Dismiss Notice
This Section is READ ONLY - All Posts Are Archived

Random lunging forward interferes with weapon (free/glyph) attack

Discussion in 'Release 32 Feedback Forum' started by Balec Fares deCani, Jul 31, 2016.

Thread Status:
Not open for further replies.
  1. Albus

    Albus Avatar

    Messages:
    511
    Likes Received:
    1,045
    Trophy Points:
    63
    Gender:
    Male
    I did notice the look of animations of the characters (other than ending up positioned oddly after given attacks) did look better, but am glad we'll have control back soon :) I look forward to seeing and testing further developments, I certainly approve of the goals :) Thanks for sharing the info!
     
  2. Snazz

    Snazz Avatar

    Messages:
    650
    Likes Received:
    665
    Trophy Points:
    93
    Gender:
    Male
    Location:
    SK / BKK
    Those plants in the pvp areas.... You constantly hop around them.


    Once in a blue moon the lunge is well timed to close the gap on a mob, but that is the exception
     
  3. Bluefire

    Bluefire Avatar

    Messages:
    558
    Likes Received:
    1,018
    Trophy Points:
    63
    This makes perfect sense. The only thing is that the net displacement needs to be zero. Thus the animation has to have included correction/backtrack steps to the beginning location - I'm sure a bit easier said than done due to varying terrains and boundaries. The animations could do their best to handle it and then whatever is left could be hard compensated for to force the player back to origination point even if we look like we slide a bit - but we are awesome and can moonwalk well.
     
Thread Status:
Not open for further replies.