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Attack animation


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20 minutes ago, Primalflower said:

you are seeing the same thing at a different angle, is the thing. It doesn't make sense for it to look the same from all sides,

Ah, I personally don't feel like it does the job if that's the case.
The up one is a lift, and then swing to the side. The lift is far less pronounced in the new one compared to the down one, where the character raises it way high, needing to lift their legs higher and all.

21 minutes ago, Primalflower said:

If anything, what people should be rooting for is for the downward attack animation to be changed to be more fitting too

If all got updated to be matching I'd be down for that too. Changing just the one without the others is the gripe I have with it.
Change all 3 and I'd be down, or bring back the old one. Either works!

9 minutes ago, -Variant said:

Ah, I personally don't feel like it does the job if that's the case.
The up one is a lift, and then swing to the side. The lift is far less pronounced in the new one compared to the down one, where the character raises it way high, needing to lift their legs higher and all.

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I disagree. The points of contention (Weapon Lift isn't as high, Leg isnt raised as high up) are both weird quirks/products of the two perspectives at play. I think you have more room to stand with the point of leg lift, because i think the way the other leg bends at this angle makes it seem less pronounced, but i raise you that the pose would be less clear if wilson's leg went further up and thereby only became obfuscated by his torso in attempt to perfectly recreate the pose. With regards to the weapon lift, I think both attacks at entirely on par with eachother and I find it hard to see the problem. As best as can be conveyed with two dimensional cartoonery, wilson is lifting the weapon far beyond the back of his head in both examples. I think this is perfect.

I think the attack animation change was frankly, kind of well overdo. I think I can see what people are saying and perhaps even agree to some extent that the new animation feels less satisfying in some way, even while I account for negative bias towards a new thing. I am however much quicker to point to just tuning up the new animation to be smoother rather than to say that the old animation was better.

20 minutes ago, -Variant said:

If all got updated to be matching I'd be down for that too. Changing just the one without the others is the gripe I have with it.

All of them were updated slightly, though. Not just the one.

5 minutes ago, Primalflower said:

As best as can be conveyed with two dimensional cartoonery, wilson is lifting the weapon far beyond the back of his head in both examples. I think this is perfect.

Your two points come into play here, where I can't agree. I think the older one better showed off the weapon being lifted to the same height in each angle.
Again, I like the new one, but I don't find it doing a decent enough job at matching the other angles in my opinion. 

7 minutes ago, Primalflower said:

All of them were updated slightly, though. Not just the one.

Correct! I had went over it a bit ago. I think they became a bit less stratifying in gameplay now, but what I had meant was for them all to share a matching motion.
The updated animations overall were long overdo, truthfully, so I've been making sure to put my own biases aside, but there are notes between the new and old that I feel can be combined to make for a more visually pleasing end product to me. Which of course boils down to personal perspective.

On 9/15/2024 at 10:42 AM, grm9 said:

it's literally just a 14% faster attack speed if you do it perfectly, what balance does it break and how

Atm being able to cancel the healing of the crab king, but also the need of the mod to reduce latency for it to be reliable, beefalos being even stronger early game vs common weapons. 

I dont realy care how people play but it limits design of new weapons, maybe we could get stronger on hit effects like the enlighted crown. 

At the end of the day its just a tedious mechanic even more so to ppl who use it i think. 

 

24 minutes ago, Keigo said:

Atm being able to cancel the healing of the crab king

don't see an issue with getting rewarded for good timing

24 minutes ago, Keigo said:

also the need of the mod to reduce latency for it to be reliable

idk what mod's that and you don't need it, either be the host or turn lag comp on

24 minutes ago, Keigo said:

beefalos being even stronger early game vs common weapons

still literally spear damage and they're only worth it for fighting when playing as 1 out of 3 characters even with anim cancelling

24 minutes ago, Keigo said:

I dont realy care how people play but it limits design of new weapons, maybe we could get stronger on hit effects like the enlighted crown

it doesn't really limit any thing, i can't imagine what sort of weapon'd become broken op because of being able to do 8 hits on dfly per attack instead of 6

24 minutes ago, Keigo said:

At the end of the day its just a tedious mechanic even more so to ppl who use it i think

nah, it makes the game more fun because it allows you to try to press a button with a rhythm instead of simply mindlessly holding it

On 9/15/2024 at 5:41 PM, Pe Dabliu said:

I don't dislike the new animation when looking at it by itself, but when looking at it together with the other ones, it just doesn't work. All of the attacks are vertical slashes, and then you turn and start a horizontal slash out of nowhere. This new one isn't bad, it just simply doesn't fit together with the old ones. 

it doesnt fit, as well as being worse than before. id say its a clear downgrade

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