Animations as a Detriment to Powers
I think the main problem is aesthetic. I am sure they can allow the weapons to remain drawn for all the weapon powersets when performing a non-wpn powerset animation (Boxing, Dull Pain, etc.). However, there may be quite a few powers where this looks less than stellar and/or causes one to impale oneself. I would be fine with having the weapon just appear in the hand, instead of having the draw animation, but this must be a decision the devs are against for aesthetic reasons.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Okay, first of all, whether or not you can have a gun or swords in your hand when you perform an animation isn't the problem, AFAIK. It's how the gun or swords GET there. All animations in this game have a "stance", and this stance determines how and what you are holding in your hands when you perform the animation. Most animations have the bare handed stance, while the Dual Pistols animations have the Dual Wield stance.
What this means, basically, is that you could do an MA roundhouse kick with a Katana out. But everyone else playing the game would also do that roundhouse kick with the Katana out. Including Martial Arts Scrappers who don't even have a Katana. While it is certainly POSSIBLE, the way the stance is "baked in" to the animation means that it must be baked in for EVERYONE using that animation.
Plus, it wouldn't just put the Katana in your hand, it would make you draw the Katana. You would have to go into the Left Hand Wield (actually a substance of Dual Wield) stance before doing the roundhouse kick. This would eliminate the redraw problem for people wielding a Katana, but add one for players who are using Dual Pistols, or nothing at all. So instead of removing the redraw problem, you are just passing it on to someone else to deal with.
What is needed is for an animation to be able to play in a selection of stances. If it's a kick, for instance, let it play whether you have a Katana or Dual Pistols in your hand or not. But since this is "baked in" code, we are probably talking about rewriting the game engine. BaB tried to work around it, but apparently couldn't because of Shields, and its stance. Alternately, he may have tried to make the weapon "teleport" into your hand, but couldn't stop at least some time being taken for the redraw when stance changed.
The short version is, this isn't anything they can do anything about unless they start working on CoH2. Although, who knows, maybe customizable weapons will enable a way around it. One thought I've had is just to always use a weapon stance, and have "no weapon" as a weapon option. That will still need to distinguish between left handed, right handed and dual wield stances, but maybe something can be done.
I think the main problem is aesthetic. I am sure they can allow the weapons to remain drawn for all the weapon powersets when performing a non-wpn powerset animation (Boxing, Dull Pain, etc.). However, there may be quite a few powers where this looks less than stellar and/or causes one to impale oneself. I would be fine with having the weapon just appear in the hand, instead of having the draw animation, but this must be a decision the devs are against for aesthetic reasons.
|
edit: This doesn't mean I don't think aesthetics are important; a powerset looking awesome is a huge draw. But when there's an actual mechanical downside associated with something looking cool that is poor design.
Let's just look at something. At 50, Dual Wield has a 55.05 base damage with a 1.67 activation cycle. So 32.97 being the damage per activation cycle. Tack on an extra .66 to that, as the redraw does, and it drops to 23.63 damage per activation cycle. This is a nerf to the power, intentional or not.
|
Serious answer, you can circumvent redraw easily enough if you drop target and enter a neutral status. Don't get those of us who take advantage of redraw "fixed" like the Kheldian crew did.
PenanceжTriage
The minute aesthetics actually make a powerset less useful is the minute you should think that maybe aesthetics need to take a back seat.
edit: This doesn't mean I don't think aesthetics are important; a powerset looking awesome is a huge draw. But when there's an actual mechanical downside associated with something looking cool that is poor design. |
You might as well complain that Energy Blast doesn't do 10% more damage than it does, and because it doesn't, it has been "nerfed" and is poorly designed.
What this means, basically, is that you could do an MA roundhouse kick with a Katana out. But everyone else playing the game would also do that roundhouse kick with the Katana out. Including Martial Arts Scrappers who don't even have a Katana. While it is certainly POSSIBLE, the way the stance is "baked in" to the animation means that it must be baked in for EVERYONE using that animation. |
Stance refers to position of the model, its not calling weapon models or FX in any way. FX effects are being overwriten (suppressed?) when any other attack FX is attached to your character.
