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Variety of idle stance animations, but not a variety of ability animations based on equiped weapon??

George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
When we first saw the two handed sword and the twin daggers, people noticed how the same animation played for the spin-to-win ability whether the two handed sword was equipped, or the 2 daggers.

Years ago I spoke about the weapons disappearing from the hands of the characters during the casting of certain abilities and the answer given was that creating animations for each weapon would take a considerable amount of time that wasn't available.

Combat should be prioritized above all character activities, whether emote/rp or crafting/gathering.
Having weapons disappear when you cast abilities, or having the characters body move in the same way, whether you hold a large weapon or two small daggers while performing an ability chip away at the combat experience.
Don't do the same mistake as ESO when it comes to combat/weapon animations. Yes, having lively characters, which can show our personalities is important, but not at the expense of a gameplay function, the most prominent of all in videogames: combat.

Comments

  • LinikerLiniker Member, Alpha One, Alpha Two, Early Alpha Two
    as long as they keep the yellow hammer skill in the fighter, I'm happy
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  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I'm not expecting the Active Skill animations to be based on which weapon is equipped.
    I am expecting Weapon Skill animations to be based on which weapon is equipped.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Yes, having lively characters, which can show our personalities is important, but not at the expense of a gameplay function, the most prominent of all in videogames: combat.
    While I agree with this specific statement, animations aren't a gameplay function.
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