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Am I blind or do the Rogue auto-attack animations look really awkward?


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#51
JJDrakken

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Closing attack is when he leaps forward with the 2 Blades, I believe spin kickish animation(not Falsk kick). Is the evade animation, when we clicked evade for that short time, he did it quite a bit when enemies all attacked him several times, then when they left her alone, You barely saw it.

You notice she still spins at finishing attacks, but it's with the blades, not a spin kick.  I honestly believe it's the Evade power being active, until we can test that theory, we all can speculate.

JJ

Modifié par JJDrakken, 19 février 2011 - 04:24 .


#52
Atmosfear3

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Just an example of what the actual martial art looks like.

#53
SpezXVII

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JJDrakken wrote...

Closing attack is when he leaps forward with the 2 Blades, I believe spin kickish animation(not Falsk kick). Is the evade animation, when we clicked evade for that short time, he did it quite a bit when enemies all attacked him several times, then when they left her alone, You barely saw it.

You notice she still spins at finishing attacks, but it's with the blades, not a spin kick.

JJ


I believe there are several animations for closing attacks. The cartwheel-spin-kick seems to be the mid-close closing attack. The dual dagger lunge seems to happen from longer ranges and on stunned enemies. It is definitely not the evade animation.


1. Evade seen at the 1:00 mark.

2. Spin-kick closing attack from 1:01-1:10 mark.

3. Dual dagger lunge closing attack at 1:33 mark.

Check it out.

Modifié par SpezXVII, 19 février 2011 - 04:53 .


#54
shayboy4

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to the spin kick thing: Momentum my son.. momentum...

#55
Tleining

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evade is jumping backwards. The spinning jump is for getting into attack-range. In Origins we had the characters shuffling along to do that. Jumping is faster.

#56
kyles3

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I do worry that the new buttonpress = insta-awesome way of doing things is going to turn combat into The Phantom Menace, i.e. all flash and no storytelling. Not that it'd be the end of the world if that turns out to be the case; it's a multi-faceted game and I'm sure there will be plenty other aspects of it to enjoy.

#57
bloodreaperfx

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kyles3 wrote...

I do worry that the new buttonpress = insta-awesome way of doing things is going to turn combat into The Phantom Menace, i.e. all flash and no storytelling. Not that it'd be the end of the world if that turns out to be the case; it's a multi-faceted game and I'm sure there will be plenty other aspects of it to enjoy.



Why can't a game be flashy AND have a good story? Posted Image

#58
The 13th Dark Sheep

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I hope someone makes a mod that replaces the new (general) combat animations with the old ones from DA:O. Even at a loss of combat speed I would welcome that change with open arms.

#59
bloodreaperfx

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That would be pretty impossible to do, short of creating new animations from scratch, because the skeletons are different from the first game.

#60
Arthur Cousland

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This has me even more interested in the demo.



While kicking the flask is a bit unrealistic and over the top, I don't care too much about the rest, as long as I'm having fun. I'll have to try things out and see it for myself.

#61
XRed_RumX

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You're not blind, the game in addition to horrible graphics have some pretty terrible animations.

#62
Russalka

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XRed_RumX wrote...

You're not blind, the game in addition to horrible graphics have some pretty terrible animations.


Why are you still here?

#63
chelseaisthepan

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The spinning kick looks weird when she's fighting the Ogre because it's an.... Ogre. Somehow I don't think that would be very effective..



*cue 'It's just a game' arguments*

#64
Rimfrost

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I never like to play theifs anyway and these animations are a bit silly. Too much like a 13 year old's ninja dream and not enough dragon age. I understand they tried to go anime but kicking the flask looks silly. The round house kick also looks bad as she seem to hit a target to the side instead of the actual target but that is less annoying. The backstab and dual stab looks pretty cool though.



Happily I think both varric and isabella's anotmation will look different. I hope bounty hunter looks less ninja and more fencing (erol flynn would be acceptable)

#65
DA Trap Star

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The animations look fine, theres just no indication of force on the enemy whenever a attack hits. It just looks like the blades are grazing the dark spawn and not doing any damage.
Sometimes it even looks like shes just swinging at air because shes so far away when the attacks hit.

Modifié par DA Trap Star, 19 février 2011 - 05:36 .


#66
ReallyRue

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I like that the rogue moves differently to the warrior now.

#67
yolojo

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I have no beef with the spinning kick animation to be honest. But it is true that it looks like there is no "impact" in her attacks against the ogre unlike what I saw with the warrior.



I was originally going to play the rogue now I have to rethink...I really want to know what the mage is like in melee. Will they be like Hawke in the destiny trailer? If so that would be freaking awesome.

#68
SpezXVII

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yolojo wrote...

I really want to know what the mage is like in melee. Will they be like Hawke in the destiny trailer? If so that would be freaking awesome.


Mages now hit with their staff in close quarters but it is nothing like you see in the Destiny Trailer. Just a few basic animations.

#69
Kaldarm

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The blades really don't look like they're making contact with the enemy at all, apart from the backstab and the spin kicking a bottle/flask is very silly indeed. I think it's another case of Bioware trying too hard to attract the CoD generation with flashy "cool" stuff. I'm not the biggest rogue fan but I do like to play them occassionally and I know this will get old very quickly. It's not a game-breaking thing though luckily.

#70
errant_knight

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I have just as big a problem with the warrior moves. People move like there's no gravity and they have no weight. Attacks are instantaneous in a way that people don't actually move. A little exaggeration is one thing, but this goes way beyond that. It's completely unbelievable.

Modifié par errant_knight, 19 février 2011 - 06:10 .


#71
Arcolops

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Hmm, sounds like somebody blew the nitpick horn.

#72
shreddog

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This smells of japanese anime, and that is not a nice smell..



Animations look weightless and waaaay to quick.



Ah well, at least the kidz will love it.

#73
Gill Kaiser

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I agree, something seems off about the dual wielding autoattack animations. As a rule I don't mind the flashy new animations, but there's just something about the way the attack animations are so... descrete rather than continuous that doesn't look right for rogues. Giving each attack a discrete animations works fine for a two-handed warrior, as the weapon is so big and unwieldy. With dual daggers the animations should flow together better.

#74
JetsoverEverything

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Vahe wrote...

http://www.youtube.c...s1j3Uqs#t=0m40s

Judge for yourself.  Something is off about them.  I don't know, it seems like she's attempting to dice up fruits and vegetables with those strokes.  And why spend so much effort spin-jump-kicking something every five seconds?  The mechanics look really fun and I'm glad the awkward shuffling is mostly gone, but the animations are just off-putting.  They look like they're straight out of an anime.  I vastly preferred the DA:O animations (especially the backstab animation, which had a lot of weight in it). 

Of course, there is always the possibility that I am blind, and I don't even know it.  So which is it?


i havent seen any anime that looks like that.

#75
Eledran

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It looks fine imo, I don't care too much about realism. Keep the anime stuff to yourself, it's foolish.

What the hell is up with the dang aura though, that's what looks awful; I had hoped they would have opted for a less intrusive effect now.

Modifié par Eledran, 19 février 2011 - 06:54 .