Walking? (I know this has been asked a million times)
Even if you're a roleplayer - surely power customisation would be your top priority. Unless of course the default powers fit your ideal characters. :P
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This is exactly why I offered my hybrid Walk power suggestion in this thread yesterday.
They could copy the Sprint power and do two relatively simple things to it: 1) They could change the speed so that we would move slower than normal instead of faster. 2) They could change ONLY the forward non-combat movement animation to the NPC walk animation. The net effect of this would be a Walk power that would look fine while walking forward and not in combat. I would gladly accept this power looking a bit silly in ANY other situation because the chance that I'd want to use Walk in ANY other situation is pretty much nil. BAB wouldn't have to change or newly create any transitional animation related to this new power at all. It would simply use all the defaults that Sprint uses now. A Walk power, using this scheme, would be 100% cut-n-paste from elements of other preexisting powers and animations. Based on that it should be almost trivial to implement it this way. |
Kudos!
No, a thousand times no. People keep making these bogus claims.
We DON'T need the ability to strafe, turn or go backwards. We DON'T need to transition to power animations. The flypose emote is just that, an EMOTE. If you turn, strafe, activate a power, whatever, it interrupts the emote. Walking could work the same way and it would be entirely sufficient. |
And it's not a bogus claim if it came from the devs themselves.
Walking, like animated hair, is a basic human right for all gamers - so I think we'll see both in the game at some point in the future.
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Really? Because even in the games (such as JRPGs) where you can toggle whether the default speed is run or walk, I ALWAYS make sure the default is run and NEVER hit the button that toggles/slows you down to walk speed. In the majority of analog stick games I always go full speed run, unless there's a time where I will NEED to, such as thinh walkways/balance beams.
It may be a right, but it's something that's not really necessary.
By tapping your forward button you move at a slow pace. Your ingame animation then shows you walking, not running, forward.
Catches:
- You personally can't see it. Everyone around you, however, can.
- It takes alot of practice to get the correct tapping speed in order to maintain a walking animation instead of a Running/Floor Sliding animation.
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Actually it is...sorta.
By tapping your forward button you move at a slow pace. Your ingame animation then shows you walking, not running, forward. Catches:
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Favorite Hero: Computer (Empathy/Energy Blast Defender)
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Personally I think it would be half-@$$ed if it didn't include the turning, strafing, and walking backwards animations.
And it's not a bogus claim if it came from the devs themselves. |
And it *IS* a bogus claim and it did NOT come from the devs. The devs simply pointed out what would be involved in the full set of turn/strafe/etc movements. Naysayers then take this and claim it can't be done any other way, completely ignoring the existence of the flypose emotes.
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The Mentor Project
Really? Because even in the games (such as JRPGs) where you can toggle whether the default speed is run or walk, I ALWAYS make sure the default is run and NEVER hit the button that toggles/slows you down to walk speed.
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Accept that others want it very much. No one is going to force you to use it.
Paragon City Search And Rescue
The Mentor Project
(shrug) Then don't use it. I guess you don't like the flypose emotes either.
And it *IS* a bogus claim and it did NOT come from the devs. The devs simply pointed out what would be involved in the full set of turn/strafe/etc movements. Naysayers then take this and claim it can't be done any other way, completely ignoring the existence of the flypose emotes. |
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. |
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.) |
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. |
There's a difference between 'not everyone will like it, but it'll only take a couple of hours' and 'not everyone will like it, and it'll take more time to do than pretty much anything else' Really, the 'not everyone will like it part' is a very, very minor concern. |
And now we see the reason for your automatic naysaying. It's a feature that you personally see no use for.
Accept that others want it very much. No one is going to force you to use it. |
So in other words Pot: "Hey, Kettle! YOU'RE BLACK!"
Thank you for taking the time to fetch all those quotes, Dedlok.
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 |
All those things I specifically said we don't need and that the people who want the walk emote would be completely unconcerned about.
Saying all that do you really think that he, as a dev would really be happy doing "just a walk emote"? Do you think the staff would be happy doing "just a walk emote". Especially for something "not everyone will like, and take more time to do than pretty much anything else". |
Paragon City Search And Rescue
The Mentor Project
And actually, another problem I figured out while out and about yesterday about a "walk emote" is: the speed of players.
As far as I know, Emotes have NO EFFECT on the speed of the players abilities. And none of them move a character from the spot they started it in. Notice that you have to do the Flypose emotes while moving forward?
The only things that can affect a player's speed is a power. Emote have no effect on a player's speed. Thus a "walk emote" would look like crap because you would be moving at full run speed while "walking".
And even IF they do an emote, they would STILL have to at least do turning animations or it will still look like crap.
All those things I specifically said we don't need and that the people who want the walk emote would be completely unconcerned about. |
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
Just to add fuel to this fire of whaaarlgarbl, the other night I saw a player using the walk emote. They were obviously stuck in place, but was definitely the "walk" emote, with the arm swagger.
There. Proceed.
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No, a thousand times no. People keep making these bogus claims.
We DON'T need the ability to strafe, turn or go backwards. We DON'T need to transition to power animations. The flypose emote is just that, an EMOTE. If you turn, strafe, activate a power, whatever, it interrupts the emote. Walking could work the same way and it would be entirely sufficient. |
You may not, but you don't represent everyone. And BABs is the one that would have to put it in for us and if he and the rest of the staff doesn't want it in without that stuff, guess what? Personally I think it would be half-@$$ed if it didn't include the turning, strafing, and walking backwards animations.
And it's not a bogus claim if it came from the devs themselves. |
Turns out after playing the CO beta for a few hours over the weekend I realized that they implemented a Walk capability in that game which worked pretty much EXACTLY the way Ironblade and I have been suggesting for CoX.
As long as you walk forward it gives a nice walk animation but as soon as you move in any other direction it looks like a slow motion run, which while not being perfectly ideal is in fact ABSOUTELY acceptable for the intents and purposes anyone would ever use a Walk in this game for.
For BAB's sake I'd suggest he take a look at what they did with it in CO and realize we don't need a super-duper fancy version of this with dozens of its own animations/transitions.
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So while strafing, turning, and backwards walking is a part of the reason we probably won't see a walking animation added, the transition to power animations a bigger reason why.
We DON'T need the ability to strafe, turn or go backwards.
We DON'T need to transition to power animations.
The flypose emote is just that, an EMOTE. If you turn, strafe, activate a power, whatever, it interrupts the emote. Walking could work the same way and it would be entirely sufficient.
Paragon City Search And Rescue
The Mentor Project