)
« Reply #16 on: November 28, 2013, 04:29:39 pm »
0
Very good suggestion actually.

I believe it is not the animation that causes this for 1h and 2h, it is the coded stuff which decides when these weapons to hit and when not during their attack. 1h animation was always the same, tydeus said he changed it's sweetspots so 1h thrusts gained the trait of dealing full damage at the very end and very beginning of their animations. Which made them both fastest (early in the animation) and longest (lately in the attacking animation). So why not just play with those codes again? There is no need for a new animation as the current one looks decent. This solution can also be applied to 2h thrusts. Same logic.

Polearm thrusts, I am not really sure how this works. It feels like some weapons have this and some don't. It feels much more easier to do it with an awlpike rather than an ashwood pike (without a shield). They have similiar length and ashwood is faster, but awlpike feels better somehow. I don't really know what is the reason to this, maybe I just feel it that way. So I can't think much of a solution because I don't know what is causing it.

On the other hand, changing weapon speeds is a big no-no. This will not fix the problem, it will create new problems among items and will also make other attacks slower, which I'm sure it is not the intended effect.

Final note: One should understand this isn't about game-balance. It is more about removing the ability of flying from the game if it would be existed for each class. That would be a balanced (since it applies to everyone) but a completely retarded feature. The common point is, both are "retarded" features and need to be removed. Flying and instastabs.
« Last Edit: November 28, 2013, 04:34:43 pm by Ronin »
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Offline Tydeus

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Re: Can we fix some animations? (1h stab, 2h stab, Pole instaswing and thrust)
« Reply #17 on: November 28, 2013, 05:16:52 pm »
+13
(click to show/hide)

You're oversimplifying the issue Thomek.

Lets see if I can paint a picture of how thrusts work and what exactly is contributing to the weirdness that are thrusts in Warband. Oh, and I'm sorry beforehand for not being able to simplify the reading, it's just the nature of the beast and is necessary to fully understanding the situation we find ourselves in.

To start, lets cover some basics, if you fancy yourself a more knowledged person, feel free to skip the next two paragraphs. First, every attack animation is broken down to three shorter animations, each with its own unique properties. When you click your left mouse button to attack, you're put into an attack's ready animation that has a base duration of .35 seconds(before being affected by wpf), once you release your left mouse button you enter the release animation. The base duration of the release animation varies from weapon to weapon and from attack type to attack type, I believe the 1h thrust is .62 seconds and polearms are .6 seconds. For the 2h release, I'm unsure as to what the current duration is, as I know it has changed in the past. Immediately upon entering the release animation, your weapon becomes collidable, meaning it can get stuck on walls or damage players.

To elaborate on how this works, here's a bit of information. Every weapon is essentially a straight bar that originates and extends out from the same position and orientation in the hands that weapons have, its length is solely decided by the weapon length stat. People complain about overswing/thrust hitboxes, but this is why those complaints are weird to understand technically, as being anything other than the product of lag. Only players have "hitboxes"(capsules really, here's what they look like), to clear up a common misunderstanding. To land a hit, you simply need to have the weapon collision bar intersect any part of a player hit capsule. It's a really simple system, but that's what makes it so great.

Now that you understand what it is that allows one player to hit another, lets look at how you can actually damage them. Since damage is so complicated, I'm going to skip the parts that I think most people already know and since Thomek focused on thrusts, which also happen to be the easiest to explain, I'm only going to talk about those.

Ignoring the more intuitive and widely known portions of the damage formula, there are two things I think that are really worth mentioning when talking about thrust damage. First of course are sweetspots, but the quieter, more covert, and sometimes grossly underestimated yet equally as devilish mechanic, is speed bonus. I'll explain speed bonus first since it's technically more simplistic.