I think the main problem is aesthetic. I am sure they can allow the weapons to remain drawn for all the weapon powersets when performing a non-wpn powerset animation (Boxing, Dull Pain, etc.). However, there may be quite a few powers where this looks less than stellar and/or causes one to impale oneself. I would be fine with having the weapon just appear in the hand, instead of having the draw animation, but this must be a decision the devs are against for aesthetic |
I think every AT should get a new inherent power, a toggle call Igore Aesthics. This power would allow me to treat any weapon models attached to my coustume as an aura and not a weapons FX. If Shields and the way it's animations work outside the system means it can't use this power have the game check powerset choices at character creation and if you chose shields you have to deal with redraw.
I can run atomic aura on my hands no matter what animation or what powers I use. Let me use a toggle to put those guns in my hands all the time. If the toggles running the game would see that and not force me into constat redraw.
Coh Codex
Under the navigation the Mov tab list animations, FX tab list FX. People seem to think these two things are the same.
Jade do you think the Devs might be able to make an invisible sword model?
|
That doesn't eliminate redraw from Dual Wield and Left Hand stances, though.
Stance refers to position of the model, its not calling weapon models or FX in any way. FX effects are being overwriten (suppressed?) when any other attack FX is attached to your character. |
You can workaround that problem with a demorecord because your demo doesn't care about stances. It's just playing back animations in sequence. It's not actually "playing" the game. (For example, no rolls to hit are made, just whether or not you hit when you recorded the demo is played back as if it just happened)
The unfortunate thing is, if you are going to end up playing the redraw animation anyway, whether it plays anything or not, you're not solving the problem. Maybe you can set the animation to some zero time null, but even at that there may be a minimum Arcanatime which must be "played".
Plus, I just don't think the devs of this game are going to take seriously complaints about aesthetics. Keep in mind these are the devs who took 5 months and two issues to put capes in the game -- a game about superheroes -- because "we didn't want to do it unless we did it right".
The point is, calling an FX script that does not match your stance changes your stance.
|
Demorecords give you file locations the game is calling, doesn't matter what isn't in the demorecord. The FX and Mov animation are calling the same location in both cases.
Plus, I just don't think the devs of this game are going to take seriously complaints about aesthetics. Keep in mind these are the devs who took 5 months and two issues to put capes in the game -- a game about superheroes -- because "we didn't want to do it unless we did it right". |
What I've long wondered about this is why Shields don't suffer the same flaw. You don't pull the shield out after every attack, as if "stance" is a setting per hand and not per body. The game also somehow knows when you carry a shield not to use the two-handed animation for certain powers. Like--I assume since I've never tried it--Air Superiority.
Overall Shields seems like a much more intrusive system, so it's hard for me to say that redraw issues are completely unfixable, even if the result is some animations only animating with one hand (mainly the "put my hand to my head" psi blast types.) Most other powers I can think of don't have what look like would be significant amount of clipping issues. The "tarzan" animation in Tough, maybe. What's tricky though is Archery actually holds the bow in a different hand than Assault Rifle. Not sure how the game resolves this with temp powers and Shields.. isn't there even a temp power with a bow and arrow?
making it so secondary powersets simply did not require bare hands
|
Tanker.Battle Axe
Tanker.Dual Blades
Tanker.War Mace
Defender.Archery
Defender.Assault Rifle
Defender.Dual Pistols
Controller.Trick Arrow
Corruptor.Trick Arrow
Mastermind.Trick Arrow
Also, while it's not a secondary powerset, some ancillary powersets have weapons, most notably Mace Mastery.
Let's just look at something. At 50, Dual Wield has a 55.05 base damage with a 1.67 activation cycle. So 32.97 being the damage per activation cycle. Tack on an extra .66 to that, as the redraw does, and it drops to 23.63 damage per activation cycle. This is a nerf to the power, intentional or not. And it does add up over time because it is always going to be part of your cycle.
|
You shouldn't be looking at damage/cycle for performance statistics, but damage/activation. And in the case of weapons, the redraw time only matters after using a power with no (or a different) weapon, or when you first start your attack chain. Most non-weapon powers you're going to use are either going to not be part of your chain (eg, a support power), or are on a longer recharge time (eg, Practiced Brawler). You're not designing your attack chain around those powers, and their interference is negligible.
