Weapon redraw issues and solution


Ad Astra

 

Posted

Today I am proposing a fix for issues regarding weapon redraws, specifically unnecessary ones that interrupt the flow of attack chains.

What you can do...
If you're holding any sort of weapon and use the [Brawl] or the origin-temp power attack, the character is able to perform the attack without forcing them to de-equip their weapon at all, sometimes even having their own alternate animation to compensate (Ninja Sword bashes the opponent with hilt instead of going to a punch)

What you can't do...
However, in some power pools like [Fighting], even when you're holding guns or melee weapons, [Kick] somehow requires the use of BOTH HANDS to use, this is not only illogical but the fact that Brawl and any throwing animation ([Dual Blades] still allows [throwing knives] power) works with single and double-handed equipment, but something as different as using legs to kick doesn't? Heck, if you play [Dual-Blades] the Brawl attack IS [Kick], the exact same animation.

How it they could fix it...
My suggestion is simple: Whatever techniques were used to make Brawl and the origin-temp compatible with weapons should have give an animations tweak to allow all relevant powersets to work harmoniously with a character's weapons. Power pools like [Fighting] aren't the only ones that are heavily affected by any weapon redraws, this also applies to powersets like Devices! Even if you're able to have one hand free to throw grenades and such (Assault Rifle + Devices), you still have to put away your guns to throw a grenade.

Because really...!
Players really hate wasting time they could be spending supporting the team or attacking enemies and shouldn't have to limit their attack chains because there's no hands-free kicking allowed. Heck, even Fighting's Boxing punch could be transposed onto weapons, like being struck with the butt of an assault rifle.

So what if it's minor...?
Sure, this may only apply to non-brawl physical attacks and non-origin item attacks, but this suggestion is the difference between an efficient ranged and melee combatant and a clunky one. And I definitely know people have had issues like this at least once in the past because of it. The only ones unaffected by this issue is the non-weapon power users. My Fire/P-Dom Corruptor has Fighting and is able to use it to it's fullest, but my Assault/Devices Blaster is plagued with Primary and Secondary redraws and applying Fighting to her powersets would be catastrophic.



The solution highlights
  • Make Fighting's 'Boxing' and 'Kick' function without redrawing weapons, ESPECIALLY Kick. Also applies to any other physical attack that dedraws weapons unnecessarily.
  • Make single-handed item powers (grenades) compatible with one handed weapons (Assault Rifle, Broadsword, Mace...etc).
  • For a little pizazz, give these newly compatible attacks new animations if applicable. (Rifle-whip with Assault Rifle)
And here goes round three, have I got a winner here this time? Or is fixing Weapon redraws something best left forgotten?



Home server: Victory
Characters on: Victory & Virtue
My first 50(0)! 18/11/11
@Oneirohero

 

Posted

You don't have a winner, because you don't seem to understand what the solution is that makes Brawl work that way. It's a custom animation script done by hand. To accomplish what you want, would mean hundreds if not thousands of custom scripts. The animation for the kick may look the same, but that's only because that was the base that was used. They'd have to make Kick with Katana, Kick with Mace, Kick with Rifle, etc etc.

They did the work with Brawl because everyone has it. Doing that work with the Fighting pool when it's optional most likely falls below the limit for tangible benefit vs the amount of time it would take.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

Brawl is the animation with the MOST animations used for it. Brawl, the inherent, weak, everyone-gets it attack that really isn't that useful in the later levels, has had the most animation work on it to get it to work right.

In orger for power pool attacks to work with weapons, they would need the same treatment. As such, they would take:

3 Body Types * 2 pose types (flying versus on the ground) * 10 weapons sets (I think that's right) = 60 animations done for it.


It's not as easy as you might think.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
My suggestion is simple: Whatever techniques were used to make Brawl and the origin-temp compatible with weapons should have give an animations tweak to allow all relevant powersets to work harmoniously with a character's weapons
Sounds easy doesn't it?

Were you aware that a new animation would have to be created for each for each weapon set?

Let's start with boxing. It will need a new animation for each weapon set in the game.

Claws, dual blades, broadsword, ninja sword, katana, axe, mace, VEAT assault gun, VEAT mace, VEAT crab, VEAT claws, mastermind assault gun, archery, mastermind archery... think that's it.

Call it 14 weapon sets.

So that's 14 new animations just for boxing.

Now let's add the rest of the power pool attacks. Boxing, kick, flurry, air superiority and jump kick.

Up to 70 new animations.

But you wanted grenades and the like as well. There's a whole hell of a lot of different "thrown" attacks in the game. Let's pick 10 randomly from our backside.

15 attacks times 14 weapon sets: 210 new individual animations.

How long do you think it would take a couple animators to pull that off, get it into an internal test build, QA the changes, etc?

EDIT: I forgot body types, Aett. 630 animations.


Be well, people of CoH.

 

Posted

How does shield and PPs work I've never tried it.