Again, still focusing solely on thrusts, your speed bonus is found by looking at two player's(the attacker and the guy getting hit) speed relative to each other, along the x, z world plane(height seems to be ignored). Without getting technical, I'll just say that the level of damage gains due to the high ceiling, is massive. A really good speed bonus(two players running towards each other on flat terrain) could amount to a 40-50% increase in raw damage! I'd wager that the average speed bonus on thrusts is probably more like a 20% bonus in raw damage, and higher for certain weapons(awlpike), due to the way players fight with and against them. This is huge, we're talking several points in power strike, huge.

Switching to thrust sweetspots, we'll begin to see why it's so hard to find a happy medium between early hitting thrusts, and late hanging thrusts. The most important thing to keep in mind about thrust sweetspots, is that it is found solely by looking at when in the release animation a weapon's collision bar intersects a hit capsule. "When" is defined by how far a player has progressed through the entirety of the release animation. So if your weapon's collision bar intersects a hit capsule on frame 10 of a 20 frame long release animation, you hit at 50% through the total animation length.

Thrust sweetspots are broken up into five sections. Progressing in order from the start of the animation to the finish we have the lower-outer, lower-inner, the part we generally refer to as the actual "sweetspot", an upper-inner, and an upper-outer section. The outer sections deal zero damage, while the "sweetspot" deals 100% damage. The inner sections of the sweetspot range from 100% to 0% raw damage depending upon where you hit. This is an image cmp posted explaining the different sections of the thrust sweetspots.
(click to show/hide)

Now that I've explained how things work, you might have noticed some problems with the system. Most importantly, that sweetspots are decided by progression relative to the whole duration. And the "whole duration" varies significantly due to differences in weapon speeds and to a lesser extent, wpf as well. Some slower weapons are able to allow a player to slowly turn their thrusts into player more than others because the weapon stats have coincidentally given a weapon a high turn speed:weapon speed ratio. But keep in mind, a high turn speed:weapon speed ratio results in not being able to hit an opponent as early with a high damaging thrust(it's a slower weapon, thus the total animation's duration is increased, this results in needing more time to reach the 35% progression allowing a player to deal 100% damage).

To get back to the individual animations themselves, we need to focus again on the simplicity of the weapon collision bars and player hit capsules. Because the system is so simple, damage doesn't have any direct relation to what actually happens in the animation itself. What your character's arm is doing, in no way affects the amount of damage you can deal. We could change the animation so it only has 1 frame for the entire ~.6 second duration and thrusts would be every bit as damaging as they are now.

The way I see it, there is only one reason(but two perspectives) you should ever consider editing an animation. This is to make sure it's intuitive to use and understand. It's one of only 4 basic attack directions in the game, it has to be intuitive. I recently edited the 1h thrust(with a very minor adjustment to the polearm animation) specifically because proper use of the animation was unintuitive and required prior knowledge as to what the appropriate method of use was(turning into your swing as a means to delay when you hit. Remember, sweetspots are separate from what happens during an animation, damage is found by progression through the total duration). The second part of this, is to make the visuals represent more closely what players can expect from damage.

I believe, with the exception of the polearm thrust, where the arms appear to extend forward slower, but for a longer period of time(thus slightly harder to distinguish sweetspot locations visually), we are already where we need to be. The problem, is that due to previously mentioned mechanics, there exists large variation in damage outcomes as well as practical uses, which are generally referred to under a single term(concept).

My conclusion? Abandon ship and start from scratch. My opinion is that sweetspots and thrust durations probably shouldn't be so easily affected as they are by such things as weapon speed and weapon proficiency. Speed bonus shouldn't vary as drastically as it does. That is, damage modifiers from speed should probably be cut in half. Don't have some thrusts originate near head level while others below the waist, as long as the head remains as the target hit capsule for maximizing damage.

I'm sure there's more I could add, but at this point I'm rather exhausted from writing and I doubt many people will actually read this as is.
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Offline karasu

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Re: Can we fix some animations? (1h stab, 2h stab, Pole instaswing and thrust)
« Reply #18 on: November 28, 2013, 05:38:02 pm »
0
Thanks for the explanation, worth the time spent reading.  :D

Offline Molly

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Re: Can we fix some animations? (1h stab, 2h stab, Pole instaswing and thrust)
« Reply #19 on: November 28, 2013, 05:44:51 pm »
0
Yep, read it too.
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Offline San

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Re: Can we fix some animations? (1h stab, 2h stab, Pole instaswing and thrust)
« Reply #20 on: November 28, 2013, 05:50:15 pm »
+1
I believe it's okay for animations to have quirks such as easily hitting a certain location on the body.

