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Aett_Thorn

 

Posted

When I first started playing (Little under a month and a half ago), I started exploring the various possibilities of character movement. As could be expected. I ran across 'Walk', and found that I was unable to use abilities while the Walk setting is toggled. To me, this appeared very strange, but I kept wandering around in Walk mode and trying to attack critters along the street (In case the 'greyed out' didn't mean they were inaccessible, and instead meant something else). Unable to do so, I began pondering the various possibilities of -why- this may be the case...

... About a month later, I'm still not entirely sure why it's impossible to fathom the idea of using abilities while in Walk mode. In the real world, I can pull a gun out and shoot someone while walking down the street, I can turn on the front of my boot and slam my fist into someones' face, if I'm feeling violent, and walk off afterward. I can use a baseball bat or tire-iron on someones' head. And I'm almost positive that if a Superhero/Supervillain were to walk around, they'd be able to flare their abilities around them and remind the average civilian not to mess with 'em.

So, I'm wondering if there's a -cause-, or if there's a way we can get such a thing fixed to where it's possible.


 

Posted

Because for that to happen BaBs would have to animate every single power in the game to work with walk, there would been to be new walks with weapons done...

Walk was given to us as a side project that had been worked on in his own time. There is a rather long list of reasons why its not possible. Its mostly all technical.


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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.

 

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That is a good idea for Going Rogue...


 

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I believe it was integrated into game from the high demands of roleplayers. Tbh your not gonna walk to your enemies all fancy like and suddenly unload a slug. The developers would be criticised for their stupidity to allow such a thing. None the less you have normal running around and ofc your sprint.

Also if you notice walk turns off all powers, including auto ones iirc.


Union:
"Farah O." Stalker: Street/Energy
"Aoi" Scrapper : Kat/SR
"Supa Troll" Tanker: WP/SS
"Milkman Bill" Brute: Staff/Fire

 

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Walk isn't really an important skill to most of us though. I only ever use it when I'm roleplaying so that I don't run around looking like a baboon when everyone else is just walking politely around. I agree that you can do things with walk. But why would you need to since it's so slow anyways? An untoggled character runs slow enough if you want to act like you're walking and attacking.


 

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Originally Posted by SirZues View Post
That is a good idea for Going Rogue...
goin rogue has already been produced. there would be absolutely no time to get this in for release and would absolutely make no sense at all.


 

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Yes, I noticed, that's part of the reason I'd like for it to be possible to have abilities on while walking; for example, a particular character of mine uses his Drone as a motion detector, of sorts. Just makes more sense as a Devices user to be able to use said Drone even while walking (RP reasoning, of course).

The other reason is that my Kheld doesn't move without having at least one shield around her. Obviously, walking takes this shield off. There's nothing that would look 'wrong' in the case of visuals, that I've seen so far... the only thing I'd fix so far is that when you hit Walk, characters with guns put their guns pointing downward at their side and move their hands normally (Thus it looks like they're swinging their gun forward and back as they walk), and I'd rather they hold it at their chest. But it still doesn't look 'ridiculous'.

As it currently stands, the remedy is... pretty much, use Walk, get within range of an enemy or group, turn Walk off (Hope to the Nine you don't have to fully buff for this group), attack until everything's dead, turn Walk back on, and keep moving. While this, I guess, works ... it doesn't work conveniently, and I suppose that's what I'm more or less asking for. Convenience.


 

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You could always set binds that turns walk on and then one that turns it off and turns all your toggles on?


 

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... Not familiar with binds. o.o


 

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Quote:
Originally Posted by Siscia View Post
Yes, I noticed, that's part of the reason I'd like for it to be possible to have abilities on while walking; for example, a particular character of mine uses his Drone as a motion detector, of sorts. Just makes more sense as a Devices user to be able to use said Drone even while walking (RP reasoning, of course).

The other reason is that my Kheld doesn't move without having at least one shield around her. Obviously, walking takes this shield off. There's nothing that would look 'wrong' in the case of visuals, that I've seen so far... the only thing I'd fix so far is that when you hit Walk, characters with guns put their guns pointing downward at their side and move their hands normally (Thus it looks like they're swinging their gun forward and back as they walk), and I'd rather they hold it at their chest. But it still doesn't look 'ridiculous'.

As it currently stands, the remedy is... pretty much, use Walk, get within range of an enemy or group, turn Walk off (Hope to the Nine you don't have to fully buff for this group), attack until everything's dead, turn Walk back on, and keep moving. While this, I guess, works ... it doesn't work conveniently, and I suppose that's what I'm more or less asking for. Convenience.
as stated already, walk was put in for the rp'ers to use while rp'ing with each other. that is all. do you have any idea how long it would take to make every power in the game work with walk? if not, then please do not continue with this topic.


 

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Actually, I cant quite get my head around why armours dont work with walk. I mean, attacks I understand, but armours? Its like another layer on top of your costume. It works with all the emotes and stuff as it is, so...why not walk?

Having walk and armous would be nice, I admit, especially on my Nictus, who tends to float around in Cloaked form as it is


Quote:
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.
Quote:
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 Sharker_Quint View Post
as stated already, walk was put in for the rp'ers to use while rp'ing with each other. that is all. do you have any idea how long it would take to make every power in the game work with walk? if not, then please do not continue with this topic.
What I'm trying to share with you is that I don't think any of the abilities would need to be changed. Their 'natural attack appearances' would be fine for what they already are. The only difference would be the aftermath of the character walking, instead of running away from the scene.


