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I only want kill moves if we can have ridiculously large pauldrons, 12 foot long great swords and eyes eight sizes too large

 

You like fallout but dont like finishing moves? interesting...

 

That's not what made fallout great IMO.

 

Well you are right, because it was a little extra, not a feature of the game.

Not want to be in the back of the cover "Awesome finishing moves",

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Elaborately animated special attacks are not an efficient use of art resource, v.s. designing more creatures, portraits, NPCs, areas etc. The game would have to be massively overfunded before icing like this was needed. PS:T did this much more economically by having a simple character-specific orientation-independent graphic (like a spell effect) for critical hits.

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I think something as long as it doesn't take longer then a normal attack is good. I liked seeing people end up turning into giblets from critical strikes. I think it would be nice having different death animations. Like some one mentioned earlier cutting limbs off and being hit with spells should have effects on their death animation. I would prefer that over say a straight up your character doing a finisher. But nothing longer then a attack unless it is a death animation that you don't actually have to sit their watching it or having it interfering with combat.

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Can't people stop asking for any DAO feature in this game?First the ****ty tactics slots idea and now this.

 

You sound like a hater, DAO is not the "example" of rpg for me.

But yes it did things right! and the finishers i think came first from fallout. not the animation

Edited by Boretti
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Can't people stop asking for any DAO feature in this game?First the ****ty tactics slots idea and now this.

 

You sound like a hater, DAO is not the "example" of rpg for me.

But yes it did things right! and the finishers i think came first from fallout

 

Yeah, Fallout is the first game I can think of off the top of my head to do fun little death animations.

 

Again though, I think they need to be very organic if they are to be there and not very detailed. Just a replacement for the normal death animation and that's all. Don't even change the animation for your characters attack or spell.

 

Say you used a fire spell and killed them with a crit then just have the enemy ignite and leave behind a burnt corpse or ashes. If you kill them with a ice based spell then have their character turn blue and then crumble leaving behind frozen giblets.

 

These sorts of death animations are fun and don't have a significant impact on development time/resources.

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games have envolved i dont see the animations to be like baldurs gate, 2 attacks animations only slash or thrust..

people are afraid their game is being ruined... i dont want it to be ruined too, just looking for a plus.

Edited by Boretti
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A whole lot of trolling in this topic. It just proves how hostile this community can be, and I really hope the mods deal with some of the idiotic one word responses.

 

Personally, I'm ok with this. It's no different than adding animations to a critical hit.

Edited by Bill Gates' Son
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There's a difference in my mind between good animations and what kill moves have become in a lot of games: John Woo-esque, super slow-mo, anime influenced, kill porn. I'm looking forward to some well animated characters and combat, just not over the top kill moves.

 

So you'd like the sort of thing I'm suggesting then, correct?

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Problem with DA:O style would be the fact that this is a fixed perspective isometric game. It's likely not going to be detailed enough to get finishers like some people here are asking. It works in DA:O only because of the cameras perspective and how it can be a fairly cinematic camera. If this game is to get some kind of finishing animation then we likely cannot expect it to be all that much more detailed than the Baldur's Gate gibbing.

Yeah, but the shorter DA:O finishing moves I was referring to would probably work on fixed isometric perspective. They don't have to be that detailed.

SODOFF Steam group.

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Im fine with enemies "burning" to death or people that get hit by a powerful spell get turned into dust, or if people become chunks of ice. Or heck even overkill explosions (rare) where you cant resurrect (if there is any) party members and so on.

 

Also... If they do make finishing moves... They should not be longer then a normal weapon swing... Why? If you make it longer you have no control over your character so how do you fix that? Give your character immortality during the "cinematic experience"...

 

No thanks keep it simple. Have people die depending on the effect / dmg that hit them...But no long animations, QTE and so on.

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Im fine with enemies "burning" to death or people that get hit by a powerful spell get turned into dust, or if people become chunks of ice. Or heck even overkill explosions (rare) where you cant resurrect (if there is any) party members and so on.

 

Also... If they do make finishing moves... They should not be longer then a normal weapon swing... Why? If you make it longer you have no control over your character so how do you fix that? Give your character immortality during the "cinematic experience"...

 

No thanks keep it simple. Have people die depending on the effect / dmg that hit them...But no long animations, QTE and so on.

 

Exactly how I want it.

 

Though, I think you should be able to resurrect people regardless of their death animation.

