mushin wrote: » Would it make sense for them to hire professionals to do motion capture with martial artists.
Blandmarrow wrote: » mushin wrote: » Would it make sense for them to hire professionals to do motion capture with martial artists. I don't think that is the issue, but it would make them less silly and more grounded in reality.
Dreoh wrote: » I just wanted to comment really quick that this is a bit disingenuous to say because nobody plays a game solely for the animations. Nor solely for the sound. Nor solely for the textures. But it's always glaringly apparent when one of these or another aspect of a game is below average.
Tyranthraxus wrote: » Dreoh wrote: » I just wanted to comment really quick that this is a bit disingenuous to say because nobody plays a game solely for the animations. Nor solely for the sound. Nor solely for the textures. But it's always glaringly apparent when one of these or another aspect of a game is below average. I'm sure it's a bigger deal for people who are into game-dev, as your sig implies. Yours truly has only re-made "Flappy Bird" in Unity, and more recently started to build some 3D worlds in UE5. Keep in mind, my 1st MMO was the same as Steven's: The original 1991 - 1997 Neverwinter Nights Online, playable only on America Online. Our combat animations included a left-to-right flip of your character's graphic to imply turning or movement, and a 2nd graphic where your sword was in an up position, then a down position, when you went to attack (the stalves went from a slight bend to a just-more-slightly-bent position). Yours truly isn't saying that *anyone* plays a game just for a single element such as animations, sound, textures, etc (that would - as you stated - be disingenuous); I'm simply to say that's it's less-important and less glaring to some folks, than others. Case-and-point: if the game came out tomorrow with the place-holder animations, some folks would be greatly bothered by it, while I wouldn't raise an eyebrow, at it. Either way, our thread here feels a tad counter-productive, since Steven has re-iterated time-and-again that he's always worried about new videos, as some folks are inevidibly looking at it and thinking 'this is the final product' - but it's not!
Dreoh wrote: » are you really going to compare a 20 year old game's animations to the ones in AoC?I get you were trying to make a point about how back in the day we had shitty animations and we were ok with it and that because you were ok with those shitty animations then you're ok with these shitty animations, but this argument is disingenuous because you're not comparing it with it's own context, the games of it's time. If you were to use this argument correctly you'd be comparing AoC's animations to FF14 or BDO or similar since they're of the same era. Furthermore, you're saying your standards haven't risen with the rising standards of technology in general.... ....This ended up a lot longer than I intended, sorry about that lol
Noaani wrote: » The biggest issue we have right now is that in most games at this point in development, we don't see any in game video.
LordAdro wrote: » ....In general, I will give them the benefit of the doubt because they have earned it....
mushin wrote: » This game is nowhere near done, I'd say 3 to 4 years if we're lucky....
Frostshot wrote: » ....How difficult or impossible is it to move from Unreal engine 4 to 5?....
Tyranthraxus wrote: » Frostshot wrote: » ....How difficult or impossible is it to move from Unreal engine 4 to 5?.... To give you an idea? The updates in the 4.23 build to the 4.25 build cost the Intrepid staff a year of code re-writes; We might have literally gotten a launch date 1 year earlier from the date it will actually launch, as a result. Dreoh would probably be in a better position to explain the discrepancies as to why this is, but it was THAT BIG of a deal. What he says about the animation short-coming of UE4 ring quite true. There's an endless supply of YouTube videos to explain why, if you have a few hours to spare for technical hoo-ha and further insight. Let's just say it wasn't a popular change, for those already working on projects in 4.23 - such as was the unfortunate case for Aoc.
Cypher wrote: » Someone, somewhere in the chain of command, doesn’t understand the “action” part of “action combat” because if they did, we wouldn’t see just about every skill of all 3 of the classes showcased so far be completely locked into a long animation (and probably totally locked in place) when using abilities. As others have said, some abilities should definitely lock you in place, where it makes sense. But every single ability can not and should not do that. And by the way I like having spectacle in the combat, but these are supposed to be low level skills for one, and for two every single skill can’t be spectacle just for the sake of it. Why would the tank impale an enemy and just leave the weapon? Pull your sword back out. And why is there lava/fire effects from stomping the ground? This is a low level tank. If the character picks up a mage subclass then by all means let the abilities have some elements infused.
mushin wrote: » Blandmarrow wrote: » mushin wrote: » Would it make sense for them to hire professionals to do motion capture with martial artists. I don't think that is the issue, but it would make them less silly and more grounded in reality. What do you think the issue is? For me when I see the animations most them look unnatural. All the effects stuff can be done later.
Frostshot wrote: » As a player of these games and having never looked under the hood, so to speak, How difficult or impossible is it to move from Unreal engine 4 to 5? Just curious, as it sounded like they were wanting to keep the game as up to date with current tech as possible.
Dygz wrote: » It's Hybrid Action/Tab Target Combat. You'd have to look at the BR combat - since it is all "action combat" - to get a feel for how much of the "action combat" is locked into a long animation. The Tank vid has the Tank standing still to show off the animations - based on previous gameplay, I think at least 50% of those abilities are not movement locked.
Cypher wrote: » Dygz wrote: » It's Hybrid Action/Tab Target Combat. You'd have to look at the BR combat - since it is all "action combat" - to get a feel for how much of the "action combat" is locked into a long animation. The Tank vid has the Tank standing still to show off the animations - based on previous gameplay, I think at least 50% of those abilities are not movement locked. I know. I played in the BR. Those abilities were extremely placeholder. The skills we see in the showcase videos recently have some pretty long and drawn out animations that lock the character in place until they end. It’s not very conducive to “action” combat when all of the skills do the opposite of allowing you to “act”. Im supposed to be able to have 75% of my equipped skills be action if I want, yet they all look and behave like tab skills. Should be able to sling the mage fireball while on the move but if you watch that video there’s this whole rising into the air animation.
Mowaby wrote: » I think it is hard to tell if an ability locks the user in place based on the preview videos. Spells like fireball should be a casted spell. I think you should be able to cancel the cast when you move though. There are more spells like the lightning spell looked instant and might be something that you can do on the move.