 

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Quote:
Originally Posted by Siscia View Post
What I'm trying to share with you is that I don't think any of the abilities would need to be changed. Their 'natural attack appearances' would be fine for what they already are. The only difference would be the aftermath of the character walking, instead of running away from the scene.
Please don't. We have been told by the lead animator himself that it would not be that easy. It would not be as easy as you think it would be. It would be in the thousands of animations to re-make.


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

 

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Hm... interesting way to set that up, is all I can say.


 

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Siscia. I just pmed you some binds that would work. No idea if they would definitely work (that's why I pmed just to save some lolfail ;D)


 

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Thanks, got it.


 

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Originally Posted by Siscia View Post
Hm... interesting way to set that up, is all I can say.
Back Alley Brawler worked on Walk in his spare time, for the RPers who requested it. As such, it isn't fully functional, because to do so would have taken a LOT more of his spare time.


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

 

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Quote:
Originally Posted by Siscia View Post
Hm... interesting way to set that up, is all I can say.
They animations for the activation of said powers would have to be set to flow on from the walking animation, same as they do when flying and running, otherwise there would likely be a large jerk as the character changed to the animate stance.

BaBs said he wasn't happy having to block the powers while walk was active, but that it was too much work to animate properly so they have released it as is. It's not to say it'll never happen, but it was a case of have it like this now, or wait indefinetly for it to be the way you want it.


 

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Yeah, no, I know. It was mentioned earlier that someone did it in their spare time; I was saying about the animations system. I'm just playing through things in my head of ways they -could- have it set up, to find that they set it up a very... interesting, way. Is all.

Not saying anything bad about it, of course.


 

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Originally Posted by Techbot Alpha View Post
Because for that to happen BaBs would have to animate every single power in the game to work with walk, there would been to be new walks with weapons done...
If I remember correctly, it's not power animations that need to be redone, but rather combat modes, the transitions between them and the transitions from them into the stances powers "expect." Ninja Run already does this, so it's doable, and BABs actually did say that he may, at some indeterminate point in the future, look into adding power use with Walk when and if it were actually scheduled.

Quote:
Originally Posted by Techbot Alpha View Post
Actually, I cant quite get my head around why armours dont work with walk. I mean, attacks I understand, but armours? Its like another layer on top of your costume. It works with all the emotes and stuff as it is, so...why not walk?
This I believe is a technical limitation. Walk uses, if I'm not mistaken, the "disable_all" state, which almost all powers are tagged to be unusable under just by default. So instead of going around and manually retagging each of the hundreds of powers to be specifically exclusive with Walk, they simply used the tag that's already built in. That way, they don't have to chase down bugs, like some obscure temporary power which shouldn't be usable with Walk but was missed and remains untagged.


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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.

 

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Quote:
Originally Posted by Samuel_Tow View Post
If I remember correctly, it's not power animations that need to be redone, but rather combat modes, the transitions between them and the transitions from them into the stances powers "expect." Ninja Run already does this, so it's doable, and BABs actually did say that he may, at some indeterminate point in the future, look into adding power use with Walk when and if it were actually scheduled.



This I believe is a technical limitation. Walk uses, if I'm not mistaken, the "disable_all" state, which almost all powers are tagged to be unusable under just by default. So instead of going around and manually retagging each of the hundreds of powers to be specifically exclusive with Walk, they simply used the tag that's already built in. That way, they don't have to chase down bugs, like some obscure temporary power which shouldn't be usable with Walk but was missed and remains untagged.
Aha, roger that


Quote:
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.
Quote:
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 Siscia View Post
As it currently stands, the remedy is... pretty much, use Walk, get within range of an enemy or group, turn Walk off (Hope to the Nine you don't have to fully buff for this group), attack until everything's dead, turn Walk back on, and keep moving. While this, I guess, works ... it doesn't work conveniently, and I suppose that's what I'm more or less asking for. Convenience.
Wait, how is it 'convenient' to condemn your character to walking much slower than he can? Walking is not a smart battle strategy, it's a self-imposed handicap. It should be clear why they're not bothering much to animate attack powers to segue correctly. It was given to the players as an RP tool. (Weddings nowadays look much better, without both partners running towards the altar like Cthulu was behind them, for example.)

Still, I'd like to see armors being suppressed instead of just turned off when you walk. My sexy mud-wrestler earth tanker would like to be covered in mud while she shashays her hips. Armour powers can play a big part in the character's costume, after all.


 

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Originally Posted by Siscia View Post
While this, I guess, works ... it doesn't work conveniently, and I suppose that's what I'm more or less asking for. Convenience.
There are more than 2,000 animations in the game, I don't have an exact figure, but I am confident that it is over 2,000. I counted 1521 from the 5 basic hero ATs alone, after multiplying for the 3 body types (which all have their own animations). Accounting for shared animations among powers and you probably will end up with around 1200, then you get to add all the pool powers, Epic pool powers, Patron pool powers, AND all the temp powers that exist so far. So, higher than 2,000 would be a reasonable estimation.

Let's go with 2,000, it's a nice round number that is easy to base math from, and is probably lower than the ACTUAL number.

Lets say it takes 4 hours to program an animation (I can all but guarantee it takes longer than that, since we don't get new animations very often at all), but again, it's a nice round number that is easy to work with.

That's 8,000 man hours right there. Divide that by an 8 hour work day and you come up with 1,000 work days, or over 2 1/2 years of working 7 days a week, if ONE person is assigned the task.

I'm sure my guesses are way off on this in one direction or another, since I know nothing about the game engine I can't say for sure how long it takes to do a given thing.

But a reasonable guess based on my shaky math here would be over a year of work by one person or a small team to make all powers in the game usable with Walk.

That's a STAGGERING amount of work to ask someone to do for your convenience.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.