After looking at the sweetspot image, I am still somewhat puzzled why we have such a fast sweetspot progression in the initial phases of the animation. Once it starts, it quickly speeds past 50%, causing high PS/speed bonus factors to heavily affect swings. I think having a more lenient ramp up angle with tighter sweetspots would be better, since you can easily avoid glancing even at only at 1/4 of your animation with the lower soak factors and high damages. In other games I've played, the best sweetspots have narrow timings with a wider sourspot range.

The problem I have with late "active" attacks is that you can't ever be sure that the attack would glance near the end if you're running in to intercept. If you wait too long and the opponent misses, that gives him ample opportunity to get in another attack before yours comes out, especially if it's another stab. I think there should be a little more delay after an attack fully completes (missing or hitting an opponent, not getting your attack blocked).

Offline Thomek

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Re: Can we fix some animations? (1h stab, 2h stab, Pole instaswing and thrust)
« Reply #21 on: November 28, 2013, 07:02:27 pm »
+3
ok thanks for the writeup Tydeus.

Ok let's talk about 2h from a practical perspective, and like San says for thrusts, since they are so long, and give the impression of being a finesse move (as animations) wouldn't it be more appropriate if the sweetspot was smaller and started later and ended earlier?

Would make it harder to hit someone close to you without bouncing. (Unless you wiggle)

Such a long range attack should perhaps not be that good at short range, and should not deal full damage at long range, when your arms are all extended and your body must prepare to break the attack..

Something like this: But theory is one thing, this should simply be tested a lot until it makes more sense..

A bit softer damage response, a narrower sweetspot for thrusts.
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Offline Teeth

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Re: Can we fix some animations? (1h stab, 2h stab, Pole instaswing and thrust)
« Reply #22 on: November 28, 2013, 07:13:40 pm »
+2
Ganking was already too strong now that everybody can block and whenever there was a support polearm or 2h in the gank it would be very difficult to survive for long because of their long, teammate friendly attacks. Now every class has a bazillion reach, superfast attack, aka the stab, and fighting superior numbers is almost impossible.

The stab is accurate, fast, and high damage as it is usually pierce, it outshines the other directions quite often. It feels like you equalized each stab as far as late hitting goes to the 2h stab, which was in my opinion the fucked up one. 1h stab needed a late hitting buff to polearm level and 2h needed a late hitting nerf to polearm level, polearm was fine as it was. I think it would be a lot more intuitive if a stab would not deal a fuck ton of damage on those last 10 cms of extension. It seems to me that the damage from a stab comes partly from continuing to push when the tip has made contact, which the last bit of reach does not allow you to.

Which means I agree with that ^. I didn't address early hitting problems but I think those definitely exist as well. Whatever nerfs stabs so I won't have to curse at the screen whenever I meet an awlpike scrub.

Offline HUtH

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Re: Can we fix some animations? (1h stab, 2h stab, Pole instaswing and thrust)
« Reply #23 on: November 28, 2013, 07:41:32 pm »
0
There's really something wrong with long polearms swings, true
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Offline Tydeus

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Re: Can we fix some animations? (1h stab, 2h stab, Pole instaswing and thrust)
« Reply #24 on: November 28, 2013, 08:20:21 pm »
+1
Although changing the sweetspot is probably the best bet for crpg, it's by no means a perfect solution. The problem with this, is that you're stuck with counter-intuitive thrusts all over again(not that what we have now is perfect) since the animations won't accurately reflect the sweetspots. Ideally what you'd do, is start with an animation that is paced properly, so that the arm movement and speed in game is reflective of what the real action would look like in a fight, then create the sweetspot around that. While the 2h thrust might be realistic in shape, the speed of the thrust seems incredibly slow to me. The only way to fix that, would be to edit the animation.