 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
EDIT: I forgot body types, Aett. 630 animations.
And flying mode animations so 1260


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

Quote:
Originally Posted by Lemur Lad View Post
And flying mode animations so 1260
What about hover...


 

Posted

Quote:
Originally Posted by Mr. NoPants View Post
How does shield and PPs work I've never tried it...
Shield is a special case. BaB actually did hundreds of custom animations such that things would work with your shield out. That's part of why the set took so long.

It's also why there are very few working emotes with the shield out.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

Quote:
Originally Posted by Mr. NoPants View Post
What about hover...
That's what I meant. Flying and Hover call the same animations.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

Quote:
Originally Posted by Lemur Lad View Post
That's what I meant. Flying and Hover call the same animations.
I thought hover was the standing in air animation.


 

Posted

In the AE, they have 'custom weapon' animation that place whatever custom weapon you made in the custom critter creation be drawn and out. I wonder if there's a workaround once the pools become customizable for a 'custom weapon kick' animation option that draws the weapon from the costume info. There would, of course, be some different ones needed, as a mace/axe are held the same, but not an assault rifle/pulse rifle. Also, it gets tricky with things like bane spiders who can have two different maces.

This is just a thought, and I admittedly don't know the ins and outs of the system.

*edit* This assuming they can't simply completely copy the brawl kick animation and place it in the fighting pool animation options. Are the animation times actually any different?


 

Posted

630 animations does sound like a large load to get rid of Weapon redraws, a great deal. I will admit I didn't take into account that body-types and the number of powers to work on was extremely neglected.

But Weapon redraws will still be an annoyance upon the game until it's sorted, so perhaps it's not that it should be done all at once, but attempted every few patches until one day all weapons can avoid redrawing.

After all, there's nothing to say that if the devs have spare resources, they can't work on a particular power and all the body types and flight/ground animations. You could see Kick being compatible in one patch, then Boxing in another patch. It would probably have no mention aside from the patch notes, but those who had problems with that power and their weapons before can feel better that they're no longer restricted.

630 is far too much for one release, but spread it over a number years and it doesn't seem so threatening anymore.



Home server: Victory
Characters on: Victory & Virtue
My first 50(0)! 18/11/11
@Oneirohero

 

Posted

Quote:
Originally Posted by Mr. NoPants View Post
I thought hover was the standing in air animation.
It is. However when a power is activated and the "while flying" animation is played, they both call the same animation.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

I do agree that it *should* be done, but having a general idea of the workload involved throws it at the back of things I'd like to see fixed around here.

It was very nice to have the baked in redraw times removed from the sets that have been worked on so far. Claws, DB (which never had the baked in redraw,) and mace I know have been done. Not sure about broadsword and axe.

That's not to say I agree with Castle's claws damage tweak (I don't... at all) but the set certainly felt smoother after the rework.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Mr. NoPants View Post
I thought hover was the standing in air animation.
Same as Flight. No powers work while 'moving' with Flight. They all force you into a 'standing in the air' starting point.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
Same as Flight. No powers work while 'moving' with Flight. They all force you into a 'standing in the air' starting point.
ahhh thanks

They could always say "screw clipping and quality" and undo the work they've done to make some powers work with weapons and simply have the weapons out if you've the power recently.


 

Posted

Seems like more and more I see threads with good ideas that get shot down with the same basic excuse, "It's too much work!".

I understand some of the developers have made an attempt to show the kind of work involved with this game. They give how many animations it would take, the kind of time such animations would take, etc. Somewhere along the line many players jumped on this band wagon and every time a new idea comes up it is met with reasons why things can't be done.

I'm sure some people think that they're "helping" or just "being realistic", but sometimes it seems like they're just looking for reasons to shoot down an idea. If this same mentality had been used when the idea for this game was first thought of, I dare say that it would never have come into existence.

I'm sure there are plans in place and the developers have a system to determine which ideas are feasible based on existing work loads. I'm sure it's true that the amount of time to animate something combined with the number of people that use it play a significant factor in whether it gets done or not.

That being said, we as players do not have the data to determine that information and unless a red name specifically says an idea is not feasible, perhaps we should not be so quick to give our wonderful technical advice.


If you don't like something change it; if you can't change it, change the way you think about it.

~Mary Engelbreit

 

Posted

If someone wants a direct reply from a dev, they should PM the dev in question.

The dev can then copy/paste the reply they've sent out a hundred times explaining the ROI for a given suggestion.

Or they can post it to the forums once and allow the players to regurgitate the info.

When a poster chooses to post a suggestion to the open forum rather than a private message, often they'll get the second option. It's not so much that people hang out in the suggestions forum waiting to slap down ideas, it's more that many of the long time forum goers have seen the same suggestion proposed a thousand times.

It's a question of whether it's worth the time, and thus the money, to accomplish a task.

In this case, we've been told multiple times that the answer is, "No."

