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Archery animation and balance


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10 réponses à ce sujet

#1
C0uncil0rTev0s

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Well for now all we have for bows are longbows. Those longbows IRL had a, well, weight to carry to target, you know?

Impact effect was devastating on a broader arrowheads, cutting through unprotected flesh as it was a spear... And more narrow ones could penetrate more than one target at once.

 

Why don't we have such a weight to see? For now shooting bows looks like childish Indian pew-pew animation.

And here I almost feel the way that Qunari draws his bow. We don't see a suitable impact for these two shots, but animation itself is good. And it's ready to be used.

 

So the first thing I'd ask you, Bioware, to bring to the game is suitable 'weighty' animation for the archer.

 

Then there is a lauphable single strike damage with bows. Yes, I do uderstand that ranged rogues should be focused on using abilities, not autoattacks. But I don't understand why regular attacks should be that low and quick.

 

Let's say my 188 dmg bow has 30 shots per minute, it's roughly 5k dmg DPM. Current multiplier for longshot is x2 and up to x6 at 15 meters.

 

Now let's tweak it a bit to feel more weight. Bow goes 366 dmg with 15 shots per minute. It's roughly same 5k dmg DPM. Longshot gets tweaked to deal up to x3 damage at 15 meters, and overall damage dealing ability is saved and the balance is pretty good.

 

Only difference is that we will actually feel that 'awesome everytime we pull a trigger'.

 

This also opens a lot of freedom for adding more types of ranged weapons, including shortbows (faster firing, less damage), crossbows (even less firing rate, even more dmg per a single shot)... Anything you want and it would look really awesome!

 

Please, please, Bioware.



#2
C0uncil0rTev0s

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No opinions whatsoever? :/



#3
Innsmouth Dweller

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there you go


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#4
Fidite Nemini

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Neat tricks. Would love to see the actual number of attempts to success ratio and draw weight and lenght for the used bows. Because that looks like he's using relatively weak bows and the scene about him still penetrating chainmail and gambeson (of unknown quality) does not show what bow he uses.

 

Would take that video with a shipload of salt.


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#5
C0uncil0rTev0s

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Neat tricks. Would love to see the actual number of attempts to success ratio and draw weight and lenght for the used bows. Because that looks like he's using relatively weak bows and the scene about him still penetrating chainmail and gambeson (of unknown quality) does not show what bow he uses.

 

Would take that video with a shipload of salt.

 

It isn't even an english composite longbow, which is widely known but not as powerful as many others are. Those are shortbows which were supposed to fire faster in a lot of positions.

English bowmen didn't do those tricks... They've fired 6 to 20 arrows (depending on the combat scenario), which I know as a historian. With really deadly accuracy.



#6
Frond

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Totally agree.

I always thought DA2 did a really good job of archery animations though.
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#7
Dumaraz

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No opinions whatsoever? :/


Lol... 

Initially, i thought the thread would focus strictly on the flashy bow-shot animation aspect on an artistic/ anime style level... but you went into a different level altogether =).

It also doesn't help that all i ever play in RPG's are dagger rogues anyhow... 



#8
C0uncil0rTev0s

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Lol... 

Initially, i thought the thread would focus strictly on the flashy bow-shot animation aspect on an artistic/ anime style level... but you went into a different level altogether =).

It also doesn't help that all i ever play in RPG's are dagger rogues anyhow... 

You know, we got enemies spawning from thin air in 10m ahead in a shiny green fart gas, so... I don't really think adressing THOSE issues will make any use.



#9
Dumaraz

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Neat tricks. Would love to see the actual number of attempts to success ratio and draw weight and lenght for the used bows. Because that looks like he's using relatively weak bows and the scene about him still penetrating chainmail and gambeson (of unknown quality) does not show what bow he uses.

 

Would take that video with a shipload of salt.


Wow... shipload of salt... lol thats rough.

I actually had a good time watching that vid, although, i thought the guy looked like a dwarf or halfling, it was interesting to see.



#10
Bountron

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Yeah there should be long- and shortbows with significant difference. Funny that in DA2 the Qunari draws the arrow on the right side, as described in the video of the Danish Dynamite guy.

I also noticed that in Inquisition the animation is a little bit off, considering the hand movement after releasing the arrow. There was a huge discussion on the exact same anim mod for Skyrim on Nexus years ago, as being too cartoony and not professional. I wouldn't be surprised if BioWare staff looked at this popular mod and thought, hey lets do the same, looks pretty cool.

#11
b10d1v

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Old news maybe?  Yes, the animation models for archery and especially impact are lacking, even the sound effects are sub par for this generation game.  The lacking attention to detail is even comical when the NPCs turn around to shoot.  Ranged weapons are poorly developed for all ranged classes, be it limits per weapon or the ability to target or your character's limitations, say strength and agility.  As for skyrim there are so many mods from animation, quests, visual effects and world space that its hardly skyrim anymore.   None the less, a modded Skyrim sets a standard.

 

Active boundaries:  Walking or perching on air by NPCs and creatures or getting fall damage for no reason are some of the odd effects - Pretty sure "fall damage" is supposed to be wind or sand force on your character that is dynamically rescaled by a glitch, so a gentle push becomes a batton.  Council0rTev correctly addresses that only some area effect can hurt enemies in these unusual positions- but are we addressing coping with the bugs or fixing them?

 

Frostbite uses a "mirror" model, both surfaces (boundaries) and the media are required to produce 3d visual effects.  What Bioware did initially to help with instabilities was to tighten up the boundaries and this caused some 3d effects to collapse to 2d.  The last update tweaked it a bit more.  They have not addressed the problem, only a symptom.  Some error checking of the boundary violations is needed!  This would help prevent falling off the world space in multiplayer!  But getting off topic.....