wolfstriked Posted July 15, 2017 Posted July 15, 2017 In the Deadfire gameplay video I see the sword wielding characters doing slashing animations only.Could we get a bit more realism and combat flair by having it so that when a dual damage type weapon gets a hit the actual damage given gets its correct animation played.Just trigger a piercing weapons animation when that gets the hit or the slashing animation when that damage type gets the hit.
Boeroer Posted July 15, 2017 Posted July 15, 2017 (edited) Eh... since the animation gets played before the roll is done I really doubt that this is possible with the current approach. The game doesn't look at the enemy, sees its DR values and then decides to use piercing attacks. It just does the attack roll and then determines which DR is lower and then chooses the damage type. This is the easiest solution and thus OBS went for it. I get your idea and it would indeed be nice, but I highly doubt that OBS will implement a routine that decides which animation to play before doing the actual hit roll. It could be done of course - in different ways. Edited July 15, 2017 by Boeroer 1 Deadfire Community Patch: Nexus Mods
wolfstriked Posted July 17, 2017 Author Posted July 17, 2017 They could randomly alternate the pierce and slash animations and I think that would look real nice. 1
Osvir Posted July 17, 2017 Posted July 17, 2017 ~dream~ and blocks, parries, tumbles, dodges, struggles, trips or trip, bashes, headbutts, leaps ~/dream end~ 1
MaxQuest Posted July 17, 2017 Posted July 17, 2017 Eh... since the animation gets played before the roll is done I really doubt that this is possible with the current approach.Are you sure that the game takes into account the attack roll and calculates two damage outcomes before deciding against which DR to deal damage? OT: a workaround could be to check target's DR immediately, right before starting the attack animation. E.g. if the pierce DR is lower, player piercing animation; if the slash DR is lower, play slashing animation. That's just for the visual variety, because before animation start and actual hit, target's DR could change. PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
Boeroer Posted July 17, 2017 Posted July 17, 2017 (edited) No. I think it simply loops through the damage types you currently have and determines which of the corresponding DR is lowest. No damage involved yet. But I think first of all the roll (ACC against defense) is done. And this is done after the attack animation. Because if you miss you can skip all the other calculations. But correct me if I'm wrong. One could of course do the DR-check first, then play the fitting animation - while keeping in mind which DR number and which damage type is used - and then do the attack roll + damage roll. It's great that the actual attack roll is done after the animation. This gives a buff more time to be applied - sometimes after animation, right before the roll. Edited July 17, 2017 by Boeroer Deadfire Community Patch: Nexus Mods
Nail Posted July 17, 2017 Posted July 17, 2017 This would be really cool, but I don't think they will do it at current stance. 1 Done this with Moon Godlike Wizard Perebor steam
MariaDol Posted July 17, 2017 Posted July 17, 2017 This would be really cool, but I don't think they will do it at current stance. I guess they don't have time for this. Waiting for the deadfire... doktorabc
wolfstriked Posted July 17, 2017 Author Posted July 17, 2017 (edited) Another issue is we now have characters auto sheathing their weapons after combat in Deadfire.Its a nice step but IMO as characters are creeping stealthily thru a dungeon they should look like they are ready for battle with weapons out.Simple button for sheathing prevents the kool new idle animations happening when in dangerous areas. Edited July 17, 2017 by wolfstriked
Osvir Posted July 17, 2017 Posted July 17, 2017 (edited) Another issue is we now have characters auto sheathing their weapons after combat in Deadfire.Its a nice step but IMO as player is creeping stealthily thru a dungeon they should look like they are ready for battle with weapons out.Simple button for sheathing prevents the kool new idle animations happening when in dangerous areas. That'd be pretty cool tbh. It could also be a sort of sign that "Danger is close". Sort of a "Combat is about to happen Clarity". Or some sort of "Wilderness Lore" Skill equivalent, and the character that has highest value will always unsheathe his/her weapon first in a dungeon/area. I suggested something similar for Eternity 1, but more environmental and for the Player themselves to be detectives. Bones outside a cave, blood on a wall, NPC's talking about a "scary keep" or whatnot. Warnings to give the Player a hint "There's danger that way". But