Battle animation

Tide to Go

Wilds Pathfinder

Join Date: Nov 2006

I War Torn I [Torn]

N/Me

Battle animation is not so great

Warriors- warriors just swing left in right when they attack, same old boring animation

Assassins- Assassins do the same, but they move backwards and forwards

Paragons, non stop perfect throwing ....

well these are the mains ones I wanted to talk about, first off lets start with Assassins,Warriors, and then the Paragons.


Assassins

Assassins animation needs to have more excitement in it, just like you see in the factions trailer and female assassin dance.

Things that need to be added to the fighting animation:

Back flips- jumping up and over a foe, in mid air attacking

Front flips
- Jumping up and over a foe and attacking in mid air

upper cuts
- start from the foes feet and make a dramatic attack that cuts the foe while going up

x- the assassin forms an x with their arm, blocking attacks.

All of these attacks do not do special damage, they are just added animation, to make fighting more exciting, and no they dont slow attack speed.

Warriors, they just slash back and forth, maybe up....

Jump attack
- attack from a dramatic jump into the air and a stap to the foes shoulder

Shield block- block attacks with a shield, give shields an animation plz

Kick-throw a kick in there once in a while

Sheild hit- hit with shield


Paragon

All of their throws are the same, switch them up a little...make him get tired, I dunno

what do you think? I want it to keep me awake on those long quest, missions, and farming..

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

They do almost all of that with attack skills. Also, there are at least 3 distict animations already for each normal attack.
If you play an attack class like a warrior or assassin and are just beating on somebody without using attack skills, look at your bar.

Redfeather1975

Redfeather1975

Forge Runner

Join Date: Sep 2006

Apartment#306

Rhedd Asylum

Me/

Try playing a mesmer and see how often you do the wanding animation when casting spells. Oh wait! There's a little flourishing twirl before the wanding animation. I know there is the 'pulling thin air' cast. That ones neat at least.
At least the animation is fast enough to make me think it's the fastest cast in the game even with zero points in fast casting. lol

Poor necromancers have that old 'hissy fit' cast for almost everything.

More casting animations would be super grand.

Some Guru Named Kai

Some Guru Named Kai

Frost Gate Guardian

Join Date: Jul 2006

westAscalon4lyfe?

Giggity Giggity [GOO]

W/

Assassins does all the flipping and twirling when you use attack skills. Paragons don't have much though, they just look like quarterbacks, (use mighty throw, the 3sec cast set up )

Quote:
Originally Posted by Tide to Go
Kick-throw a kick in there once in a while
* Giant Stomp *

Gregslot

Gregslot

Wilds Pathfinder

Join Date: Aug 2006

Me/

I guess u didint noticed that all assassins attack skills have a completely different animation.

Soul of the Scythe

Krytan Explorer

Join Date: Feb 2007

Boston, MA

Higher Order [HO]

D/

i'm a fan of the dervishes animations those swings look like they could take a head off(or 3 in the case of a hydra ).
i do wish shields had an animation tho, like when u actually block or something.

Darksun

Darksun

Jungle Guide

Join Date: May 2005

USA

Karr's Castle

W/E

Wow... if you think there is no variation then you aren't looking. Warriors do a LOT more than swing left and right.

Assassins do TOO much. You want them to dance around more? flip OVER them? not even remotely realistic to implement into the game.

Tarun

Tarun

Technician's Corner Moderator

Join Date: Jan 2006

The TARDIS

http://www.lunarsoft.net/ http://forums.lunarsoft.net/

Yeah if they implement flipping they should definitely add being able to jump with spacebar :P

RVallant

Ascalonian Squire

Join Date: Jul 2006

Crimson Hydras

D/E

I don't see how hard it is to do a small re-modelling of the combat animation system, I'm thinking something along the lines of KOTOR if anyone's played it. Basically if you have a one on one the two character's animation get's "semi-locked" so what happened was their lightsabres would clash, they'd parry, block, duck, kick, elbow, slice and decapticate the crap out of animation!

But if it was a one on five fight for example the animation would "semi-lock" only if you were targetted and being attacked by the enemy YOU were attacking. So while you do all the fancy blocks and kicks and stabs everyone else attacked you the "normal" way just the flashy bits got "locked" between you and your dueling mate.

