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Animation Issues
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The Matrix Online » Top » Development Discussion » Feedback Forums » Animation Feedback Previous Topic  |  Next Topic      Go to Page: 1 , 2 , 3  Next
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Code Breaker

Joined: Jan 9, 2006
Messages: 1320
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Ok for those who spend their time actually looking at the game :smileywink:
 
For animations issues some here is what we are looking for. Any ability use that has an animation that is to long or short for its use timer. (The small yellow bar at the top of the screen) I believe almost all of these are out of interlock but a few might also be in interlock combat.
 
Animations for Interlock, each animation for non zero sum combat should be around 4 seconds long, the length of a round for interlock, except in the case of a Hit/Hit exchange. In this case each player gets a 2 second animation. For describing issues with these animations please include the following information;
 
Style and Stance of each opponent in interlock.
 
The styles would include Self Defense, Hacker, Coder, Spy, KungFu, Karate, Aikido, Handguns, Rifles, Submachine Guns,
The stances would include Speed, Power and Block.
 
If special abilties appear to be broken please include the abilities name.





Joined: Aug 15, 2005
Messages: 3403
Location: Wichita
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From what I tested last night in MA the only problem I found was with Punch Reversal Catch Slam against NPCs...KungFu style power stance...sometimes the 4 second powerless would wear off by the next round...never tested this in PvP so I dont know if A person could actually get powerless'd by that move, and then b able to still use moves the next round...an easy fix for this would just make the powerless timer for PRCS 5 seconds instead of 4.




Joined: Aug 16, 2005
Messages: 336
Location: Cologne, Germany
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hm...  kung fu misdirect punch.
It feels like after the move itself the RSI goes into kung fu pose waits until the full 4 sec are passed. Then you see a short reposition in kungfu pose again. I´d say this reposition is the breakpoint between the move and the pause we have between every move.

Is this the kind of feedback you are looking for?

dave

Message Edited by davemusic on 02-10-200609:35 PM


Message edited by davemusic on 02/10/2006 12:35:40.


Vindicator

Joined: Aug 15, 2005
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The new MA finishing moves (I'm assuming there are some) aren't working. The animations for the finishing moves are being restricted to one hit, which usually doesn't line up properly with the target, and leaves a lot of dead space, particularly when it triggers bullet time.

This happens no matter what style is being used against virtually every opponent. The lone exception I've noted is the "grab tactic" finishing moves for the Kung Fu style, which execute nicely.

... The gun finishers, on the other hand, are working perfectly. Nice job on those.

- Void





Joined: Aug 16, 2005
Messages: 336
Location: Cologne, Germany
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yeah. final animations are generally kinda too fast and far to short. But that´s more a personal opinion then a objective feedback.

The objective feedback part is: The bullettime of final moves aren´t  very smooth. And sometimes the camera makes flips that i see more without a bullettime-finish.


dave






Joined: Aug 16, 2005
Messages: 336
Location: Cologne, Germany
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In self-defense , power tactics i see only this new choke final move.

btw... looks very cool


dave





Joined: Aug 16, 2005
Messages: 336
Location: Cologne, Germany
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If my wooden dummy drill kills the opponent. The opponents fall on the back. And after the move is finished they flip and then lie on the face. ( not sure about often or always now ).


dave




Mainframe Invader

Joined: Aug 21, 2005
Messages: 365
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just a problem with a few of the gunman animations while interlocked. alot of them have the actuall gun moving throught the enemy. most of the time i find that my duel pistols/SMG's/Assualt Rifle/Shotgun is passing throught the opponents face or stomache. i would suggest inserting a larger gap that could be closed when say a martial artist successfuly completes an attack. the only problem with this is that with CR.2 both players could attack each other in the same round; one is a Martial Artist and the other is a Gunman there would collision errors.



Systemic Anomaly

Joined: Aug 16, 2005
Messages: 11602
Location: New Zion
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EndlessVoid wrote:
The new MA finishing moves (I'm assuming there are some) aren't working. The animations for the finishing moves are being restricted to one hit, which usually doesn't line up properly with the target, and leaves a lot of dead space, particularly when it triggers bullet time.

This happens no matter what style is being used against virtually every opponent. The lone exception I've noted is the "grab tactic" finishing moves for the Kung Fu style, which execute nicely.

... The gun finishers, on the other hand, are working perfectly. Nice job on those.

- Void

Except for the power attack finisher where the guns go through the opponent.





Joined: Aug 17, 2005
Messages: 575
Location: A place far far away.
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I feel in Kung-fu the ability misdirect punch is a bit glitchy but im not sure if thats just me
However the one i am not keen on at all is when it is a hit hit situation as the animation feels jumpy and not as smooth as the rest of the combat
THis animation has occured a few times but the one time i can think of is when i was facing a person with dual handguns and i was using kung fu.


Transcendent

Joined: Aug 15, 2005
Messages: 262
Location: da Bronx
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The use timer for controlled burst in the scattershot tree takes 2 times longer than the actual animation.
 
 
 
 
Sospechoso



Femme Fatale

Joined: Aug 15, 2005
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Location: Las Vegas, NV
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Kung fu grab finisher where you put their head inbetween your legs and throw them.





Joined: Aug 18, 2005
Messages: 34
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I see a re occurring issue, when the scenario is a "hit hit" there doesnt seem to be an actual animation of anything occurring, each character sort of "twitches" for lack of a better description, I assumed that this is because the dev's havent had time to actually create the new animation sets yet and are just hacking the old sets to get as much out of them as they can...


Systemic Anomaly

Joined: Aug 16, 2005
Messages: 11602
Location: New Zion
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Most of my findings regarding animations can be found in this meaty and descriptive thread. It even includes videos!



Jacked Out

Joined: Aug 25, 2005
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Location: Recursion
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This isn’t specifically about the animation durations, but I found a very interesting animation bug the other day using rifles, and it appears to work with handguns also.  When you are free firing, watch the ‘clock-timer’ on the icon.  If you use the Covering Fire ability right (and I mean right) when the clock gets back to the top, you will do the Covering Fire with your rifle, or handgun.  If you do it a second to soon, you sometimes get a Melee free fire animation that always comes up as 'interrupted'.  If you are a second too late, it does the normal animation with the sub-machine gun.  Also, if you are hit while doing it, sometimes it starts with the sub-machine gun, but finishes with your rifle. 
 

It is insanely cool with a shotgun (very rapid blasting and shells everywhere!) and with the Meson.  I didn’t have an assault rifle to try it with.

(I did have two rifles destabilze while playing with this for a few hours on Saturday-- not sure if it's related.)


Oh, and there is no animation playing for 'Three-Round Burst'.
 
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