Quote Originally Posted by Radnar View Post
I have no idea what you just said (or how it would make sense in a PvP context). Could you perhaps explain what you mean a bit clearer?
That was me trying to understand what you meant by your example. As I understood it, you were saying that the inertia would make it hard for the defender to turn and defend against the attacker. In that case, the defender could simply move without turning to make the attacker run past him because of the inertia, negating his advantage.

Perhaps I should clarify what I meant by "movement inertia." I was referring to stop/start sequences that locked up character movement for 0.5-1 second(s) after releasing the movement key or changing direction (in addition to carrying your character farther in your original direction). What you just wrote here makes me think you're referring to something else entirely, or perhaps that you just want to see motion blending (eg: players play a "stop" animation when movement keys are released, but player movement isn't locked up / does not continue beyond where the player was when they released their movement key). And hey, I agree with you there - I love motion blending. But if that's not what you mean then, again, I'm lost as to what you're talking about here.
I'm for a realistically looking animation blending that might look like inertia but doesn't really lock your character. As long as this looks realistic, it's not a problem. It's just humanly impossible to suddenly make a 90° or even a 180° turn, so that's what I want to be reflected in the animations.


Completely agree with you. However, having "movement inertia" like I described above (which I realize now might not have been what you were referring to) is mutually exclusive with competitive and/or fun PvP.
I'm not a heavy PvP player, nor do I plan to become one, so maybe that's the reason we don't agree on that point.