Boretti Posted September 25, 2012 Author Posted September 25, 2012 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...
Boretti Posted September 25, 2012 Author Posted September 25, 2012 (edited) Oh HELL no. The slow-mo break-combat-flow idiocy in Dragon Age pissed me off to no end, catering to the adolescent consolers. > And this is NOT a 3D zoom-in game with cinematics. NO. NONONO. On the other hand, hearing an emphatic yell from my companions (I think Minsc's was "HA-HA!!") during combat for a critical hit was great. More of that, please. Read the topic first pal. no slow motion as i stated in more than 3 posts... cmon! if you dont want to read the whole topic, than dont post. Edited September 25, 2012 by Boretti
Jozape Posted September 25, 2012 Posted September 25, 2012 I'm okay with finishing moves, if they don't interrupt 'gameplay' in anyway. I didn't like them in Dragon Age, due to the lost time spent on senselessly beating down an ogre. I only want kill moves if we can have ridiculously large pauldrons, 12 foot long great swords and eyes eight sizes too large No spiky hairdos?
Enclave Posted September 25, 2012 Posted September 25, 2012 It worked well enough in Baldur's Gate so sure why not?
Kissamies Posted September 25, 2012 Posted September 25, 2012 The more conservative ones of DA:O were pretty cool, though they were a little buggy for some weapon combinations. I guess I wouldn't mind them if they happened when someone overkills the last enemy on the group. Just no slo mo or otherwise too long animations. Not really worth the resources, though. SODOFF Steam group.
Enclave Posted September 25, 2012 Posted September 25, 2012 The more conservative ones of DA:O were pretty cool, though they were a little buggy for some weapon combinations. I guess I wouldn't mind them if they happened when someone overkills the last enemy on the group. Just no slo mo or otherwise too long animations. Not really worth the resources, though. The way Baldur's Gate dealt with it was pretty simple. There was no special animation on your attack, just the guy you hit exploded instead of just fell over dead. Like I said, worked well enough. I wouldn't mind something like that. There was no slow down or anything, just occasionally you'd gib your opponent and it was definitely satisfying.
Kissamies Posted September 25, 2012 Posted September 25, 2012 Well yeah. BG style gibs probably wouldn't take that much work to get right. I just think something like the shorter DA:O finisher animations would be cooler. SODOFF Steam group.
Enclave Posted September 25, 2012 Posted September 25, 2012 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.
dlux Posted September 25, 2012 Posted September 25, 2012 Buut if you dont mind a suggestion, what about finishing moves? Mortal Kombat?
Jarmo Posted September 25, 2012 Posted September 25, 2012 Nothing like what's been plaguing rpg's for the past years. No! But I wouldn't mind the final hit occasionally cutting of heads or limbs, swords and spears going all the way through. Even that's assuming attention isn't automatically focused on the fact and assuming the hit is a hard one indeed. Subtle flavor is fine while yeaaaahhh loook aaaaaaatttt theeeeesss eepiiiic STRIKE STRIKE STRIKE is not. 1
evdk Posted September 25, 2012 Posted September 25, 2012 NEVER. What's with the influx of demented ideas lately, did someone link this forum on gamefaqs? 1 Say no to popamole!
SerTabris Posted September 25, 2012 Posted September 25, 2012 I generally find them rather dull and a waste of time. It seems to me if it's implemented, a toggle in the options should satisfy most people, though.
Longknife Posted September 25, 2012 Posted September 25, 2012 Yeah n also ur character lyk goes super saiyan 4 n his hair starts glowin n the wizard screams all dramatic like "nooooOOOOOOOOOOO" as u go towards him n then it like zooms in on his eyeball n when ur done it shows u standing there behind him wit ur eyes closed n not botherin to turn around (cuz ur a badass) n then the wizards torso slowly slides off his legs and hits the ground, then it cuts over to a short clip of the moon like shattering like glass or sumthin deep and metaphorical or sum bull**** lyk dat, den blood sprays like a god damn fire hydrant out of his body n it rains blood and den it goes to a cutscene of ur sensei miles away having tea with a disciple and then suddenly he's like "Hmm!?!?!?" and the disciple is like "wut is it sensei!!11" n he says calmly and without emotion "the wind has changed directions" and more metaphorical bull**** like that n then it zooms out dramatically at rapid speeds and reveals all of this to be in ur characters eyeball. He blinks n then it goes away and we zoom out and return to the battlefield. ya datd be awsum. 2 "The Courier was the worst of all of them. The worst by far. When he died the first time, he must have met the devil, and then killed him." Is your mom hot? It may explain why guys were following her ?
