HellFrost wrote: » MrBlueSky wrote: » 1. I'm speaking to base movement systems, and not anything to do with combat specifics. This means I'm not concerned with how mobility skills have been implemented for each class. 2. There is a distinct difference between fluid and simplistic. Somebody who tries Super Mario 64 for the first time will suck and call that movement clunky. However if you actually play the game you find that the movement is rewarding and responsive, even fluid. By your logic, Super Mario 64 would be frustrating because you can't just do whatever you want at any time; you have to build some momentum and be decent at the game. Imagine Assassin's Creed with WoW movement. Movement and combat is directly related because if you have sluggish movement, combat will also feel sluggish. You also opened with how movement in WoW breaks combat immersion which for the most activities it does not. In the end they want action combat system and if you want to feel action the movement must be simplistic, because all your suggestions adds sluggishness and that takes away from the action. AC/Super or Super Mario are not action games. Look at Devil May Cry if you want better comparison. Imagine if DMC had turn radius. That would completely ruin the action that's going on.
MrBlueSky wrote: » 1. I'm speaking to base movement systems, and not anything to do with combat specifics. This means I'm not concerned with how mobility skills have been implemented for each class. 2. There is a distinct difference between fluid and simplistic. Somebody who tries Super Mario 64 for the first time will suck and call that movement clunky. However if you actually play the game you find that the movement is rewarding and responsive, even fluid. By your logic, Super Mario 64 would be frustrating because you can't just do whatever you want at any time; you have to build some momentum and be decent at the game. Imagine Assassin's Creed with WoW movement.
Tragnar wrote: » I should have written it more clear - the acceleration and turning should be only animation illusions - no gameplay acceleration and turning
Tragnar wrote: » Best place to look is actually Riot with league of legends - the responsiveness is incredibly high and all smoothness lies only in the character animations - you do not have there any movement accelerations or graduate turnings. This will only make the game feel incredibly clunky to control
Tragnar wrote: » I want realistic inertia, but only in animations - actual player character movement should not be in the slightest a subject to this
Tragnar wrote: » You literally don't understand my point. Any added realism for movement should be only in the windup animation - which is usually only few frames (but immensely important) The gameplay firsthand needs to feel fluid to play and be above all else extremely responsive. By adding movement acceleration or deceleration you basically kill responsiveness - which works for platformers or racing games Also I have not said anything about fast or slow gameplay - speed of gameplay has nothing to do with the responsiveness or fluidity