Try to keep that in mind next time you feel it necessary to share your baseless judgments with the rest of us.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by SpecialDelivery View Post
Seems like more and more I see threads with good ideas that get shot down with the same basic excuse, "It's too much work!".

I understand some of the developers have made an attempt to show the kind of work involved with this game. They give how many animations it would take, the kind of time such animations would take, etc. Somewhere along the line many players jumped on this band wagon and every time a new idea comes up it is met with reasons why things can't be done.

I'm sure some people think that they're "helping" or just "being realistic", but sometimes it seems like they're just looking for reasons to shoot down an idea. If this same mentality had been used when the idea for this game was first thought of, I dare say that it would never have come into existence.

I'm sure there are plans in place and the developers have a system to determine which ideas are feasible based on existing work loads. I'm sure it's true that the amount of time to animate something combined with the number of people that use it play a significant factor in whether it gets done or not.

That being said, we as players do not have the data to determine that information and unless a red name specifically says an idea is not feasible, perhaps we should not be so quick to give our wonderful technical advice.
In which case that "technical advice" would never be brought up in response to the suggestions brought to this forum, since Rednames rarely if ever post here.

And oftentimes, our "technical advice" is based on prior posts from Rednames (typically BaBs, but sometimes Castle or Posi or Pohsyb) recalled from the last time the discussion was brought up or from HeroCon or whenever.

Has this "technical advice" ever been proven "wrong"? Sure it has - for years we told suggesters that Power Customization was too hard - based on a post from BaBs stating such. But that didn't mean that the answer about the difficulty of Powers Customization was incorrect at that time.

And I think it's more fair to people suggesting ideas that have been commented on previously (either in posts or at HeroCon or in PMs from Devs) be given that answer rather than let discussions go on for pages, getting everyone excited about how great the idea is, only to see it not happen. That tends to lead folks to think the Devs never listen, which is unfortunate, since in this game, they DO listen to us.

As long as the forum regulars aren't posting in a "boy is that idea stoopid" tone, I don't see any harm in sharing the technical knowledge we have gathered over the years with those who might not already know it.


Altoholic - but a Blaster at Heart!

Originally Posted by SpyralPegacyon

"You gave us a world where we could fly. I can't thank you enough for that."

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
It's a question of whether it's worth the time, and thus the money, to accomplish a task.

In this case, we've been told multiple times that the answer is, "No."

Try to keep that in mind next time you feel it necessary to share your baseless judgments with the rest of us.

You call it baseless judgment, but I call it like I see it. Your response, rather than showing me the error of my ways, just goes to strengthen the impression I've already received from reading countless other posts.

Also, where are you getting the information that "we've" been told multiple times that the answer is "No" when it comes to adjusting or changing weapon redraw??


If you don't like something change it; if you can't change it, change the way you think about it.

~Mary Engelbreit

 

Posted

Try the dev digest. Read through BAB's posts. You'll find it.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by SpecialDelivery View Post
That being said, we as players do not have the data to determine that information and unless a red name specifically says an idea is not feasible, perhaps we should not be so quick to give our wonderful technical advice.
I'm with Bill. We've been told the kind and amount of work it would take by the devs. We're just passing on that information to you.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

I think I'd get jaded too if I'd been around a long time, and had to reply to everyone who thought themselves a Nobel Prize winner for coming up with an idea for the 118th time, and then got told that the answer they gave, based off Dev responses for a long time, was for some reason wrong.

Just saying


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by SpecialDelivery View Post
That being said, we as players do not have the data to determine that information and unless a red name specifically says an idea is not feasible, perhaps we should not be so quick to give our wonderful technical advice.

And what Bill & Lemur & Aett and many others are saying is exactly that - they have been told by the Devs that the answer is "no".

"Feasible" by definition includes an analysis of cost vs benefit - and for many of these "good" or "great" ideas, the Devs have done the analysis and told us "no, it's not feasible". Maybe that means "not feasible for now" or maybe that means "we have been working on it but can't figure it out" or maybe that means "we have to invent nuclear fusion first". But it's not just speculation on the part of these regular question answerers - it's based on info given by the Devs.

So your implying that players are not giving info based on what has been stated by the Devs or that players are adding their own speculation purely for the purpose of "shooting ideas down" comes off as accusatory. Maybe you need to look in the mirror.


Altoholic - but a Blaster at Heart!

Originally Posted by SpyralPegacyon

"You gave us a world where we could fly. I can't thank you enough for that."

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
Same as Flight. No powers work while 'moving' with Flight. They all force you into a 'standing in the air' starting point.
Depends on the animation in question. For example, if you look at the Emotes page on Paragonwiki, you'll notice a column labeled "Flying". Some emotes are listed with "Standing", which means it plays the normal animation with your character standing in midair. Some emotes are listed with "Flying", which means it plays a specifically different flying version of the animation (usually with the character's feet dangling). Others are listed with "No", meaning the emote won't play at all while in the air.


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