with Unsheathing and Sheathing there might be a more immediate way to do it as well. Example: Eder has 10 "Instinct" (example name), he can sense something in this place and unsheathes his weapon. The Player can then choose to unsheathe the rest of their party. Situations: 1) You're in town, walking about. Suddenly Eder unsheathes his weapon. You walk about a little bit more, even though the townspeople are giving him weird looks. BAM! Ambush from a nearby alley. Or it could affect how enemies are attacking. Strolling about without "Instinct" could place you in an awkward position in the ambush, but Eder unsheathing his weapon would cause the enemies to attack straight away and start combat? Sort of: A/with "Skill") "Something isn't right... better take out my weapon... yup, those guys there want to fight" vs B/without "Skill") "We're being engaged from all sides!?" 2) Random encounters, the character with the highest value will always be unsheathed first/at the start of encounter. 3) Going into a dungeon, enemies around a corner, you wouldn't know it, but Eder does. He can smell it! He takes out his weapon. 4) Dialogue is realtime, so what if a conversation takes a wrong turn? Eder unsheathes his weapon mid-dialogue, before it is finished, because he knows punchin is about to happen. Thinking about it, it could be called "Initiative". I don't know how Unsheathing and Sheathing exactly affects combat, if it does in any shape or form. It should take a little bit of a moment to unsheathe your weapon when combat starts? Enough time for an enemy to get a sucker punch in, maybe? What if you get stunned mid-Unsheathe animation? Or knocked down? Can you get Interupted, making it so you engage in combat later and starting off at a disadvantage? Edited July 17, 2017 by Osvir
wolfstriked Posted July 17, 2017 Author Posted July 17, 2017 Another issue is we now have characters auto sheathing their weapons after combat in Deadfire.Its a nice step but IMO as player is creeping stealthily thru a dungeon they should look like they are ready for battle with weapons out.Simple button for sheathing prevents the kool new idle animations happening when in dangerous areas. That'd be pretty cool tbh. It could also be a sort of sign that "Danger is close". Sort of a "Combat is about to happen Clarity". Or some sort of "Wilderness Lore" Skill equivalent, and the character that has highest value will always unsheathe his/her weapon first in a dungeon/area. I suggested something similar for Eternity 1, but more environmental and for the Player themselves to be detectives. Bones outside a cave, blood on a wall, NPC's talking about a "scary keep" or whatnot. Warnings to give the Player a hint "There's danger that way". But with Unsheathing and Sheathing there might be a more immediate way to do it as well. Example: Eder has 10 "Instinct" (example name), he can sense something in this place and unsheathes his weapon. The Player can then choose to unsheathe the rest of their party. Situations: 1) You're in town, walking about. Suddenly Eder unsheathes his weapon. You walk about a little bit more, even though the townspeople are giving him weird looks. BAM! Ambush from a nearby alley. Or it could affect how enemies are attacking. Strolling about without "Instinct" could place you in an awkward position in the ambush, but Eder unsheathing his weapon would cause the enemies to attack straight away and start combat? Sort of: A/with "Skill") "Something isn't right... better take out my weapon... yup, those guys there want to fight" vs B/without "Skill") "We're being engaged from all sides!?" 2) Random encounters, the character with the highest value will always be unsheathed first/at the start of encounter. 3) Going into a dungeon, enemies around a corner, you wouldn't know it, but Eder does. He can smell it! He takes out his weapon. 4) Dialogue is realtime, so what if a conversation takes a wrong turn? Eder unsheathes his weapon mid-dialogue, before it is finished, because he knows punchin is about to happen. Thinking about it, it could be called "Initiative". I don't know how Unsheathing and Sheathing exactly affects combat, if it does in any shape or form. It should take a little bit of a moment to unsheathe your weapon when combat starts? Enough time for an enemy to get a sucker punch in, maybe? What if you get stunned mid-Unsheathe animation? Or knocked down? Can you get Interupted, making it so you engage in combat later and starting off at a disadvantage? The "danger is close" triggering to pull out weapons would look great but It might detract from having to stealthily track thru dungeons while searching thru cloud of war for next trap/enemy as it would signal to you that danger is ahead?
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