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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
Have you tried sliding without running? There is a reason for the army to say 'duck, roll and cover'. The army doesn't say 'slip, slide and shoot'.
I challenge you to roll standing up without momentum in real life.
Ok now that I've just done that, now what?
The kinetics of a physical roll come from the speed at which the person lowers their upper body and the arc of their head and shoulders, it's just a tucked cartwheel. Ever watched any gymnastics floor exercises? With weapons this would be even easier (the actual rolling part, not the hand positioning).
But more seriously I guess this means the real answer is cartwheeling and backflipping.
Sliding from a standstill can break your hips or your legs and also get you shot in the face.
For example:
https://youtu.be/8drDerhPOj0?t=50
at 0:49 don't know why it won't jump to the time stamp I set.
I can't find the slide/dash tutorial video but I saw those videos before while learning traditional martial arts just for keep healthy.
But they both not really for dodge/avoid incoming attack because they both expose your weakness in different way if you guys want to talk about in that realistic level, in real combat slightly move/turn you body away or deflect the attack are the better ways to avoid incoming attack to do damage to you in close fight, the most easy way is block it.
But we don't really make the most easy way "block" good in game, why? because it's make things too easy and boring to play, you forget it's a game, the dodge animations don't need to be super real it's just need to base on reality enough and look great/cool.
Key words "duck"
So now that you are talking about transitions between standing still and rolling, you should be able to piece together for an animator how they can create transition between standing still and before the motion of them actually sliding...
in my eyes sliding works completely fine and has been done in many games... I don't understand why you look at sliding without any transition movements.
Transition is why any animation is not going to look floaty, rolling would look floaty without it.
Maybe we can get both.
The point of rolling in most games is to dodge AND move. Games can and do implement lots of evasive mechanics where the character does very little movement, but usually that's not what players want for the game type we're dealing with, cause of things like "AoE boss attacks" and 'Ranged characters kiting you for an entire TTK'.
Rolling is literarily the most boring over done animation in existence, but it is the most easy to do.
Bdo used sliding and its as floaty as a cloud. It doesn't look good and you want sliding to move towards an action combat 'dodge'. There is nothing wrong with a dodge roll with weight. You can even roll in full plate armour in reality.
BDO is full sliding and looks good to me for ice skates and has motions that make it feel grounded when you stop that respond right away.
BDO for ranger also has a lot of great movement animations with backflips, side hops, etc that will a lot of flare to it.
The parts where you have ice skates has to do with the combat and how your character responds while being able to move which I doubt AoC will be like that of course. So you simply remove the slide parts and use all the side hops, jumps, chartwheels, etc and it looks completely fine.
There will always be some sliding though in all games unless the go full rooted and make it so you can't control your movement as well. There has to be a point where you have to start to realize you might be a bit picky, what matters is how the combat feels and responds to you.
BDO has a lot of very good animation it is something they do right atleast. https://www.youtube.com/watch?v=ZM6_i2lLvU0
Yeah, I sure I knew that I just said it because I don't feel they aware it.
Like what we can see in melee combat update, I feel the dodge animations looks good but still need to be polished, like the way character hold the sword during dash forward/backward makes the weight they put in melee basic attack disappear, and the dodge roll in ranger update I think it's old dodge animations so no comments.
Opinion?
Same or different?
This is better than BDO's. About the sole thing I hated about BDO's combat is the archer.
I would have to agree, @Mag7spy Forums will indeed blow up for A2. If some topics have folks already spitting from left to right and vice versa, cant wait for when the action starts. All is good, and in the end what we can hope for is a well designed game that provides a fun and enjoyable experience. So folks, keep the feedback coming in, be open-minded and most of all fair.
Hey @Dizz Yes! I totally agree, no more rolls please! Tons of better cool looking animations to pick from.
Lets see what direction Intrepid decides to follow.
Have a good one, all!
Dodge should never be an iframe, it should be agaist projectile and melee attacks dodging at the right time out of the way of the projectile should be a miss, but if u dodge and arrow still hits you should take dmg
During dodge animation you get a CC immunity and 50% dmg reduction for 1 second (Dodge animation duration) to simulate glancing blows. So if you still get hit by a skill you will still take dmg but not as much if u didnt dodge, dodging could be game changing if u time it for heavy hits or CC but unlike new world u can dodge spam for invunerability.
hitting somone on your screen but doing no dmg cause they dodged iframed feels bad because you can see the hit, hit but it does nothing but reduced dmg is fine so a visable hit still does dmg even if not full dmg.
You can also make passives where the dmg is mitigated further too for some classes could be like 80% dmg reduction with some passives or what not.