Modifié par thats1evildude, 25 septembre 2012 - 06:19 .
Finishing Moves (inspired by Kratos)
#26
Posté 25 septembre 2012 - 05:48
#27
Posté 25 septembre 2012 - 05:52
I like your comments. They're informative & professional with no personal emotions attached.John Epler wrote...
Finishing moves are very, very expensive content to create - even the Legacy finishing moves, which all used existing combat animations, took a total of about three weeks to produce (and that's 12 hour days, plus weekends). If I had the choice between reflecting the player's class/weapon or reflecting their personality, I'd choose the former - it's a better application of limited resources.
#28
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Posté 25 septembre 2012 - 05:54
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Modifié par scyphozoa, 25 septembre 2012 - 05:55 .
#29
Posté 25 septembre 2012 - 06:09
YES.John Epler wrote...
I should also add that, if we do choose to do finishing moves again, we would probably only do it for the absolute last creature of a group or for very specific situations where it makes sense. Having your character dramatically stab an ogre in the face was swell, right up until all of his buddies made mincemeat of your party because the guy you rely on to tank was busy being dramatic.
I find it odd that it should take so long. Given how much emphasis BioWare puts on its cinematics, I'm surprised you don't have more specialized tools.John Epler wrote...
Finishing moves are very, very expensive content to create - even the Legacy finishing moves, which all used existing combat animations, took a total of about three weeks to produce (and that's 12 hour days, plus weekends).
Modifié par Maria Caliban, 25 septembre 2012 - 06:12 .
#30
Posté 25 septembre 2012 - 06:22
Maria Caliban wrote...
YES.John Epler wrote...
I should also add that, if we do choose to do finishing moves again, we would probably only do it for the absolute last creature of a group or for very specific situations where it makes sense. Having your character dramatically stab an ogre in the face was swell, right up until all of his buddies made mincemeat of your party because the guy you rely on to tank was busy being dramatic.I find it odd that it should take so long. Given how much emphasis BioWare puts on its cinematics, I'm surprised you don't have more specialized tools.John Epler wrote...
Finishing moves are very, very expensive content to create - even the Legacy finishing moves, which all used existing combat animations, took a total of about three weeks to produce (and that's 12 hour days, plus weekends).
They do have specialized tools in the toolset. There is a lot to take into account though, even after you make the animation there ia lots of testing I would assume that it looks good and works well under a lot of condtions in alot of environments.
#31
Posté 25 septembre 2012 - 06:44
If DA3 is set in Orlais, it's the obvious move.
#32
Posté 25 septembre 2012 - 06:47
#33
Posté 25 septembre 2012 - 06:48
mousestalker wrote...
No one has suggested a french polish as the mandatory DA3 finishing move?
I assume that's the euphemism Orlesians use for visiting a prostitute.
#34
Posté 25 septembre 2012 - 06:52
Love the finishing moves but had no idea that it took up that much time/resources to create, that is good to know as a reason why they may not be included.
John Epler wrote...
Honestly, the less often a player ends up in a conversation or cutscene, the better.
Thank you! this is good news (to me)
#35
Posté 25 septembre 2012 - 07:04
Seriously though, I like the quick death/brutal death idea, maybe the way the finishers look could be decided by some kind of "renegade/paragon" balance? The more ruthless the character is the more brutal he/she will kill the bad guys?
#36
Posté 25 septembre 2012 - 07:06
Reminds of how pissed I'd get when as a mage Al would get stuck in a finisher and the mob would go after me because he wasn't there to protect me.Useless squishy Mage.John Epler wrote...
I should also add that, if we do choose to do finishing moves again, we would probably only do it for the absolute last creature of a group or for very specific situations where it makes sense. Having your character dramatically stab an ogre in the face was swell, right up until all of his buddies made mincemeat of your party because the guy you rely on to tank was busy being dramatic.
#37
Posté 25 septembre 2012 - 07:10
John Epler wrote...
I should also add that, if we do choose to do finishing moves again, we would probably only do it for the absolute last creature of a group or for very specific situations where it makes sense. Having your character dramatically stab an ogre in the face was swell, right up until all of his buddies made mincemeat of your party because the guy you rely on to tank was busy being dramatic.
Rather being realistic, in a real battle the final blow would take some precision and timing to deal. That would mean that the tank would be held up for a while. why not make it possible to activate the finishers in the options menu? That way the hardcore gamers doesn't loose precious hit points and the casual gamers could choose to enjoy realistic, cinematic battles.
#38
Posté 25 septembre 2012 - 07:15
#39
Posté 25 septembre 2012 - 07:17
Have finishing moves on specific bosses, and have them correspond to the class you play and hopefully the type of weapon you have.
That means ARCHERY FINISHERS DAMN IT
#40
Posté 25 septembre 2012 - 08:30
John Epler wrote...
I should also add that, if we do choose to do finishing moves again, we would probably only do it for the absolute last creature of a group or for very specific situations where it makes sense. Having your character dramatically stab an ogre in the face was swell, right up until all of his buddies made mincemeat of your party because the guy you rely on to tank was busy being dramatic.
