Fair enough, but let's put this into a historical perspective:
When the devs said it would be impossible for PvP to include glamours, self-same subject matter experts quickly defended that... only for the devs to, under a small flood complaints, realize they actually could make glamours work in a cross-server setting.
When the devs said it would be impossible to code a one-handed glamour onto a two-handed weapon, and instead for a time provided two-handed versions of each previously 1-h primal weapon, "subject matter experts", levying similar detail to your post, defended... only for the devs again to, under pressure, figure out the problem and remedy it.
If the matter is truly impossible, it won't happen. Simple as that. But regardless of all the lengthy subject expertise to the defense of what was to many a less than acceptable status quo, things that were previously allegedly unfeasible to fix have already been fixed. Why then go to so much effort to mute complaints? The devs aren't generalizable resources, so what specific opportunity so offends you about anyone asking for a correction that would make, to them, an awful animation into a good one (and allow for others, past or potential, in a similar bind to do the same)?
It's not my job as a player to say whether the devs can or cannot, say, make Heavy Shot actually aim at my target (despite that other MMORPGs clearly manage this and other skills clearly already act about and towards a target's particular animation bone). I can still state how much I dislike that it doesn't and how much more I'd like it if it did. Just as I'd like this skill a whole lot more if the axe didn't just abruptly disappear, with neither an upward toss or back-sheathe as an excuse.
At present, even having carefully read through your posts, it still seems unlikely to me that there is anything to fundamentally prevent that, while I can imagine many an animation that would likely benefit from a similar allowance. You say I cannot know what holds them back, technically speaking, from having the axe do more than just vanish. Do you, though, know what would make it so unfeasible, either? If your point was merely that there are unknown costs and clearly they favored the lesser but more efficient option, we already know this. It means merely that we are among a group (those who'd be turned off by the axe simply disappearing) that they didn't feel was worth appeasing. Fair enough, so long as they measured that group correctly -- but I've no way of knowing that precisely, and have seen changes that seemed to over- or underestimate the size of one group or another. In the meantime, I'll use my voice as I see fit and complain about what, to me, is worthy of complaints (such as an ability that would otherwise look pretty cool instead just looking dumb af).
You're conflating the total with what was suggested. What was suggested was an axe in the ground and, later, that a VFX act between that previously set position and the player (e.g., the opposite of Between the Lines, or like literally any ability --player or mob-- which spawns something in place which is later flung at the target). Every animation does something at or offset from the caster's position. All I am asking is that this particular skill also reference a singular, fixed position, as to pull the axe back to the warrior.In regards to your old Holmgang yank animation bit, no it requires multiple reference locations, not just a single one.
I just said the same. So what it is between my "VFX use an established point of origin" and yours that makes it impossible to leave an axe in the ground (as opposed to, say, red swirly mist, a patch of flame, or a Ley Lines)?VFX and much of anything else being spawned into the game world needs an explicitly established point of origin, as is made obvious by the very mod(s) you bring up, or else you'll get an error and the thing won't spawn or, depending on the engine, it may just spawn the thing at the default world coordinates of x0,y0,z0. These points are almost always established through the placement and existence of a game entity/game object into the game world.
How is that any more indeterminate than any other animation? Use, say, Chaos Thrust or Kasha on the move, and each VFX will spawn at the player's location despite those each being different locations in respect to the game world. The later animations don't have to lag behind you, each centered at the original snapshot location. At the same time though, other skills in this game clearly can do exactly that. So what's unique to this request that would make it unable to, in effect, do either?When something has to be spawned at an indeterminate time and location, such as would be the case of having an axe appear in the ground at the current location that the player is standing
Which is so very different from Between the Lines, a function which acts about and uses as a point of origin what was a new entity/game object placed by a player skill at their then-present location?...that requires the game engine to dynamically generate a brand new entity/game object into the game world to mark the desired location and be used as a point of origin.



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