Walk
in this game you can't move your character when attacking nor does the stance have any influence on your attack animations, the only reason why not would be "just because"
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don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
It is all about in-between animations, not the rest of the animations themselves.
All of the powers' animations BEGIN from the already supported character stances within the game.
The WALK stance has the character in a different pose and, therefore, there would be an awkward visible jump (like a couple of frames clipped out of a movie) if a character were to go from WALKing to Fighting.
So, there were two options (discounting both simply not implementing any kid of WALKing and doing all of the animation work that would be necessary to make it look right):
Grey out all powers and such
Or
Allow the choppy disconnected character animations going from WALK to using powers
As a player, I could live with having the choppiness, considering the absolutely rare happenstances that this would ever come up with...
However, the artists viewed it more as something that would be unacceptable and I can certainly understand that.
I'd love to see what it would actually look like. Actually, I suppose I could Demo Edit that in order to see.
Adding this tidbit... For all I know, there could be even more problems (within the coding of the powers) than just the actual animations hurdle. There may not be, but it is possible and I just figured I'd state that I understand this before someone else throws it at me, hehe!
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"Spare time" = "Untested." It was likely the quicker way of doing things. And do point out where I said "Easy."
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Once again I'm quite sure Walk would have been amazingly well developed if the Devs had been able to spend a significant amount of time and effort on it. But since it was in fact a spare time QoL feature it likely had to suffer a major compromise (i.e. power suppression) just to get it out the door without negatively impacting anything else. I know it that makes it "less than ideal" to some people but unless you're willing to insist the Devs spend more time tinkering on BaB's old pet project it's not going to get any better at this point.
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I believe the problem has to do with activation sequences. BABs explained long ago that each weapon came with its own activation sequence because each weapon came with its own subtly unique animations. When you pull out a sword, you run much the same as you did before (for guys, anyway), but you do so with a closed fist. And because City of Heroes has no capacity for animation blending, this is an entire separate full-body animation. The activation sequence, therefore, is designed to dictate which animations the model plays for basic actions like running and jumping.
This was pretty evident when Shield Defence was first being introduced, as its activation sequence wasn't very complete and would leave out certain actions. Jumping forward in water with a shield and sword out, for instance, would play the empty-handed animation, causing the sword to be "held" in an open hand and go through the head. A while later, the "with shield" jumping animation was eradicated entirely, so jumping forward with a shield caused you to run in mid air.
The problem with activation sequences is that if you use a power, this power has to either have an animation appropriate to this activation sequence, or it would have to force its own activation sequence, overriding the previous one. BABs made Walk in his spare time, which more than likely means he didn't integrate it into the basic "left foot forward" combat stance activation sequence. What this means is that if you allow powers to be used with Walk, they'd try to override its stance so they can fire and stop you from walking, but the toggle would try to force it back on and I don't even know how that would end up working. I don't think it's a question of redoing every animation to work with walk so much as it's a question of hooking Walk up with an duplicate activation sequence for every one that exists in the game so that you can be in a combat stance but still play the proper animation.
And, really, there are quite a few of these. There is basic, basic + shield, right-hand weapon, right-hand weapon + shield, right-hand rifle, left-hand weapon (katana), left-hand weapon (Archery), dual weapons (Claws, Dual Pistols), dual weapons (Dual Blades) and probably a few I'm forgetting. I doubt it would require actual animation work to do, since all the existing animations are applicable, but it might require a lot of fiddly technical work that BABs didn't have the time or inclination to do in his lunch breaks. If this is ever made official, it might change, but I doubt it.
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As to why Walk suppresses all powers, I believe this is so as to enforce a strictly defined walkingspeed. I recall there were players who moved I think twice as slow with Walk on thanks to some kind of inventions-related speed debuff... Or were there some who moved faster? I think the simplest way to rig this was to just disable ALL powers, rather than just fish out specific movement-affecting powers and end up invariably missing some. I'm not sure why BABs couldn't just suppress all buffs currently affecting the player, though I guess there may not be an easily-accessible system for doing this. I do know that ALL player powers are disabled when the player is put in the mode "Disable All" and I'm pretty sure that's just what Walk does. I haven't checked, though...
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You may have not used the word "easy" but you certainly did imply that the amount of work necessary to make Walk acceptable to you was well within the realm of possibility for a "spare time" project.
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I know it that makes it "less than ideal" to some people but unless you're willing to insist the Devs spend more time tinkering on BaB's old pet project it's not going to get any better at this point. |
Now, do I think they should divert anyone from I21 or I22? No. Squeezing a little time in on a mid-issue patch or I23 I wouldn't call unrealistic, and I don't, frankly, believe it's this mountain of work to add the functionality. It would likely be much faster than fixing the "follow" AI, which has been broken for how long now, and which has been quoted as a reason for using it. (Seriously, just had a mission yesterday - in sight of the sewer map exit, straight line, not using sprint, not using any sort of stealth, nothing blocking the view and I had to go back three times to get the person I was *rescuing.*)
There's a difference between "Insist" and "Request." And I think it's a fair request to make. This is what, the second or third thread on this this month?
Now, do I think they should divert anyone from I21 or I22? No. Squeezing a little time in on a mid-issue patch or I23 I wouldn't call unrealistic, and I don't, frankly, believe it's this mountain of work to add the functionality. It would likely be much faster than fixing the "follow" AI, which has been broken for how long now, and which has been quoted as a reason for using it. (Seriously, just had a mission yesterday - in sight of the sewer map exit, straight line, not using sprint, not using any sort of stealth, nothing blocking the view and I had to go back three times to get the person I was *rescuing.*) |
Stranger things have happened of course. It's just that those things don't really happen too often...