Oh, well it's good to know you've looked through the animation scripting code to be able to confirm how easy it is to fix.
when there's an actual mechanical downside associated with something looking cool that is poor design.
|
But by that philosophy, Fire Blast and Katana should have the same damage type. Katana does lethal damage because aesthetically, it's a sharp object, while Fire Blast does fire damage because aesthetically, it's fire. But many more things resist lethal damage in the game than those that resist fire, and therefore it's a mechanical downside to play Katana.
What I've long wondered about this is why Shields don't suffer the same flaw. You don't pull the shield out after every attack, as if "stance" is a setting per hand and not per body. The game also somehow knows when you carry a shield not to use the two-handed animation for certain powers. Like--I assume since I've never tried it--Air Superiority.
|
http://www.fimfiction.net/story/36641/My-Little-Exalt
This horse was buried when BAB made it clear that he couldn't remove redraw without adding all of the necessary animations or completely redesigning that system, either of which would entail an enormous investment of time and resources, and in the case of animations, additional HDD space, memory and processing power. The developers may have it on their wish list, but it's not happening now, it's not happening in the foreseeable future and unless a developer decides to announce that they're working on it, it's best to assume that it's never going to happen.
And it is extremely easy to say that optimal use of powers prevents this but you are talking about a support-oriented powerset. |
Indeed.
This horse was buried when BAB made it clear that he couldn't remove redraw without adding all of the necessary animations or completely redesigning that system, either of which would entail an enormous investment of time and resources, and in the case of animations, additional HDD space, memory and processing power. |
You're throwing around the words of an employee |
None of this is secret or hidden information. Do the legwork, find the posts and read them yourself.
Who owned the company when BABs said this? You're throwing around the words of an employee but I'm not sure which corporation he was working for at the time of this statement.
|
NCsoft if that helps at all...
Although i completely fail to see how that's relevant since the core game engine was the same regardless of who owned it.
Dr. Todt's theme.
i make stuff...
What I've long wondered about this is why Shields don't suffer the same flaw. You don't pull the shield out after every attack, as if "stance" is a setting per hand and not per body. The game also somehow knows when you carry a shield not to use the two-handed animation for certain powers. Like--I assume since I've never tried it--Air Superiority.
Overall Shields seems like a much more intrusive system, so it's hard for me to say that redraw issues are completely unfixable, even if the result is some animations only animating with one hand (mainly the "put my hand to my head" psi blast types.) Most other powers I can think of don't have what look like would be significant amount of clipping issues. The "tarzan" animation in Tough, maybe. What's tricky though is Archery actually holds the bow in a different hand than Assault Rifle. Not sure how the game resolves this with temp powers and Shields.. isn't there even a temp power with a bow and arrow? |
NCsoft if that helps at all... Although i completely fail to see how that's relevant since the core game engine was the same regardless of who owned it. |
Trying to get a timeline for those BABs quote.
Did he say this before or after Positron told us about R-Type programmers?
Was this quote before or after those R-type programmers completed their work?
BaBs worked here for years and tons of stuff has changed but he's constantly quoted as if he just said this yesterday.
Somebody tells me Babs said something without giving me a date the only thing I know is he must of said it before he turned of his mailbox and stopped posting because he found dealing with us to be too much of a hassle.
Login to the game with say a dual blades character,
put your weapons in your hands and type /emote bringit. Nothing happens but the weapons go away. The Bring It emote has been coded to call FXDESTROY to remove the swords from your hands. BaBs made that decision because it looks awful when you animate that Emote with the sword in your hand.
The same thing happens with Claws. you can't animate bringit with the claws out. The game kills the claws FX and you stand there and have to type /emote bringit a second time.
Babs made this decision based on aesthetics, and aesthetics is one of the most important things. I used to be able to do a ton of emotes with a weapon model in my hand, these days they're aren't that many. Babs and what ever help he had, went in and added code that flush out weapon.fx on all those emotes. BaBs was a professional and he really cared about his work, but he made certain design decisions that are not some concreate rule the guy whos now working in BaBs old cubicle.
