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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
I don't like the combat animations for the tank
Lancillotto
Member
I was watching the video showcasing the tank class, and while the ideas behind the skills are ok, I really dislike how the animations wielding a sword or an axe play out. They look too much like what you would see in a Korean MMO, where weapons seem weightless and are wielded in a silly way. For example, in the skill called Myrmidon the character moves the sword in a very awkward and unnaturally fast way. No sword fighter would move their arms like that. Another example, in the animation for Lacerate the character ends the attack by stabbing their enemy in the head, and the blade is left hanging in there for a second... really? And that is going to happen every time that skill will be used? Yuck...
And yet another example of weirdness: when the character slams an axe on the ground in the skill called Resounding Smash, the body is bent downward too far and ends in a very awkward position, with the head almost touching the ground. The axe movement lacks any sense of weight and impact. In summary, movements are too unnatural and artificial, there is no flow in the body movement, and the acceleration of all movements makes them look even more abnormal. I could not find combat animations with melee weapons in other classes, but I am assuming that you are planning for a similar style, please don't do that. I understand that this is a world filled with magic, but please let's still move melee weapons in a pseudo-realistic way, for sake of immersion. Please do not use Korean MMOs as a base for your combat animations with melee weapons.
If you don't know what I am talking about you can watch the incriminated video here: https://youtube.com/watch?v=-ZkkVKZ64Ns&t=62s
And yet another example of weirdness: when the character slams an axe on the ground in the skill called Resounding Smash, the body is bent downward too far and ends in a very awkward position, with the head almost touching the ground. The axe movement lacks any sense of weight and impact. In summary, movements are too unnatural and artificial, there is no flow in the body movement, and the acceleration of all movements makes them look even more abnormal. I could not find combat animations with melee weapons in other classes, but I am assuming that you are planning for a similar style, please don't do that. I understand that this is a world filled with magic, but please let's still move melee weapons in a pseudo-realistic way, for sake of immersion. Please do not use Korean MMOs as a base for your combat animations with melee weapons.
If you don't know what I am talking about you can watch the incriminated video here: https://youtube.com/watch?v=-ZkkVKZ64Ns&t=62s
3
Comments
Ok...
Ahem.
It's still Alpha-1. These aren't the final graphics. Sit tight, and enjoy watching them develop!
Just saying it's bad without anything to suggest? That's not helpful.
OP does give some suggestions which is good. It's the open talk which got the fireball animation toned down and i think getting abilities feeling good in the looks department can benefit from our feedback.
That said, davey isn't wrong that those animations are pretty early take. they will be iterated upon, and I believe that UE5 has some improvements coming to the engine to make animations even easier to make which is a plus.
My recommendation - continue to point out animations you think could be improved, give examples of what you would change and I think that is perfectly fine for a constructive thread and discussion.
Yes, I am aware that that video is from alpha 1, but in the absence of more recent combat footage I prefer to provide some feedback, just in case. Better safe than sorry! We don't want the developers to waste their time on animations that look bad only to later have to remake them all from scratch