Agreed. For me, who played a squishy healer while my tanks were busy jumping like Shaq to stab ogres in the chest, it was a lot of pounding my spells and poutices.
Also, some people (me) don't have fantistic computers, so those "finishing moves" do a number on the processsing power. Playing the final Denerim battle on my current PC should be a level in Dante's hell. Lot of suddenly dead party members an pounding talent/ spell buttons like crazy.
i support cutscene style finisnhing blows like in DA2
#41
Posté 25 septembre 2012 - 09:26
Finishing moves aren't realistic realistic is quickly stabing a guy or lobbing his head off and moving to the next guy flashy finishing moves would get you killed quickly.Pelle6666 wrote...
John Epler wrote...
I should also add that, if we do choose to do finishing moves again, we would probably only do it for the absolute last creature of a group or for very specific situations where it makes sense. Having your character dramatically stab an ogre in the face was swell, right up until all of his buddies made mincemeat of your party because the guy you rely on to tank was busy being dramatic.
Rather being realistic, in a real battle the final blow would take some precision and timing to deal. That would mean that the tank would be held up for a while. why not make it possible to activate the finishers in the options menu? That way the hardcore gamers doesn't loose precious hit points and the casual gamers could choose to enjoy realistic, cinematic battles.
#42
Posté 25 septembre 2012 - 09:43
Biotic_Warlock wrote...
Skyrim style please. Not the broken DAO one where your character floats in mid air stabbing air.
+1, but as others have said, only on the more powerful foes, like ogres, bosses and perhaps the Alpha spawn variants.
#43
Posté 25 septembre 2012 - 09:59
SeismicGravy wrote...
Biotic_Warlock wrote...
Skyrim style please. Not the broken DAO one where your character floats in mid air stabbing air.
+1, but as others have said, only on the more powerful foes, like ogres, bosses and perhaps the Alpha spawn variants.
But even only on ogres, if there are a lot of ogres ala Final Denerim Battle.....I think it sucks up too much processing juice and resources from Bioware to make more than maybe, 1 per extremely pwerful boss. My computer can handle Meredith cutscenes better than slashy finish moves.
But a sidenote: The Orsino end fight cutscene was really cheesy. Please no more of those.

(Reminded me of this)
Modifié par Palipride47, 25 septembre 2012 - 09:59 .
#44
Posté 25 septembre 2012 - 11:56
#45
Posté 26 septembre 2012 - 01:32
John Epler wrote...
I should also add that, if we do choose to do finishing moves again, we would probably only do it for the absolute last creature of a group or for very specific situations where it makes sense.
#46
Posté 26 septembre 2012 - 01:39
John Epler wrote...
Cerberus Commando wrote...
John Epler wrote...
I should also add that, if we do choose to do finishing moves again, we would probably only do it for the absolute last creature of a group or for very specific situations where it makes sense. Having your character dramatically stab an ogre in the face was swell, right up until all of his buddies made mincemeat of your party because the guy you rely on to tank was busy being dramatic.
dude, a finisher during a "cut scene" cut scene! Not during actual combat! Oh and will you guys please take the nudity suggestion into consideration? I mean come on, we're never gonna climax wearing boxers.... U know what I mean.
That comes with its own problems, though - I didn't like doing the finishers in cutscene because it completely pulls the player out of the experience. Honestly, the less often a player ends up in a conversation or cutscene, the better. Not only from a purely player experience point of view (not wanting to feel like you're 'watching a movie' is a criticism that we see, and fair enough), but also from a designer standpoint - the more often you're pulled out of gameplay, the less impactful those moments become.
There's also a logical weirdness that comes up when we play finishers on mooks - if I can use my two daggers like scissors and cut off this guy's head, why haven't I been doing it all along? Seems like it worked really, really well, so why am I using any other ability?
What if it was a combination of the two? The finisher starts in gameplay, then the camera changes (still looking like a gameplay camera) and slowly becomes more like a cutscene after a couple more camera changes in the finisher?
#47
Posté 26 septembre 2012 - 02:11
#48
Posté 26 septembre 2012 - 02:16
#49
Posté 26 septembre 2012 - 02:28
Please don't do them at all if that's the case. I'd rather have you use that same time to make sure all of the animations and interactions that we see most often are perfect, rather than ones we will rarely see.John Epler wrote...
Finishing moves are very, very expensive content to create - even the Legacy finishing moves, which all used existing combat animations, took a total of about three weeks to produce (and that's 12 hour days, plus weekends).
And I agree with your ogre stabbing comment. I ran into that a few times during DAO =/.
#50
Posté 26 septembre 2012 - 02:54
Just keep it nice and cheap, in the DA2 way. Give us more of those exploding lego pieces for our dagger-wielding rogues.
<sigh>
DA2 v2.0, here we come!
Modifié par Yrkoon, 26 septembre 2012 - 03:01 .





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