Babs was working for Paragon Studios/NCSoft, the same people who still own the game and this was after he got new animation personnel to train, when he made those statements. He was lead animator for, what, four, five *years* and knew the animation system inside and out.
He said, point blank (paraphrasing here), "To eliminate redraw means redoing every animation of every primary weapon using set, every secondary set that can be used with every weapon using set, and that's just too much time to waste developing for a minimal benefit."
The animation system hasn't changed from then till now. It's still a massive waste of time and resources for a minimal return. You're basically looking at a year or two of no new animation work, no new enemy models, no new environmental animations, etc. in order to eliminate redraw.
Babs was working for Paragon Studios/NCSoft, the same people who still own the game and this was after he got new animation personnel to train, when he made those statements. He was lead animator for, what, four, five *years* and knew the animation system inside and out.
He said, point blank (paraphrasing here), "To eliminate redraw means redoing every animation of every primary weapon using set, every secondary set that can be used with every weapon using set, and that's just too much time to waste developing for a minimal benefit." The animation system hasn't changed from then till now. It's still a massive waste of time and resources for a minimal return. You're basically looking at a year or two of no new animation work, no new enemy models, no new environmental animations, etc. in order to eliminate redraw. |
Anyway I hope BaBs trained the new guy, since Babs showed up at worked one day and got told to clean out his desk.
Babs decided to make emotes cause weapon draw when they didn't before. Does the new guy collecting Babs old paycheck have to keep all Babs decisions in place? Who cares if someone has their claws out when they do Bring It? How many other places can force redraw be removed?
Wasn't Babs the guy who said we'd never have Power Customization? That's a real question, since I seem to remember alot of people yelling dead horse and quoting BaBs when people asked for Power Customization.
Just thinking out loud, a solution to weapon redraw without affecting other powers at all.
For all weapon animations, have two set of animations (and two different set of attacks), One without weapons and one with. They'd also have marginally different cast times, to compensate for the weapon redraw. The trick then is to determine which attack to use when being activated. I know they can already do different emotes depending on whether a weapon is out. (glances at tantrum emote with shield out, or that example mentioned about which calls the weapon fx remove command on emote), but I don't know if it can apply to actual attacks.
Alternatively, having a weapon out could constitute as a "buff" like dual pistols swap ammo. That buff inherently changes the attack being called. If an attack is called without the "weapon" buff, it draws the weapon (and activates the buff) then executes a faster attack to compensate for the weapon drawtime, as elaborated above.
Blazing_aura.fx and atomic_fists.fx are two FX that don't check stances.
Demorecords give you file locations the game is calling, doesn't matter what isn't in the demorecord. The FX and Mov animation are calling the same location in both cases. |
You don't seem to be getting it.
Also, toggles aren't really an issue since by definition you don't have to keep activating a toggle to have it effect you. You only need to activate it once, and you can work around any redraw if it happens. Toggles not causing redraw are probably more due to the code that was added to prevent them from rooting you. The lack of redraw is just a happy side effect.
Which of those Devs are still even working here? |
This is a game built on asthetics. We have the most powerful character customizer in the genre. If you want uniformity and lack of graphic depth, there are plenty of MMOs that give you that.
And the point here is that BaB TRIED and FAILED. Unless the new animations guy can somehow come up with something that no one else has ever thought of before, (and I'm not ruling out that possibility) he will run into exactly the same problem.
For all weapon animations, have two set of animations (and two different set of attacks), One without weapons and one with. They'd also have marginally different cast times, to compensate for the weapon redraw. The trick then is to determine which attack to use when being activated.
|
It would be a considerable amount of work to add a second animation to every single weapon power in the game. But at least it wouldn't be as much work as adding a second animation to every single NON-weapon power in the game. (Which would be required if you wanted to have alternate animations that kept the weapon drawn)
Hm. That sounds reasonable. Similar to an idea I had, in fact. (My suggestion was to draw the weapon and attack with it at the same time, like a gunslinger's quick draw) The problem, I think, is that you need the stance to change after the animation plays (so you can play a different animation as you switch stance) while I believe the stance changes before the animation plays.
