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Everything posted by Valorian
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Indeed. ToEE did a great job with animations and character models. It's those details.. like for example how their stances change when combat begins. "For instance, longswords and bastard swords use the exact same animations." Oh dear. Would people be more upset if they found out that their weapon of choice shares the same attack animations with a longsword or bastard sword... or would they be more upset if their weapon of choice has a single, one and only, attack animation, but! different from a bastard sword, which happens to be the weapon of choice of... John in Australia?
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I don't want randomization, I want variety, generally and within groups. Bandits with different stats, skeletons with different sets of armor and weapons, goblins with different skin tones, particular zombies with unique on-hit properties; all this accompanied by a variety of names. Zombie number 35 doesn't have to be named "zombie", this special zombie can be a "zombie lord" or an "ancient zombie" that steals life or whatever other combination to spice things up. Hand placed and designed with an eye for detail, without randomness, but with variety in mind is what I'd like to see.
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Josh Sawyer on Miss and Hit
Valorian replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Btw. I do like that different types of damage have their strenghts/weakenesses against different DT values. What I would like though, is that there's an option to specialise in a specific damage type for the sake of character concepts. *** Since this thread is now about anything PE related.. I just watched the film "Howl" and one of the themes is the importance of interpretation/meaning of words. To get back to what Joshua (dunno if he prefers Josh?) said: "cooldownds in the sense that most people use them were never really in". I'd like to explain what I mean when I say "per-encounter": after using an ability (or combination of abilities within a group) a set number of times (could be once or 3 times or more) they are locked out for the rest of the fight. No 30 seconds or any amount of time for them to become available again, after that, because that would be per-cooldown and not per-encounter. Naturally, every ability has its own "cast time". -
Josh Sawyer on Miss and Hit
Valorian replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Even if armor type isn't shown in a tool-tip, as soon as you deal damage, the damage dealt will tell you everything you need to know. Are we going to see damage dealt per hit in the UI? Of course. That's a basic information. Do you have a source, or are you just making an assumption from the IE precedent and JES's liking for transparency in game systems? Lulz, so you think you'll have to guess, blindly, how much damage you actually dealt when you hit a creature? -
Josh Sawyer on Miss and Hit
Valorian replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Even if armor type isn't shown in a tool-tip, as soon as you deal damage, the damage dealt will tell you everything you need to know. Are we going to see damage dealt per hit in the UI? Of course. That's a basic information. -
Josh Sawyer on Miss and Hit
Valorian replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Even if armor type isn't shown in a tool-tip, as soon as you deal damage, the damage dealt will tell you everything you need to know. -
Critical hit for the polearm at 4:41: That's the 3rd attack animation; that makes it 3 attack animations like for other weapons which you refused to see/acknowledge. You play too much Dragon Age, Stun, it blurred your vision. Please, don't edit your post now.
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Yes, I have played it, but I haven't invented the cure for blindness, yet. That's another example: Normal hit vs Miss 0:52 vs 1:27
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Josh Sawyer on Miss and Hit
Valorian replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
IE games. Up to 4. -
Josh Sawyer on Miss and Hit
Valorian replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
PJ, we don't know how many sets, although only 2 sets would be good. Your example makes sense if the character specialises in ranged weapons (and if only 2 quick switch sets are available). -
No, that's not different animations, It's the exact same animation as a hit, only the full animation is not playing Are you serious? Or is this some childish stunT despite all the evidence directly in front of your nose? The miss animation has the sword going in a different direction and the sword stops somewhere behind the character, on the normal hit the sword almost makes a semicircle around the character. These are 2 completely different animations. And I'll finish my sentence from the previous post. If you can't see the difference, there are surely some issues with nerve connections between your eyes and brain. I'd suggest you check it out asap.
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Josh Sawyer on Miss and Hit
Valorian replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
The thing is, selecting the appropriate damage type vs armor is more of a reflex choice than tactical consideration. If you hit an enemy for 1-2 damage? Switch to crushing weapons. It's quite simple and doesn't involve lots of brain power. Is there any penalty for switching weapons in combat, at all? My concern is this: is it worth sacrificing character concepts for the sake of a reflex choice? Since they'll bridge weapons that deal different types of damage in specialisation groups, there is no reason not to switch between different types of weapons even if you do specialise in a group. If someone wants to play a druid who fights with clubs, it'd be really silly not to switch to hatchets when fighting against a lightly armored opponent. Now, IF they included specialisations that encompass weapons which deal the same type of damage, that would alleviate the issue. Because if you choose to specialise in weapons of the same damage type you'd have a reason not to switch to another. -
Did it? I don't remember that. I remember only 2 per weapon. 1. the basic attack animation and 2. the critical hit animation No. The animation is different for miss, as well. That's 3 times as many attack animations. They were aestetically pleasing and well done, too. 2:44 Er... there's only 2 animations per weapon-type in this video. 1) attack 2)critical hit. Misses didn't look any different from basic attacks. They just had different sound effects, and of course, they swung at air. The animations themselves, though, were exactly the same as a standard hit. At 2:44 you have a normal hit and a miss, performed one after the other. They have different animations. At 1:17 you have a critical hit performed by the same character. That's 3 different basic attack animations for the same character with the same weapon. If you can't see
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That's a good question, Malekith, even though it's already been answered. Those over-a-decade-old games in question have more than 1 attack animation per weapon style. Monsters have also generally more than 1 attack animation. There's exploding death too. And fiery death as well. And stone shattering death. And ice shattering death. And electricity overkill... And so on. Still. Multiple attack animations were in.
