There was one thing which seriously bugged me about Dragon Age 2. If I was playing as a rogue and was dual-wielding those kama/machete weapons, my character would still use certain attacks as if they were dual-wielding daggers. One attack in particular wouldn't work at all because it was clearly meant to pierce but the weapon itself is used to slice. I would just hate to see this in Dragon Age Inquisition. I don't know, just something to think about.
Are different weapons within a class going to have different animations?
#1
Posté 11 août 2014 - 05:08
#2
Posté 11 août 2014 - 06:37
Edit:
If I am right the topic was a recurring one, one which started on the old BSN forums.
I can no longer find anything of Qistina. I wish people couldn't change their name so easily on this forum, it makes it way too difficult to find someone's post if you simply missed the name change. Google lists certain searches which were made by Qistina but once you are in said thread nobody is named Qistina, which leads me to believe the person changed his/her name.
#3
Posté 11 août 2014 - 06:58
I don't think it would be worth it to create new animations just to accommodate a handful of weapon skins... I'd rather they just didn't include awkward designs in the first place. I mean, yeah, the idea makes sense but I don't expect them to go that far to make things realistic.
#4
Posté 11 août 2014 - 07:44
Well, shoot. That makes me sad. Oh well. Thanks for the info at any rate.
#5
Posté 12 août 2014 - 08:46
I believe that Qistina has left the forums...
#6
Posté 12 août 2014 - 08:50
As long as my character doesn't impale his enemies on maces/mauls like they did in DAO, I'm fine. I can overlook some things as long as they aren't too eggregiously out of place.
#7
Posté 12 août 2014 - 09:18
As long as my character doesn't impale his enemies on maces/mauls like they did in DAO, I'm fine. I can overlook some things as long as they aren't too eggregiously out of place.
You know, I'm starting to change my mind about this. I was only considering daggers, but curved swords, thrusting swords, axes, blunt weapons, etc should all have different animations. I would also include damage type modifiers (piercing, slashing, and strike) and give certain enemies and armor types resistances to reflect these additions. So I take back what I said: I do think it would be worth it because there are actually a lot of weapons that would be affected by this change. Regardless of what I may think, however, I doubt the system will be that detailed and complex in the end.
#8
Posté 12 août 2014 - 09:36
As long as my character doesn't impale his enemies on maces/mauls like they did in DAO, I'm fine. I can overlook some things as long as they aren't too eggregiously out of place.
Or, conversely, swing a two-handed sword like a golf club.
The combat animations are going to be horrible. About all you can hold out for is that they at least be fluid. Heck, just watching some of the videos where people use two-handed swords makes my head hurt. You don't swing a two-hander from the shoulders with your wrists locked and your hands simply holding the sword. This will send your center of balance flying all over the place. You move your wrists *independently* of each other, sometimes even changing your grip to get better leverage for specific moves.
- Gamemako aime ceci





Retour en haut







