a problem with auto attacks

Post by Ludullu on 2023-03-16 10:08:21

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I'd assume you've missed chatgpt :)

Post by daveywavey on 2023-03-16 10:31:23

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Post by Chicago on 2023-03-16 12:58:46

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Post by Depraved on 2023-03-16 13:18:34

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Post by KingDDD on 2023-03-16 18:10:01

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Post by KingDDD on 2023-03-16 18:25:14

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Post by Noaani on 2023-03-16 19:02:32

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Post by Ludullu on 2023-03-16 19:22:30

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Doesn't gcd do the same thing though? Unless the gcd is half a second and all animations are shorter than that, but if they all are then how would an animation-based system be any different? And if the gcd is longer, I'd assume most animations would be quite shorter than that. And with different animations on different speeds you'd have more variety in combat pace rather than having a baseline of gcd.

Post by Azherae on 2023-03-16 19:28:22

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Doesn't gcd do the same thing though? Unless the gcd is half a second and all animations are shorter than that, but if they all are then how would an animation-based system be any different? And if the gcd is longer, I'd assume most animations would be quite shorter than that. And with different animations on different speeds you'd have more variety in combat pace rather than having a baseline of gcd.

Only in games without animation cancels or input plinking, but it is probably accurate to assume this is true for Ashes.

(it is true that most animation-based games offer more mechanical options than GCD games, but these two things are both functionally illusions anyway after a bit, as you described)

Post by Noaani on 2023-03-16 21:57:20

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Post by Ludullu on 2023-03-16 22:13:46

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I mean, to me that just sounds like animation based system but with extra steps.
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Set the effect as "after the target's next cast their animation/cast speed will be longer" and that's it. It would pretty much do the same thing, unless those debuffs influenced the current gcd as soon as they were cast on the target, but even then, I'd imagine the majority of animations would just be too fast to really notice a half-way-through-the-cast effect.

Either way. We've been going in circles for too long now. Neither of us will agree on this, so we'll just have to see what Intrepid goes with and then give feedback on that.

Post by Noaani on 2023-03-17 01:52:45

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Post by Ludullu on 2023-03-17 02:04:56

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If I have enough motivation for it, I'll try checking how it works in L2. I know for sure that atk/cast speed influenced animation speed there, but I don't remember how the animation changed during big buffs/debuffs to those speeds.
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How many gcd games have the effect at the end of the gcd rather than the start? I'm assuming there's quite a few games that allow you to cancel the animation, but what happens to gcd there? Can you immediately cast another ability or do you have to wait the full gcd?

I'm guessing EQ2 must've had all of that, because it was too good for its time, but what other mmos have this?

Post by Azherae on 2023-03-17 02:09:43

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If I have enough motivation for it, I'll try checking how it works in L2. I know for sure that atk/cast speed influenced animation speed there, but I don't remember how the animation changed during big buffs/debuffs to those speeds.
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How many gcd games have the effect at the end of the gcd rather than the start? I'm assuming there's quite a few games that allow you to cancel the animation, but what happens to gcd there? Can you immediately cast another ability or do you have to wait the full gcd?

I'm guessing EQ2 must've had all of that, because it was too good for its time, but what other mmos have this?

Animation cancel games, short cancels, and games that allow players to activate animation-less abilities or use animation blending, do in fact use the actual animation.

This is required particularly because the animation frame is the determinant of the hit and hurtboxes, so the intersects have to be seen accordingly.

Tab Target games with few real hitboxes or short cancels would function the same, but animation based games have the 'windows' based on that, the main thing that matters is that since the frame data for the animation is fairly rigid for many games, it will often seem as though they're the same.

You can in fact be slowed mid-animation in BDO, Onigiri, Neverwinter, etc, and it will delay your next attack or even cause you to miss the timing on the follow-up, particularly if the cancel window is not very large (MMOs by nature have lenient ones though).

Post by Noaani on 2023-03-17 03:27:50

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Post by Noaani on 2023-03-17 03:44:38

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Post by Solvryn on 2023-03-17 03:54:36

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Post by Depraved on 2023-03-17 04:24:37

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Post by Chicago on 2023-03-17 19:00:48

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Post by Azherae on 2023-03-17 19:29:26

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Why would melee be rooted in place?

Post by Chicago on 2023-03-17 20:14:11

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Post by Ludullu on 2023-03-17 20:17:25

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11:57 onward the dev literally says "yeah, there's a bit of root here and there, but attacks always respect your WASD inputs"
https://youtu.be/t3LydR8VssY?t=717

Post by Chicago on 2023-03-17 20:19:36

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Post by Chicago on 2023-03-17 20:20:37

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Post by Ludullu on 2023-03-17 20:28:04

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I mean, there's this thing called "variety". Not every single damn move gotta be the same or function in the same way. They just gotta balance the hammer's dmg correctly, because it's a bigger risk to use it.
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There's this other little thing called "CCs". You limit your opponents movements in any way and then use the hammer. And again, if the dmg is properly balanced, that hammer strike will deal a big chunk of hp, so you set your target up to get hit and smash 'em.

Post by Chicago on 2023-03-17 21:12:01

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Post by Ludullu on 2023-03-17 21:33:01

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You concentrated on a singular ability, while pretty much the whole showcase was about "look, you move and strike, just as many people wanted".

Post by Chicago on 2023-03-17 22:19:16

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