Walk Button.


Ad Astra

 

Posted

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You don't think we move slow enough as it is?

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o.0

Seriously? Did you *seriously* just say that? Have you played other MMOs?

Wow....


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Posted

If we have to choose between

1.) walking for RP purposes?
or
2.) About enough animations for a whol new power set.

Im gonna go with 2. Id like walk, but i dont need walk.


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Posted

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To add walking into the game we're looking at anywhere from 15 to 75 animations. That would get us a single 'style' of walking for the male, female, and huge player models. Doubtful that we'd ever be able to create a single walk animation that would make everyone happy...

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Good point. I personally would lik a 'saunter' button


 

Posted

Perhaps walking could be considered a "defensive stance". You're not as careful when you run around. Walking could grant a small amount of defense and a recovery bonus, since you're not running and exerting yourself. That might make it more worthy of the animation time than "just" as a roleplaying thing. If walking was also introduced at the same time as dual pistols we'd be up to our necks in cool just slowly walking through a mission shooting stuff, all Terminator-like or Robocop-style. Yeah, that's the ticket. Walking.


Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522

 

Posted

I understand the code problem with trying to set either a max or absolute speed, but I don't understand BaB's number of animations statement. I know that Bab's would generally prefer transitions from each stance into any movement animation but to be honest we so rarely see those transition animations due to interrupts and the suchlike, hell I can't even jump across a joze without triggering a lock into the falling animation even when I'm rising.

While I understand that each game devs (rather than software dev's) generally think about the data area that they can change but personally I think this is a client code issue, and the tweak should be more like:

Server says run: Client checks the movement speed and switches between standing still/walking/running/running really fast on it's own. make sure that the animations use the same gait-cycle/number of frames. Then give everyone a "go slower" inherent toggle (anti-sprint that would make some sb-haters happy right there) that just reduces speed int he normal way.

That way, people stop "running" really slowly across a slow patch, running in-place when stuck on a wall and superspeed could look a little more sensible.

I know the game devs shy away from putting in code tickets but as a software dev myself I know that sometimes it's better to let a programmer solve the problem rather that data contributor.


 

Posted

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[ QUOTE ]

To add walking into the game we're looking at anywhere from 15 to 75 animations. That would get us a single 'style' of walking for the male, female, and huge player models. Doubtful that we'd ever be able to create a single walk animation that would make everyone happy...

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Good point. I personally would lik a 'saunter' button

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The correct answer is "assign the resources needed to make it happen". Multiple walk styles. I15.

It could even be done as a for pay booster pack, analogous to Prestige Sprints.


 

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How does Prestige Power Slide work? Could Walk be a lot simpler if it were a toggle like that?

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Prestige Power Slide uses sliding animations that have been in the game since its creation. They just formed them into a separate power. The sliding forward, back, left and right, as well as transitioning from all the game's stances into and out of sliding is already in the game. Walking would require new animations for all of those, as currently, there is only a single walk-forward animation and no transitions into and out of anything.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

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Perhaps walking could be considered a "defensive stance". You're not as careful when you run around. Walking could grant a small amount of defense and a recovery bonus, since you're not running and exerting yourself. That might make it more worthy of the animation time than "just" as a roleplaying thing. If walking was also introduced at the same time as dual pistols we'd be up to our necks in cool just slowly walking through a mission shooting stuff, all Terminator-like or Robocop-style. Yeah, that's the ticket. Walking.

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<3 !



<3 <3


"The Hollows was a cover up; it was really caused by Blue Steel experimenting with Foot Stomp." - Steelclaw

<-- boy

 

Posted

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Since the game updates the screen a finite number of times per second, you can't have actual continuous movement, you can just have a sequence of teleports to where you ought to be if continuous movement were occurring.

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While I don't know exactly how a server monitors player movement, I do know that it's in a mechanically different way from teleporting. When one loses synchronisation with the server and is stuck where they zoned in in spirit, if not in body, then mere walking will not reinitialize synchronisation, and will in fact simply snap you back to where you were. Teleporting, however, will.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

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[ QUOTE ]
Since the game updates the screen a finite number of times per second, you can't have actual continuous movement, you can just have a sequence of teleports to where you ought to be if continuous movement were occurring.