It wouldn't exactly be all that difficult to change the animations to reflect a much faster arm extension, just a little bit of trial and error until you figure out what looks the best. Of course, if you keep forcing all three animations to adhere to the same sweetspot, you're likely going to end up with an unsatisfying finished product where some animations simply don't fit certain parts of the sweetspot.

Still, having said all this, you've only ended up addressing part of the issue(assuming any changes were actually done properly). Speed bonus still remains a major factor in deciding when and how much damage any given player can do with a thrust.

It feels like you equalized each stab as far as late hitting goes to the 2h stab, which was in my opinion the fucked up one. 1h stab needed a late hitting buff to polearm level and 2h needed a late hitting nerf to polearm level, polearm was fine as it was. I think it would be a lot more intuitive if a stab would not deal a fuck ton of damage on those last 10 cms of extension.
When I changed the animations, I was really focusing on just evening the playing field and making the 1h thrust intuitive to use. I showed in another thread how the last 25% of the 2h thrust animation actually falls outside of the 100% sweetspot. To be honest, when talking about what sweetspots should look like, I believe the inner spots should be a near verticle incline, rather than extending their duration. Simply shorten everything.
« Last Edit: November 28, 2013, 08:27:17 pm by Tydeus »
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Offline MURDERTRON

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Re: Can we fix some animations? (1h stab, 2h stab, Pole instaswing and thrust)
« Reply #25 on: November 28, 2013, 09:14:00 pm »
+2
Buff long voulge IMO.
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Offline Grumbs

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Re: Can we fix some animations? (1h stab, 2h stab, Pole instaswing and thrust)
« Reply #26 on: November 29, 2013, 08:43:05 pm »
0
How is tweaking chamber speed as a balancing tool? Can't you make chambering slower so you slow down 1 hand stabs, rather than tweaking the sweetspots

I remember when I first started 2 hand stab was easier to use as well, in a patch it seemed to change so vertical movement became faster than horizontal. Can't you tweak things like that as well, make it so there is more skill involved in aiming stabs?
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Offline Kafein

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Re: Can we fix some animations? (1h stab, 2h stab, Pole instaswing and thrust)
« Reply #27 on: November 29, 2013, 11:21:25 pm »
0
Try it at home : long arming sword vs long axe, both supposedly 97 speed rating weapons. Stand still facing each other at sufficiently low distance for both weapons to hit and tap RMB at the exact same time. Guess who will always hit first.

This kind of comparison becomes hilarous with Glaive versus basically anything below speed rating 100.

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Re: Can we fix some animations? (1h stab, 2h stab, Pole instaswing and thrust)
« Reply #28 on: November 29, 2013, 11:33:44 pm »
0
Try it at home : long arming sword vs long axe, both supposedly 97 speed rating weapons. Stand still facing each other at sufficiently low distance for both weapons to hit and tap RMB at the exact same time. Guess who will always hit first.

This kind of comparison becomes hilarous with Glaive versus basically anything below speed rating 100.
wow if I understand you properly you do not understand math

it does not matter how long weapon is because angular velocity will be always the same for weapons with similar speed
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Offline Tydeus

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Re: Can we fix some animations? (1h stab, 2h stab, Pole instaswing and thrust)
« Reply #29 on: November 30, 2013, 12:09:48 am »
0
it does not matter how long weapon is because angular velocity will be always the same for weapons with similar speed
That assumes weapons are swung with the same angle and motion, which they aren't.

I haven't ever actually tested this, but I've been thinking about it for a while. He could very well be right, due to where the fists are located during swings. This should only work if you're standing at nearly point blank range, close enough for your fists in the polearm animation to just barely miss an opponent. I never tested this because the only likely fix, is differing amounts of damage based on where you hit with your weapon. If you're a few feet away, everything acts as normal, so it's really not a huge deal.
« Last Edit: November 30, 2013, 12:14:13 am by Tydeus »
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