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  1. #81
    Player
    LlenCoram's Avatar
    Join Date
    Mar 2011
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    Limsa Lominsa
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    1,593
    Character
    Llen Coram
    World
    Sargatanas
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Fensfield View Post
    Oh definitely. If detailed character attention tracking remains, especially if they really do keep their promise to re-implement target-oriented emotes, then I'll certainly be consoled even if I am pushing for keeping the present levels of detail in the larger-scale animations as well.

    On the other hand if that were removed as well.. urgh >.>; It's not a concern to readily dismiss, either. We got that because it happened to be a design feature of Crystal Tools, so...
    This is truthfully the only thing that scares me. It took me ages to figure out just what about GW2 wasn't sitting right with me, and I finally narrowed it down to just this one mechanic. Now that we've had it for so long, I HATE not having it. I'd still play the game of course, but its loss would really hurt me.
    (4)

  2. #82
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Skies View Post

    [Removed because its long - and I wanted to save screen space]
    Playing the animation is easy still. Pressing down, start animation 1 phase into animation 2, letting up, phase animation 2 into animation 3. When your character stops he doesn't have to rigidly stop - if you want to see a work of animations go play an Assassins Creed or watch #3 coming out. Ubisoft has got thousands of animations on that guy lol.
    (2)

  3. #83
    Quote Originally Posted by Shougun View Post
    Improve yes, but on what? Telling people to be quiet when you don't even "know" the problem will be resolved is foolish. This applies to real life as well...

    Not suggesting SE has to do everyone's suggestions (they can say no - but then you can tell the person they said no).

    In simple and harmless terms this is how floating bushes and trees make it past alpha and beta, everyone shuts up thinking they knew there was an issue and this is just their "testing" phase.

    I will, and I suggest everyone else to, report that damn tree for trolling gravity.
    If you get down to it it's not so much the "shut up it's alpha" it's a lot more "Oo Alpha..EARLY DEMO YAAAAAAAY!" people that partakes in it. Most people do go on the thought that SE would likely be changing certain things and people are hoping this is one of the things since Yoshi stresses over and over "This is Pre-Alpha".
    (0)

  4. #84
    Player
    Skies's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
    Posts
    1,723
    Character
    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Shougun View Post
    Playing the animation is easy still. Pressing down, start animation 1 phase into animation 2, letting up, phase animation 2 into animation 3. When your character stops he doesn't have to rigidly stop - if you want to see a work of animations go play an Assassins Creed or watch #3 coming out. Ubisoft has got thousands of animations on that guy lol.
    Yes, but the stop animation, animation 3 as you mention, has one more step on it, one last bit of forward movement.
    Are you suggesting the character simply marches in place for that, 'air pedalling'? Because far as I see, that would be the only way to keep the tight control and the stop animation.
    (0)

  5. #85
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Skies View Post
    Yes, but the stop animation, animation 3 as you mention, has one more step on it, one last bit of forward movement.
    Are you suggesting the character simply marches in place for that, 'air pedalling'? Because far as I see, that would be the only way to keep the tight control and the stop animation.
    For that I could suggest a few things.

    Make it actually force one more step, this would make running more realistic (go run and try to stop instantly.. dont hurt yourself please lol)

    Shorten the animation on the feet step and include the lean back as a symbol of stopping the momentum (lean back is already in current game - you would see a tiny lean back and step but it would make no difference in x and y).

    Add a -timed- time difference in animation 1 and 3 so that when phasing in and out you've only moved as far as you have run though it may appear you have taken a step your character was already at the point in memory (no control gained or lost, just an appearance of a step).


    I "think" they are doing more of an example three in the current game.
    (0)
    Last edited by Shougun; 09-06-2012 at 02:18 AM.

  6. #86
    Player

    Join Date
    Jul 2011
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    289
    I wish they would come out and tell us, so we can finally stop having this discussion. Bad enough we can't seem to keep it in one thread.
    (1)

  7. #87
    Player
    LlenCoram's Avatar
    Join Date
    Mar 2011
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    Limsa Lominsa
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    1,593
    Character
    Llen Coram
    World
    Sargatanas
    Main Class
    Fisher Lv 100
    I'm positive the head tracking thing (which only myself and Fensfield seem to care about) was displayed during the Gamescon demo... To the youtubes!

    EDIT: 16:42 of the long high def video of Gamescon. The heads still do track. Happy day Fensfield . The rest of you, continue with the thread ^^.
    (2)
    Last edited by LlenCoram; 09-06-2012 at 02:24 AM.

  8. #88
    Player HiirNoivl's Avatar
    Join Date
    Mar 2011
    Posts
    3,642
    Character
    Hiir Noivl
    World
    Mateus
    Main Class
    Marauder Lv 50
    Oh and someone should probably mention about the problems with how animations work in this game. You have to complete one animation before you can begin another one, resulting in animation lock. In the meantime, the server has already started processing the next move of your enemy, the animation of which you don't see, resulting in latency and getting murdered by Ifrit's Eruption.

    The fact that animations looked dumbdown doesn't mean they will be. Your character will move differently in 2.0 and that frankly is a good thing. It makes sense that, considering the complete overhaul animation is getting in 2.0, that the PRE-Alpha presentation would not have all the bells-and-whistles animations that we would expect out of a finished game.
    (0)

  9. #89
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by HiirNoivl View Post
    Oh and someone should probably mention about the problems with how animations work in this game. You have to complete one animation before you can begin another one, resulting in animation lock.
    Only thing that makes Ifrit even remotely hard.. lol
    (0)

  10. #90
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    Alpha is Alpha is a very valid thing. At the same time not lodging concerns, no mater how niggling and petty they seem or encouraging others to shut up about what ever due to x being x is actually detrimental.


    Lodge your concerns and let the people who are payed to do so sort them out.
    (4)
    An Aware, Informed, and Critical community is vital for the success of a game.
    ~ John "Totalbiscuit" Bain

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