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While I don't know exactly how a server monitors player movement, I do know that it's in a mechanically different way from teleporting. When one loses synchronisation with the server and is stuck where they zoned in in spirit, if not in body, then mere walking will not reinitialize synchronisation, and will in fact simply snap you back to where you were. Teleporting, however, will.

[/ QUOTE ]I wasn't referring to Teleport the type of power, but teleport as in "going from point A to point B without moving the in-between distance, even if A and B are really really really close together"


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Ah, OK. That would fall under "how a server monitors player movement," then


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

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[ QUOTE ]
[ QUOTE ]

To add walking into the game we're looking at anywhere from 15 to 75 animations. That would get us a single 'style' of walking for the male, female, and huge player models. Doubtful that we'd ever be able to create a single walk animation that would make everyone happy...

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Good point. I personally would lik a 'saunter' button

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The correct answer is "assign the resources needed to make it happen". Multiple walk styles. I15.

It could even be done as a for pay booster pack, analogous to Prestige Sprints.

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I'll hold out for a 'Sashay' button then.


My memory's not as sharp as it used to be.
Also, my memory's not as sharp as it used to be.

"The tip of a shoelace is called an aglet, its true purpose is sinister." The Question

 

Posted

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To add walking into the game we're looking at anywhere from 15 to 75 animations.

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Does that include moon walking? Or would you have to add sound effects for that as well?


The Bacon Compels You.

 

Posted

Animations are the problem, not the rules. "All you'd need to do" (yes, it's an evil phrase) is debuff speed down to 25% (or so). Regular movement (non-run sprint) then becomes the "standard" walk. If you activate any movement power it deactivates "walk" simlarly to how Flight/Hover and Combat Jumping/Super Jump work. Hit walk while Speed boosted and you look like an early silent movie. If you do it over Spikes, you look like the Bionic Man.

Oddly, I'd like this fix for those that don't understand "Please Don't Hit Me with Speed Boost!"

The only fix for animations is to make them. There's no help for art stuff but to DO them and that ALWAYS takes work.

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based on the mixed feedback about flight poses and the new hover animations.

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Most of the negative feedback over flight poses is that they don't stick, and that you can't set the Hover poses (and, again, have them stick.)


 

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How does Prestige Power Slide work? Could Walk be a lot simpler if it were a toggle like that?

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Prestige Power Slide and the other sprints are sprint with particle effects. Prestige Power Slide also has a "Get into/out of slide stance" which has been in the game for a REALLY long time.


 

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It'd require more than just walking animations. What'd happen if you were 'walking' and you got hit with Speed Boost? Siphon Speed? Were standing on Caltrops? Had Granite+Rooted activated? Super Jump? Intertial Reduction?

BaBs doesn't want to have you running at super speeds while using the walking animation, nor walking while slowed to the point where you're practically just standing in place. There's a lot of issues that made BaB say it's not so simple as just making new animations.

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To add walking into the game we're looking at anywhere from 15 to 75 animations. That would get us a single 'style' of walking for the male, female, and huge player models. Doubtful that we'd ever be able to create a single walk animation that would make everyone happy...based on the mixed feedback about flight poses and the new hover animations.

We're not opposed to adding walking into the game...it's just really hard to prioritize it over so many other things that require animation time.

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That's really too bad since I've put my video stuff on hold waiting for it. =( I thought that maybe since you showed it in the video where you introduced Wings that it might be coming. I know people would start asking for this and that kind of walking animation but I'd be happy with just one. After all, there is just one running animation, right??? RIGHT??? (Excluding auras)


 

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I understand the code problem with trying to set either a max or absolute speed, but I don't understand BaB's number of animations statement.

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You know what, I was wrong...we actually need 15-90 animations

Walk forward
Walk backward
Walk Strafe-Left
Walk Strafe-Right
Stop walking, transition back to ready

Times 3 for each body type: male, female, and huge

Times 6 for the various 'modes' to both cover the different hand/arm positions and to properly transition back into the appropriate 'ready' stance when you stop walking: Ready, Combat Ready, Weapon Ready, Dual Ready (used by katana and archery as well), 'Shotgun' Ready, and Shield Ready

15-90 animations needed to do a 'walk button'. (Or 105 if we wanted to accomodate the two-handed club stance as well.)


