be able to choose your attack animation


Blue Rabbit

 

Posted

i've seen so many cool looking and funny moves lately, but close to none of them are in COX.
so maybe, if NCsoft would infest some time on it, there could be a choice on our attack animation.

most of the time it's the same every time we attack, but with this add-on, there is more freedom with the imagination.
any adds, ideas, thoughts?


 

Posted

[ QUOTE ]
if NCsoft would infest some time on it

[/ QUOTE ]Ewww.

Also: This is power customization. Not gonna happen anytime soon, if ever at all.


 

Posted

This would fall under power customisation, which has been vetoed time and time again because of the insane amount of work needed to pull it off.

Sad but true.


/EDIT: Dammit Col, you beat me.


 

Posted

It might not be quite customisation, as allowing different animations for the same power's something they've done already for Fly, using the current system. IIRC the underlying code for randomly choosing one animation from a set of several was already part of the game code (for Fly, at least), it'd just never been given more than one animation to choose from before. (Then they added the /flypose system to make it non-random.)

So, it might be possible to add a few extra animations for various (say) MA attacks to make things look a bit more dynamic. Not sure this would be the best use of dev time, mind, given the ever present demand for brand new stuff...maybe something for a new hire to cut their teeth on while getting used to the dev tools?


 

Posted

a good solid argument standoff, i approve

/signed


 

Posted

[ QUOTE ]
So, it might be possible to add a few extra animations for various (say) MA attacks to make things look a bit more dynamic.

[/ QUOTE ]That's an interesting twist on the idea. As you said, several powers already have a table of random animations to choose from... though I think in the case of attacks and the like it's usually only two - Left Fist and Right Fist. Brawl, Shadow Punch, Smite, Slash, attacks like that.

More of that would be a welcome addition indeed.


 

Posted

I would like to see a few more random animations for moves - Brawl is particularly poingant when used with dual blades powerset you get a foot in face instead of left/right hook; that's something I'd like instituted to the power for everyone


Tyger (50), Mutation-Controller Mind/FF - oldest Mind/FF on Union
Quote:
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Posted

Brawl comes with a variety of different animations all for the same power BUT these could be powerset coded rather than individually codes, I'm not sure if you get a different version of brawl if you choose one of the powersets effected or whether it's the same power with different tags telling it to animate a certain way when X is happening.

Normal brawl does left fist, right fist, include weapon (since you can brawl with your Broadsword drawn etc) and Kick (used in Dual blades case).

So, you could, in theory, have a drop down list given the options (if your not a weapons set) of having brawl either animate via punch or kick.

(beat me too it Tyger...damn you!)


Badge Earned: Wing Clipper

A real showstopper!

 

Posted

[ QUOTE ]
Brawl comes with a variety of different animations all for the same power BUT these could be powerset coded rather than individually codes, I'm not sure if you get a different version of brawl if you choose one of the powersets effected or whether it's the same power with different tags telling it to animate a certain way when X is happening.

Normal brawl does left fist, right fist, include weapon (since you can brawl with your Broadsword drawn etc) and Kick (used in Dual blades case).

So, you could, in theory, have a drop down list given the options (if your not a weapons set) of having brawl either animate via punch or kick.

(beat me too it Tyger...damn you!)

[/ QUOTE ]Brawl also has a special animation for Katana - smack in the forehead with the hilt.


 

Posted

i've wondered why the brawl animation for when players have an assault rifle isnt like the NPC's when they have assault rifles (they bash you with the butt of the rifle), might be nice to have that for players too


 

Posted

[ QUOTE ]
i've wondered why the brawl animation for when players have an assault rifle isnt like the NPC's when they have assault rifles (they bash you with the butt of the rifle), might be nice to have that for players too

[/ QUOTE ]Well, VEAT Arachnos Soldiers have that attack in their primary power tree...


 

Posted

Since the brawl animation changes Dependant on weather you have blades or claws out or in i cant see why they couldn't extend this to other powers.

As to weather it would be a worth while investment of dev time i would say yes it would as it adds a more dynamic style to the combat which IMO increase fun


 

Posted

TBH(and i hope you don't get the wrong idea) they should look at dbz a small bit in the part of blaster while flying.
every time i shoot a blast, my legs stand relative still, and there is barely any connection of impact while shooting a blast.
it would be neat if they had such an animation where the impact is shown
http://miscellaneous100.homestead.co...a_Shooting.gif
http://piotech.wsd.wednet.edu/studen...p;Adam/v07.gif
http://piotech.wsd.wednet.edu/studen...am/trunks6.gif
http://www.myfavoritegames.com/drago...edAvatar48.gif

IMO they should remove some stiffness in the game, make things smooth so it looks like it has a life.


 

Posted

And once more we're back to current graphics engine's limitations. I would love to see more lifelike animations but under the current engine I don't see how that would be possible.


Rabbits & Hares:Blue (Mind/Emp Controller)Maroon (Rad/Thermal Corruptor)and one of each AT all at 50
MA Arcs: Apples of Contention - 3184; Zen & Relaxation - 35392; Tears of Leviathan - 121733 | All posts are rated "R" for "R-r-rrrrr, baby!"|Now, and this is very important... do you want a hug? COH Faces @Blue Rabbit

 

Posted

Question: are you a software developer?


 

Posted

Of course every power animation you could pick for a power would need to be exactly the same length, otherwise most of us would just pick the fastest one so we could be more effective

[ QUOTE ]
TBH(and i hope you don't get the wrong idea) they should look at dbz a small bit in the part of blaster while flying.

[/ QUOTE ]
Oh no, not DBZ again - maybe you should just pray that someone makes a DBZ MMO sometime soon


 

Posted

[ QUOTE ]
[ QUOTE ]
TBH(and i hope you don't get the wrong idea) they should look at dbz a small bit in the part of blaster while flying.

[/ QUOTE ]
Oh no, not DBZ again - maybe you should just pray that someone makes a DBZ MMO sometime soon

[/ QUOTE ]
they do, but i think it takes 2 years till it's even close to europe


 

Posted

Do animation times balance dps?

if so would the diffrent animations have to be coded to the exact time the current animation has?

seems like a lot of work really.

Edit. eeeep just noticed Valkryst post!


Lurk more, post less.

Vasagi

 

Posted

[ QUOTE ]
Do animation times balance dps?

if so would the diffrent animations have to be coded to the exact time the current animation has?

seems like a lot of work really.

Edit. eeeep just noticed Valkryst post!

[/ QUOTE ]
Hehe, well you were probably right to post the question anyway. In the original design power damage was balanced against recharge time - over time the Devs have begun to realise that, once you have a full attack chain and especially once you have tons of +rchg, the animation time of a power has far more effect on your overall damage than recharge times do. So yes, animation times have a major effect on DPS (and is the main reason why some sets like Ice Blast are more popular than others like Sonic Blast for PvP).

Now I believe that Castle (the Dev) has reworked his calculations and, to some extent, powers will now be balanced against both animation time and recharge time - this should be especially noticeable on new powersets (I think Dual Blades was the first attack set under the new calculation), but older sets are being revamped too.

Admittedly there is also some crossover with some animation times being reduced to improve the visual flow of some sets (Katana, Broadsword and Martial Arts recently), while others saw some increases (Stone Melee, recently) to make sure the whole animation plays out as originally intended (in some cases so that melee sets will synch up properly with Shield animations in I13). It's obviously an ongoing effort.