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I simply remain convinced that the amount of time and effort to "improve" the Walk we have, no matter how much time or effort would actually be involved, is always going to be beyond the Devs' ability to justify it. There are far too many squeakier wheels out there right now to fix and sadly there probably always will be.
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I really don't understand the problem some people are having over this. We are SUPER HEROES. We are supposed to be better, stronger, and faster than civilians/NPC's. If they were Super Civilians they wouldn't need us to rescue them.
So what if you have to stop frequently so they can keep up. That's called realism. The hostages are exhausted mentally and physically from being captured, beaten, and terrorized.
If your redside then the people your kidnapping don't want to go with you. Duh! You have to force them.
I guess I get too immersed in the game for this to bother me.
Well, yeah, if I had to choose between (say) PVP fixes or more base stuff and doing this to Walk, well - duh. OTOH, it could well be that someone takes a quick look at it and says "You know, I can do that in less than a day" and gets the OK to while he'd otherwise be underutilized.
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I'd bet this would be on the level of power customization, simply because you're tinkering with nearly EVERY animation in the game, unless we are saying there are some animations we DON'T want walk working with . . . which would make this entire thread pointless.
Power cust still hasn't been completed. Without seeing the code, I'd bet money that pool power cust and other missing options (kheldians) are related to similar issues with Walk.
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I really don't understand the problem some people are having over this. We are SUPER HEROES. We are supposed to be better, stronger, and faster than civilians/NPC's. If they were Super Civilians they wouldn't need us to rescue them.
So what if you have to stop frequently so they can keep up. That's called realism. The hostages are exhausted mentally and physically from being captured, beaten, and terrorized. If your redside then the people your kidnapping don't want to go with you. Duh! You have to force them. I guess I get too immersed in the game for this to bother me. |
Has NOTHING to do with whether we are super heroes or not all to do with the TERRIBLE pathing and AI this game's engine still has to this day.
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I seriously doubt it can be done that easily or quickly.
I'd bet this would be on the level of power customization, |
Superjump. Just do it. And activate a power partway through. What happens? Quite often, you'll just shift to the power's beginning stance (or it'll be completely ignored.) Do you really think they had to do a "Mid-superjump stance" for every power in the game that doesn't require you being on the ground? Or really did so for Beast and Ninja Run?
I doubt it's anywhere *near* Power Customization.
Originally Posted by Forbin Project
We are SUPER HEROES. We are supposed to be better, stronger, and faster than civilians/NPC's. If they were Super Civilians they wouldn't need us to rescue them.
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Those people we're better/stronger/faster than?
So what if you have to stop frequently so they can keep up. That's called realism. |
You mean the ones that can just step off of tall buildings without taking any damage, and routinely shove my Rooted Stone Tank out of the way via the incredible power of *walking into me?*
Those people we're better/stronger/faster than? |
*Do* please explain how, in a perfectly straight, perhaps 300 yard hallway, with no obstacles, with you and the exit clearly in view, no enemies around, etc. someone's going to get lost three times. |
No matter how "terrorized" or "tired" they are. ESPECIALLY in situations you're rescuign them - hell, I don't care how tired I am, if someone were coming to get me out of that situation, I'd do everything possible to stay RIGHT on their tail. |
.... right. I'm referring to people using walk to keep these NPCs following them because of the dialog they have. Yeah. That response makes sense. I couldn't *possibly* be referring to them taking two steps and standing there, then running back for five and not budging while saying "I can't find you!" even though there's direct, unblocked line of sight and no enemies.
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o_O
That's the only reaction I can have to this thread. Have fun with walk. *toggles on super speed and zips off*
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IIRC, Walk puts you into "Walk Mode." Which is similar to Shield Mode, Hide Mode, etc., and for which there would be necessary coding to allow other powers to activate. I can't imagine it being TERRIBLY much coding, unless their "Modes" are coded kind of hacked-in.........
................OH WAIT. They're coding a seven year old game, EVERYTHING has to be hacked-in. Thus any change to ANYTHING requires more coding and testing than anything written as a game is being developed.
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Next request is that I want another walk travel power but this one is more of a swagger, I also want giant purple hats with feathers stuck in them.
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I'm kinda confused myself...
Did the devs re-animate every single attack in the game to work with Ninja Run's new idle and running animations, then re-re-animate them again so they'd work with Beast Run's new idle and running animations?
I'm kinda confused myself...
Did the devs re-animate every single attack in the game to work with Ninja Run's new idle and running animations, then re-re-animate them again so they'd work with Beast Run's new idle and running animations? And it was so difficult that they can't do the same for Walk? |
Ninja Run and Beast Run were official projects attached to booster packs.
Walk was a personal project done by BaBs in his spare time as an RP QoL gift.
What part of BaBs worked on Walk in his spare time did you not understand?
Ninja Run and Beast Run were official projects attached to booster packs. Walk was a personal project done by BaBs in his spare time as an RP QoL gift. |
I asked whether the devs had to re-animate every single power to work with the other non-standard idle and movement animations, not who worked on something or when.
Without knowing the code, I'm fairly sure that making it so that walk got temporarily overridden by normal running and attack animations when you perform an attack would be easier than making all new animations - but still not nearly easy enough for BaBs or anyone else to do in their spare time.
As features go this thing isn't a $100,000 Ferrari and was never supposed to be. It's a $10,000 Kia. Sure we can "suggest" it be improved but let's really not look a gift horse in the mouth shall we?
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