 

Posted

Retracts former post. Thought it might be a TAD simpler than that. Forget the weapons ready thing and stuff though. Hmmmm... then again, I wanna walk carrying a clipboard.

... and a cat.

Sorry BaBs! If there is anything I can possible buy that would help fund the venture... I got an extra $ 9.99 in my Vegas fund I can steal.

FIRST POST AFTER A BRAWLER!!!


 

Posted

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Most of the negative feedback over flight poses is that they don't stick, and that you can't set the Hover poses (and, again, have them stick.)


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You gotta go back to the original comments on them, when they were random or cycled through the options sequentially. Even today, some of you guys have strong feelings about certain flight poses (or all of the current options) not fitting the image of their character that they have in their noggin. I would expect walks to elicit much the same type of response. Compounding that is aside from making a different walk for the male, female, and huge body types the possiblity of doing multiple styles of walking for each is so un-feasible it's essentially impossible.


 

Posted

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Most of the negative feedback over flight poses is that they don't stick, and that you can't set the Hover poses (and, again, have them stick.)


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You gotta go back to the original comments on them, when they were random or cycled through the options sequentially. Even today, some of you guys have strong feelings about certain flight poses (or all of the current options) not fitting the image of their character that they have in their noggin. I would expect walks to elicit much the same type of response. Compounding that is aside from making a different walk for the male, female, and huge body types the possiblity of doing multiple styles of walking for each is so un-feasible it's essentially impossible.

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/em walk
/em sashay
/em creep

... I can see female models *especially* getting irritated. "She walks like a ******!" "If my/my wife/gf's hips swung like that, she'd break her back." "More swinging, she should be sexier!" "I don't think that kind of walk is biologically possible." "I don't care if she is superpowered, that walk makes no sense in those heels."


 

Posted

You forgot the hokey-pokey animations. Don't even think of putting this together without the hokey-pokey animations.


My scrapper doesn't need an AoE. She IS an AoE.

 

Posted

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... I can see female models *especially* getting irritated. "She walks like a ******!" "If my/my wife/gf's hips swung like that, she'd break her back." "More swinging, she should be sexier!" "I don't think that kind of walk is biologically possible." "I don't care if she is superpowered, that walk makes no sense in those heels."

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While I agree with the general problem of not being able to please everybody, that's pretty much the case for current RUN styles. If I were the type to look closer, I could say that Huge run like knuckle-dragging Neanderthals, Male run like they're constipated and Female run like they're running in perpetual high heels.

If my options were between NOTHING and a somewhat wrong option, believe me when I say I would choose a slightly wrong option. The problem with flight positions was that it IMPOSED the wrong one when the right one was, and had always been, already available. Changing them to emotes fixed that. It would be a lie to claim that the perpetual backstretch is a fitting flight pose for all of my characters, but if I were given the choice between flying like that and not flying at all, I'd choose to fly like that.

In my opinion, it's better that we have the ability to walk, even if it's not the exact kind of walk I may have had in mind, than to not be able to walk at all. If anything, I can see the heavy amount of work as the only real limitation. And much as I respect BABs, I'm starting to get more than a little disconcerted with his concern about not pleasing everybody with the additions he makes. It's making me actually really worried that we may be missing on good stuff because it might not be everyone's cup of tea.

Let's hope that if ever there is time and opportunity to get these in, they commit to go out and make them without fear and worry as to whether they'll please everybody. At the very least, people may NOT get something new, but they didn't exactly lose anything they had.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

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"I don't care if she is superpowered, that walk makes no sense in those heels."

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Posted

Since it seems like more of an RP thing, might be a safe bet to make it a none-combat toggle. Would set you at that lower end of 15 animations. If you activate a power or are attacked, the walk automatically toggles off for combat.


 

Posted

Except that many of the posters around here tend to treat getting something they don't want EXACTLY LIKE having something they NEED taken away.

I can undersstand the hesitancy.

I won't post angry comments about any walk button we get "some day", but I can see prioritizing other stuff above it...like a 'scamper on all fours' run animation...


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