It would be a considerable amount of work to add a second animation to every single weapon power in the game. But at least it wouldn't be as much work as adding a second animation to every single NON-weapon power in the game. (Which would be required if you wanted to have alternate animations that kept the weapon drawn) |
Without stance: Draw weapon (stance switch), play fast animation.
With stance: Play original animation.
Anyway I hope BaBs trained the new guy, since Babs showed up at worked one day and got told to clean out his desk.
Babs decided to make emotes cause weapon draw when they didn't before. Does the new guy collecting Babs old paycheck have to keep all Babs decisions in place? Who cares if someone has their claws out when they do Bring It? How many other places can force redraw be removed? Wasn't Babs the guy who said we'd never have Power Customization? That's a real question, since I seem to remember alot of people yelling dead horse and quoting BaBs when people asked for Power Customization. |
BaBs knew for a long time that he was going to be leaving the company. It wasn't a sudden thing.
BaBs did train the new guy; it's not really relevant, as the fundamentals of the animation system HAVE NOT CHANGED. The code is exactly the same. Each non-weapon power would have to have animations ADDED to allow weapons to stay in the hand. Each animation added has to be coded for each body type as well. That means EACH AND EVERY non weapon power would be getting something like sixty new animations; three for each weapon type. Count the number of non-weapon powers in the game. From what BaBs has said, it takes about eight to twelve hours to create and polish a new animation. Then there's adding the code to make sure that the appropriate animation gets done and debugging that. Do the math, and it comes out to thousands of man-hours of work.
Finally, BaBs was the one who gave us Power Customization after working on it on his own time for months. It wasn't something that was on the development schedule. It wasn't something that he was told to work on. He figured out how to do it and got it done.
So, you know, since he said he couldn't figure out how to get the weapon redraw removed short of reworking nearly every effing power animation in the game... there's a very very high likelihood that the solution to "redraw", which isnt' a problem from the powers balancing perspective, is to dump thousands of man hours of work into reworking every power animation in the game.
tl;dr version: The devs aren't going to waste time eliminating redraw. It would cost too much for too little.
Elimination of redraw would require the creation or reworking of several thousand animations, perhaps as few as 10,000-15,000 or as many as 40,000-50,000, or creating an entirely new animation system from the ground up and shoehorning it in place of the existing animation system.
Additionally, redraw does not increase the more frequently you use a power, as you implied. The time required to draw a weapon does not increase, the time required to animate the weapon does not increase, the time spent rooted while the weapon animation plays does not increase. It is exactly the same, barring latency issues (high latencies, which result in delays between server communications, can root you for longer periods, but that's true of weaponless powers as well), every time you use a power.
Finally, the maximum known value for redraw time is 0.66s, according to a post made by BackAlleyBrawler a few years ago (no longer available due to forum purges. whether there are powers with longer redraw periods, he never stated, nor has any other developer). So even factoring in server response time, unless you're deliberately alternating between weapon-using powers and weaponless powers, your actual loss of DPS or action time due to redraw is negligible. It is not difficult to minimize, or even outright eliminate, the effects of redraw on an attack sequence simply by not mixing your weapon-using and weaponless powers randomly or thoughtlessly.
And it is extremely easy to say that optimal use of powers prevents this but you are talking about a support-oriented powerset. Several powers are situational and so don't fit into a click-these-five-buttons-every-time attack chain. The heal or endurance drain, for example, or the buffs and debuffs that I may not actually need to use at X or Y point in a sequence.
Let's just look at something. At 50, Dual Wield has a 55.05 base damage with a 1.67 activation cycle. So 32.97 being the damage per activation cycle. Tack on an extra .66 to that, as the redraw does, and it drops to 23.63 damage per activation cycle. This is a nerf to the power, intentional or not. And it does add up over time because it is always going to be part of your cycle. Is it immense and game-breaking? No, but I honestly fail to see why I should be required to actively work around a power limitation that you can't know about until you actually make a character with the power or know someone who has and warns you off. Especially one with such an easy fix as this.
Hell if they wanted to they could just teleport my guns away for the start of the secondary and teleport them back as it's finished. This is a game about superheroes; I doubt it would strain suspension of disbelief any further.