I think that's probably the most workable way and I just know I made it sound overtly complicated when it's probably one of the simplest of things to do. (The complicated part should be managing to do the animation thing for EVERY class, because warriors are going to get it easy here haha...)

Tide to Go

Wilds Pathfinder

Join Date: Nov 2006

I War Torn I [Torn]

N/Me

its not about skills, who brought skills into this?

Redfeather1975

Redfeather1975

Forge Runner

Join Date: Sep 2006

Apartment#306

Rhedd Asylum

Me/

Ooops. That was me.
I didn't realize you wanted more variety in just the spacebar attack animation.

But a lot of skills need more animation. Many mesmer spells are just 1-2 animations and a particle effect.

Vyldan

Vyldan

Ascalonian Squire

Join Date: Apr 2006

The Stolen Eye [SEyE]

Me/E

All I want to see is a change in Warrior axe attack animations. Axes should not thrust, nor are most axes double-sided.

Just as well, I wish to see a change in the wand-wielding Henchmen of early Ascalon. They swing them like staves.

Bryant Again

Bryant Again

Hall Hero

Join Date: Feb 2006

Quote:
Originally Posted by Vyldan
All I want to see is a change in Warrior axe attack animations. Axes should not thrust, nor are most axes double-sided.
That I agree with.

Quote:
Originally Posted by Gregslot
I guess u didint noticed that all assassins attack skills have a completely different animation.
Not the newer ones.

Right now, I think the animations are ok. It's how the warrior runs with a weapon that irks me (petpeeve, though. I can't complain about it too much). If a warrior were to randomly kick, it wouldn't make to sense. Your foot can do 15-22 damage, apparently? Why use a sword, then?

I'm also a little skeptical of the current assassin attack animations. Like when you use Nine Tail Strike and your opponent moves. Your dagger is stuck in mid-air for a moment.

Aera

Aera

Forge Runner

Join Date: Dec 2005

Galactic President Superstar Mc [awsm]

E/

Quote:
Originally Posted by Gregslot
I guess u didint noticed that all assassins attack skills have a completely different animation.
Indeed, someone's been sleeping.

I agree on the warrior animations though. The weapon just gets a different color and then picks one of the three animations per weapon.

Drazaar

Academy Page

Join Date: Dec 2006

Generals of Dwayna

N/Mo

I hink the animations are decent enough as is for fighter bits. Save the ranger, pull release pull release bit. Hel if you do it fast enough with the sin you could almost get them to do the break dance head twirl with repeated repeating strikes. If only they has a sin hair do that was an affro.

I think if they implemented jumping animations for your desire of over enmies and such in finese kind of ways it would best belong to a final fantasy dragoon esque class if they ever implemented such a thing though.

Tide to Go

Wilds Pathfinder

Join Date: Nov 2006

I War Torn I [Torn]

N/Me

once again to keep you on subject

this is not about skill animation, this is plane target animation

gameshoes3003

gameshoes3003

Forge Runner

Join Date: Feb 2006

For the Assassin and Warrior, if you start making them jump (well, the assassin already does), you're going to start seeing gravity on your character look ridiculous because your guy jumps, then faster than 9.8m/s, and your guy does 30m/s back to the ground making it look.... stupid......

Xe2rx2es

Xe2rx2es

Pre-Searing Cadet

Join Date: Mar 2007

this is the internet. . . i'm not telling

Vengance in Death [ViD]

R/Me

I would like to know who many in here are professional animators. . . or have ever animated. I realize in a game pipeline there are some animations that can be "moded" with "ease", HOWEVER, there is a lot more to be done if you want new animations.

Its safe to say that each animation takes at least 2 hours of work. If you think about how many each character class has then multiply that by the number of species in the game, thats alot of freakin' work!

Someone talked about a "slight remodeling" of the battle system. . . THATS INSANE! That's not a small re-do thats an entire games worth of work for little satisfaction

I do however agree on the "Axe Stabbing" . . . (great name for a band BTW) it's unrealistic and needs to be axed its self. . .

Bottom line if you are so picky to complain about only having 3 or 4 variations for your basic attack. . . maybe its time to move on.

And as far as animation is concerned Guild Wars has the best that I have seen in any mmorpg on the market today.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

One thing I should fix is the 'direct piercing hit' made while normal attacking with an Axe.
You can't stab with an axe! The blades are on the sides!