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good and bad from Arcanum
Valorian replied to Michael_Galt's topic in Pillars of Eternity: Stories (Spoiler Warning!)
From the options list: "The amount of things you could do that had nothing to do with the main storyline." -
Having more than 1 attack animation does not equal making an AAA game.
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I.. just have to. I'm not the kind of person who'll go mental over graphics, art (I like what I've seen so far*) and animations ("OMG, it's not how it works in reality!"). My focus is on other elements of the game. That said, considering 1 attack animation per combat style for a 2014. game with 3D characters by Obsidian? In an rpg with lots of combat.. It's appalling to even think about it. We'll get to customize the appearance of our characters, they'll come in a variety of colours, with a variety of armor shapes, weapons and shields, hairstyles and what have you. You'll be able to make your character visually "unique" and yours. And then, the moment for combat arrives .. you can't wait to see your character exhibit all his combat prowess and slash and pierce and crush monsters with a variety of aesthetically attractive moves. ... You're shocked to discover that your character is stuck in a loop, much like a robot with a malfunctioning program. Mark, we have faith in you. You can do it! Your broad shoulders tell me so. *Love the romanesque house. It's amusing that the inspiration for it was a house located some 30 km from where I live.
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Josh Sawyer on Miss and Hit
Valorian replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Maybe that Expert mode which disables dialogue tool-tips could disable armor tool-tips as well? -
Josh Sawyer on Miss and Hit
Valorian replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Cooldowns in the sense that most people use them were never really in. Per-encounter and per-rest will likely be the two common types of use limitations. A fighter's Surge would likely be (and is currently) per-encounter. Nice. Logical. -
Josh Sawyer on Miss and Hit
Valorian replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Helm, we'll be able to regenerate health only by resting in specific places I think. So much goodies to analyze and comment. That's my style... I will dual-wield two daggers/short swords/stilletos and nothing else, even if I know it would be more efficient to switch to a big hammer vs a certain enemy. But... style in single-player games ftw. Don't want to disappoint my traveling companions, right? @rjshae, yep every mathematician knows that zero equals 0,5 or 1 or 1,5.. -
Josh Sawyer on Miss and Hit
Valorian replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Oh leave him alone. Otherwise I might hear something I don't like and start trolling again. And I have been pretty mean lately. Sometimes, it's best to face the horrors of everyday life and bravely confront them. True. But priority number 1 is combat xp. We can bug Josh about the combat regen after that has been fixed. That, and being able to turn level scaling off for "special crit path encounters" (the only scaled content in the game). We don't know what percentage of encounters will those scpe constitute though.. ..So many questions. Well, I know I'm stretching your patience, Josh, but.. (you really don't have to answer).. We know spells, based on the new update, will be or per encounter or per rest (seems cooldowns are out), but what about other abilities? Will they also be per encounter / per rest. For example fighter's Surge. -
Josh Sawyer on Miss and Hit
Valorian replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Thank you. And in the name of the Holy Cat, yes please: -
Josh Sawyer on Miss and Hit
Valorian replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Seems like the rate of regeneration would be more important than whether it does or not. Slow regeneration makes Priest restorative abilities more important. Fast regeneration benefits the guy with the heaviest armor. First we need to know if it naturally regenerates at all. My preference would of course be: no. We do know there are some abilities and spells which replenish a certain amount of stamina, but does it regenerate on its own by default, even in combat? You get smashed with a hammer - stamina goes down - tick - stamina goes up... And yes, this is pertinent to the topic of miss/hit and damage in combat. LOL Give them time to develop the game man... The mechanics may not be ironed out. BTW: Like I mentioned before, loss of control isn't nearly as much of an issue with a party RPG. I was in single-character thinking when I wrote that. I know, I know. But knowledge is power, and we need power! We're all powergamers. And status effects are neat. I love when monsters come with a variety of passive on hit abilities: fear, stun, lifesteal, maim.. etc. etc. Makes each monster and battle truly unique. PS. Joshua, we know you're watching, and we know you want to answer. And we love you - you're much better than Gaider! -
Josh Sawyer on Miss and Hit
Valorian replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Oh leave him alone. Otherwise I might hear something I don't like and start trolling again. And I have been pretty mean lately. Sometimes, it's best to face the horrors of everyday life and bravely confront them. -
Josh Sawyer on Miss and Hit
Valorian replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Seems like the rate of regeneration would be more important than whether it does or not. Slow regeneration makes Priest restorative abilities more important. Fast regeneration benefits the guy with the heaviest armor. First we need to know if it naturally regenerates at all. My preference would of course be: no. We do know there are some abilities and spells which replenish a certain amount of stamina, but does it regenerate on its own by default, even in combat? You get smashed with a hammer - stamina goes down - tick - stamina goes up... And yes, this is pertinent to the topic of miss/hit and damage in combat.