Stiler Posted September 25, 2012 Posted September 25, 2012 I think it'd be nice. The way it was done in DA:O worked well. Certain % chance on normal enemies and then for big bosses if you got the killing blow. However expanding on that I think it'd be nice if it was also dependent on the type of attack you use/weapon and skill. A mage using fire spells shouldn't have the same killing move as a mage using ice or something. For normal enemies the animations should be fairly quick, but noticable. For the "boss" enemies I wouldn't mind a close up camera/some slow mo (since there's no danger while doing it). It adds visual flavor to the combat and gives some variety. Don't see why people wouldn't want it.
sesobebo Posted September 25, 2012 Posted September 25, 2012 my proposition: finishing moves / attacks / etc not being animated finishing moves / attacks / etc being verbosely described in combat log / console / etc - pnp style! 2
Zero Posted September 25, 2012 Posted September 25, 2012 I wouldn't mind little animations near death where a person does get decapitated, someone frozen from a spell- crumble into ice, someone getting hit by a lightning spell getting fried , or some such. But I'd want it to be seamlessly integrated into the game as opposed to being a finishing move, for me it would be a nice little touch but hardly necessary .
Spess Merhenn Posted September 25, 2012 Posted September 25, 2012 No thanks. Something like bloody mess in FO 1 and 2 is fine, but nothing that looks like it came from Skyrim. Remember, this is going to be a real RPG. There is no such thing as a plea of innocence in my court. A plea of innocence is guilty of wasting my time. Guilty.
Enclave Posted September 25, 2012 Posted September 25, 2012 I wouldn't mind little animations near death where a person does get decapitated, someone frozen from a spell- crumble into ice, someone getting hit by a lightning spell getting fried , or some such. But I'd want it to be seamlessly integrated into the game as opposed to being a finishing move, for me it would be a nice little touch but hardly necessary . Pretty much exactly where I am on this. It shouldn't happen every time and it should be seamless, in exchange of their normal death animation. I don't want anything cinematic. I don't want the game to pause so I can watch it. Just exchange their death animation.
ogrezilla Posted September 25, 2012 Posted September 25, 2012 I wouldn't mind little animations near death where a person does get decapitated, someone frozen from a spell- crumble into ice, someone getting hit by a lightning spell getting fried , or some such. But I'd want it to be seamlessly integrated into the game as opposed to being a finishing move, for me it would be a nice little touch but hardly necessary . Pretty much exactly where I am on this. It shouldn't happen every time and it should be seamless, in exchange of their normal death animation. I don't want anything cinematic. I don't want the game to pause so I can watch it. Just exchange their death animation. ya something where they just swing a little differently for the killing blow would be cool without being distracting.
alphyna Posted September 25, 2012 Posted September 25, 2012 Do we need it in an isometric game? I thing voiced lines are better suite to emphasize the epicness of a fight. "AIN'T I AWESOME" for every critical hit and stuff. Hell no! its annoying.. i rather see how awesome my Character is than hear he braggin. Different strokes, yadda-yadda. Just wanted to point out that it doesn't have to be bragging. Obviously battle phrases must be in-character. you can watch my triumphant procession to Rome
Boretti Posted September 25, 2012 Author Posted September 25, 2012 (edited) Thanks to those that read the topic. The finishers should not take more than 2-3 secs. No jumps , no flips no sayajins. just a good sharpen blade to the neck , or a hammer knocking down on the impact, or even a bash with the shield. Nothing out of normal, like i said something you would expect in a realistic medieval battle. ( assuming that magic would be normal ) Edited September 25, 2012 by Boretti
ogrezilla Posted September 25, 2012 Posted September 25, 2012 I really wouldn't want anything that takes longer than a typical attack. From the isometric perspective we really don't need much. 2
Boretti Posted September 25, 2012 Author Posted September 25, 2012 I really wouldn't want anything that takes longer than a typical attack. From the isometric perspective we really don't need much. Yes, something that whould not interfere at all. it must be a plus not a con.
nikolokolus Posted September 25, 2012 Posted September 25, 2012 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.
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