NiKr wrote: » Imo this is a feature for future expansions. There's no gameplay benefit to this, but the amount of animations required for this to work is insane (all weapons x all races x all sizes of characters).
Zepo wrote: » yep it would be a lot of work, but it would only be all weapons x all races if i'm not wrong, also the novice animations would be easier to do
NiKr wrote: » Zepo wrote: » yep it would be a lot of work, but it would only be all weapons x all races if i'm not wrong, also the novice animations would be easier to do If anything, it'd be harder to do, because it gotta still look and play nicely. Because that's gonna be literally the first impression for the game. So if the combat looks like shit - people like Asmon will call it shit. And considering how modular the animations are supposed to be (cause movement attacks and all that shit), I feel like my first approximation might've been low. And while height of chars might not be all that different within one race, I'd definitely hope a dunirian stump is animated differently from a renkai giant. And then we gotta remember the entire mess that are all variations of tulnar and your suggestion becomes an utter nightmare to scale imo
Aszkalon wrote: » Nobody can rival Lord NiKr's Activity here ! (lol).
Mag7spy wrote: » To me this sounds like a lot of work for no reason. Times for animations will all be the same so its going to take effort to make any kind of animation that is good. Not to mention character growth already exist as you lvl up you gain access to new abilities that will in turn be more flashy and powerful. I see no reason to do this extra for work basic attacks, make them look good and leave it at that. Or if they want to put in extra work monetize different animations for players to buy.
Noaani wrote: » Aszkalon wrote: » Nobody can rival Lord NiKr's Activity here ! (lol). Some of us can. As to the idea in this thread, it doesnt add anything in terms of gameplay. Deciding to do it now would mean new hires, and it really isnt worth adding new staff for something that adds no gameppay value, and minimal value in any other aspect. If it turns out that the animation team finish up everything well before release, have everything polished and nothing needing to be done, then something like this could well be worth getting them on to. It isnt worth deciding to do now and thus either hiring staff for, or holding other animation projects off for.
Scarctic wrote: » Mag7spy wrote: » To me this sounds like a lot of work for no reason. Times for animations will all be the same so its going to take effort to make any kind of animation that is good. Not to mention character growth already exist as you lvl up you gain access to new abilities that will in turn be more flashy and powerful. I see no reason to do this extra for work basic attacks, make them look good and leave it at that. Or if they want to put in extra work monetize different animations for players to buy. Given the modular systems the devs built in UE5 the animation pipeline should also be affected positively like the other systems in design which profit from that. If one "asset" or core feature is done the next one needed can be grabbed from the already existing ones and just adjusted so it fits. They won't have to develop everything from scratch anymore once the core systems and features involved in the process are there. "No reason" is your own opinion and something Intrepid has to decide after taking in our feedback. If they like the idea because it adds to the fantasy of the game so be it. If basic attacks are important for the combat in this game we need to build systems supporting it or it's just a tedious game mechanic... I hate redundant clicking or button mashing in games there is no strategy or interesting combat rotation or mechanic behind it. And when the animations suck or always stay the same I get bored of constantly pressing the same button... It works somewhat in single-player games but not in an MMO where I invest thousands of hours into playing that character archetype. -> If I were Intrepid I would scratch the basic weapon attack completely and build this system around combo skills with proc synergies around them, like in Final Fantasy XIV. instead of 3 individual buttons, fuse them together like in their pvp skillsystem. Now there could be 1-3 different combo rotations, witch different combat effects like selfheal or dotting, additional thread generation, proccing other skills, or building up a class resource. You could add extra combo hits when skilling into them and so on... Doesn't sound that more interesting than just clicking to fill the space between cooldowns in hope of a proc for whatever you skill into? Personally, I'd like that because it adds flavor, immersive combat progression and brings the genre forward. If that's a feature for past release i could live with that. And another thing... mhhhh... monetisation?! Seriously?!... Noaani wrote: » Aszkalon wrote: » Nobody can rival Lord NiKr's Activity here ! (lol). Some of us can. As to the idea in this thread, it doesnt add anything in terms of gameplay. Deciding to do it now would mean new hires, and it really isnt worth adding new staff for something that adds no gameppay value, and minimal value in any other aspect. If it turns out that the animation team finish up everything well before release, have everything polished and nothing needing to be done, then something like this could well be worth getting them on to. It isnt worth deciding to do now and thus either hiring staff for, or holding other animation projects off for. I'm sure you can. It adds nothing because clicking around for no reason is already nothing to begin with. I don't like that massive weapons swing fast and their fast weapons are even more unrealistic because the animations can't follow the speed... but that opens a bigger can of worms I'm willing to do right now. But if we incorporate gameplay value with combo skills like I described before, that's another story. They wouldn't have to hire more staff. Steven is already hiring to no end and the work could be allocated to the existing team, already working on animations, no biggie esp. if that's work for after the release.
CROW3 wrote: » Does it have to be a visual increase in skill? There are two very practical (and intuitive) proxies for simulating a character’s skill curve: chance to hit and damage on impact. No extra art and no ‘the combat looks like crap.’ Worst case, you’ll have scrub influencers complaining they can’t take on 12 mobs at level one and AoE chad their way to 50. And those folks can be effectively fed a ‘git gud’ response will little to no ‘elitist jerks’ blow back. Pretty easy business case.