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Im fine with enemies "burning" to death or people that get hit by a powerful spell get turned into dust, or if people become chunks of ice. Or heck even overkill explosions (rare) where you cant resurrect (if there is any) party members and so on.

 

Also... If they do make finishing moves... They should not be longer then a normal weapon swing... Why? If you make it longer you have no control over your character so how do you fix that? Give your character immortality during the "cinematic experience"...

 

No thanks keep it simple. Have people die depending on the effect / dmg that hit them...But no long animations, QTE and so on.

 

Exactly how I want it.

 

Though, I think you should be able to resurrect people regardless of their death animation.

 

Well i guess one could have it depend on the difficulty level.

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Finishing moves should be quick.

 

Otherwise it will end up like Dawn of War that despite having cool and awesome looking moves, it sacrifices control of your character like performing a timely retreat before being surrounded by 3 enemies who are charging at your rogue. That can be downright annoying.

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Not everyone on this forum has played DA:O. It is a totally different kind of game from the IE cRPGs. Assuming that someone has blayed BG2 or any of the other IE games is reasonable. Assuming that people have played DA:O is not. So many of us will have absolutely no idea what you are talking about. I played DA:O for maybe an hour before uninstalling it permanently. And my only exposure to DA2 is through reading Vince Weller's excellent review. I don't recall any sort of finishing moves. I just recall studying the game rules for hours before playing and then being shocked at the boring filler combat with the same cannon fodder enemy every single time. And everyone walking around with ridiculous blood spatters on their faces.

 

I don't like finishing moves. It reeks of console-style fighting and control is taken away from you. I should be in control of the weapon at all times. An alternative that I like would be having more than one way to swing your sword. Control over whether you are doing an overhead swing or slashing sideways swing or a stabbing motion would be nice along with different to hit, damage, and speed modifiers depending on what kind of weapon you are using. Then you can design your own 'finishing moves'. I don't care about my character looking cool (and much too competent at lower levels) on screen. I care about strategic fighting. Some kind of gibs animation when you kill from critical hit would be nice if it isn't too much work. I also like spurts of blood animations that are proportional to the amount of damage in the attack as well.

Edited by metiman

JoshSawyer: Listening to feedback from the fans has helped us realize that people can be pretty polarized on what they want, even among a group of people ostensibly united by a love of the same games. For us, that means prioritizing options is important. If people don’t like a certain aspect of how skill checks are presented or how combat works, we should give them the ability to turn that off, resources permitting.

.
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Don't know if anyone has mentioned this already, but I'd like a very certain animation to be in the game. And that's -shattering- !

 

I remember when I played Dragon Age, the fact that you technically shattered an opponent but all you got was a lousy white message saying *shattered* felt very underwhelming. I'm not all for ultra violence, but that one thing really bugged me. I don't remember if we had shattering effects in the old IE games, I think we did. I'd really like that to be in Project Eternity. When a frozen or petrified character is hit, there should be a chance of shattering. Maybe when hit with a crit?

Like music? Check out my original Project Eternity songs: Project Eternity Excitement Song

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Nothing wrong with finishing moves for melee if they're fast, brutal and realistic. Lot of oldies had some sort of unique animations with enemies running around burning or turning into dust after some spell.

Finishing moves like "PRESS "A"!! PRESS "A"!! PRESS "A"!!! > AWESOME" are of different matter and, generally, are ****.

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It would be nice if people took the time to read what each other are saying then respond thoughtfully, but at the moment it's a lot of new people coming together and there's impatience in the excitement.

 

Most people do seem to be OK with discreet kill animations.

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I don't like finishing moves. It reeks of console-style fighting and control is taken away from you. I should be in control of the weapon at all times. An alternative that I like would be having more than one way to swing your sword. Control over whether you are doing an overhead swing or slashing sideways swing or a stabbing motion would be nice along with different to hit, damage, and speed modifiers depending on what kind of weapon you are using. Then you can design your own 'finishing moves'. I don't care about my character looking cool (and much too competent at lower levels) on screen. I care about strategic fighting. Some kind of gibs animation when you kill from critical hit would be nice if it isn't too much work. I also like spurts of blood animations that are proportional to the amount of damage in the attack as well.

that's basically what he's proposing. If your normal animation is a standard sword swing, a critical is a bigger overhead swing then make the "finisher" happen when a crit kills the guy and its just some other animation like running them through or chopping their head off or whatever they want it to be. Nothing that takes the control away in any form.

Edited by ogrezilla
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