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Saber system suggestions


JRHockney*

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UDM and I decided to do a little testing on that saber behavior bug and yes it does exist between players and not just when fighting bots. The times we noticed it while testing hitting a standing person are mostly with close, comboed side hits. I believe its the transition animation that seems to be causing most of the damage, although a few single hits occasionally did double damage at close range. The damage seems to escalate with a few chained combo hits especially when theres turning animations involved.

 

The while most bugged style at the moment seems to be blue, the least seems to be yellow (which rarely showed any signs of it). As such, I would say yellow is the safest style to fight with between players at the moment. UDM also noticed that on occasion, he would lose DP after hitting me with a swing. While I didnt notice this myself in testing, it could have been because of my ping vs his.

 

Okay, UDM And me talked about me trying to remove the trainsition *spins* from moves. I was against it at first and I still don't know if it will help but I'm willing to try. If I get to doing this, what should I replace them with?

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Okay, UDM And me talked about me trying to remove the trainsition *spins* from moves. I was against it at first and I still don't know if it will help but I'm willing to try. If I get to doing this, what should I replace them with?

 

Thats not neccessary. This is a code problem for Razor to fix. Changing the transition animations will only make what ever animation you replace it with do the damage instead most likely. Well, maybe. But it is a code problem none the less.

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Correct me if I'm wrong, I thought the transition spins belong to the SD or SA (WASD) animations ie. first sideswing (D or A) then press SD or SA + attack? I thought it could be changed just by removing the turning/spinning keyframes, so the animation begins like a normal SD/SA attack

 

Anyways I think this should only be for Yellow, if just to please advocates of movie forms. I'm cool with anything really

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I've suggested that before, but we came to the conclusion that it would most likely be too frustrating for players since they might accidently get stuck in it alot or spam it when they are low on DP. If we could get past those problems it might be a good idea. Keep brainstorming.

 

 

ive been thinking that if one is low on dp, then if they go up close to force saberlocks to regen DP, then in that case, saberlocks would be very brief and if DP is low, then however much DP needs to be regenerated, then that would be compensated by adding to the mishap meter.

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We could replace the spin transitional moves but it would be unnessicary to fix this particular bug, which is code related. However, we could replace them for other reasons, but I don't recommend that since it would take more animation work than anything we've previously attempted.

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Correct me if I'm wrong, but wasn't the premise of the new saberlock basically "whoever holds alt attack and the right direct, wins?" I've noticed that you can still fight and even win a saber lock by presssing the right direction and tapping alt attack realy fast. Is that the way it was meant to work?

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Yeah, but frantically tapping alt attack while holding the right direction does seem to win the fight even if the other person started first. Is it possible to make it so that the second someone presses alt attack and the right direction first, they automatically push to win the saber lock without having to hold anything? It would make these locks go alot faster and lock more like just a fast part of the action.

 

I suppose we could keep it closer to the way it is especially if we added the quick saber lock anim to the attack fake or one version of it, but I personally prefer fast saber locks. With the ability to tap your way to victory is just too much like the old one.

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Ok we tested out the new superbreaks for a while and found out that they are very spammable because of several bugs:

 

One is were if you hold attack even while the opponent isnt anywhere near low DP, sometimes you will go into a double saberanim loop and then do a superbreak and cause a ton of damage.

 

Another happens sometimes where you still hold it and you end up just hitting them twice for two consecutive attack fake damage hits (or 2 X 1.25).

 

Yet another is where the superbreak takes place long before low DP and does damage.

 

Yeah Razor, you werent kidding when you said you need to clean up the code a bit. I would recommend also making it so that if you try a superbreak when the opponent is not in the red zone DP wise, you get knocked down in that crazy knockdown anim I love so much! LOL (the one the happens with lightning and push). Both Sushi and Chosen liked this idea as well. I also think it would help with the overall dynamics of the combat.

 

Question: you are suppose to be able to parry attack fakes right? It could be my imagination but it seemed like I got forced into the lock when I thought I parried it on occasion.

 

I still like that idea about making the opponent freeze and get disarmed for a finisher as well. Maybe we could add that by holding alt attack as opposed to attack for the normal anims. This move could lead to a variety of special force finishers to be done while there frozen and have different effect deaths for each power (like a smoking death for lightning or exploding death for grip, etc.)

 

Finally, I still think you should try to find that step together backwards step animation and try making it the forward walking anim (when the saber is out) to see how it looks. The way I see it, it could potentially look alot better in the combat if I'm any judge at angles (I actually tested the highest in visualization on the ACT in Highschool XD) It would look better for strafe walking left, but not for strafe walking right. Also, have you tried the staff or dual lower events walking anims only for side strafe walking on the single saber? If its just for the side ways walking it might look less bowlegged.

 

Actually, hey Maxstate you could also try this last out as well and see how it looks.

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Lol that reminds me: FINISH HIM!!! *bam bam bam OWWOOOO* FATALITY!

 

I like that idea, having the game to randomly choose one out of several sets of "frozen" animations eg. thrown on to the floor and unable to roll away or somersault up; go into super stun, where the hands spread apart like wings, and unable to move at all; in a kneeling position and saber being knocked out of hands eg Dooku's death etc. Very nice idea

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Actually, hey Maxstate you could also try this last out as well and see how it looks.

You mean the one where the saber is held close to the body and the person carrying it keeps it high, like walking with red style but much closer and where the saber is also not kept static?

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You mean the one where the saber is held close to the body and the person carrying it keeps it high, like walking with red style but much closer and where the saber is also not kept static?

 

Actually I'm talking about one of the backwards walking lowerevents. One of them has a step to gether starting with stepping back with the right foot and bringing the feet together before stepping back with the right foot again. If this where used as the forward walking anim while the saber is out, it might look more combat step like. It have have to eventually be coded to work only for when the saber is out though.

 

This is just an experiment to see if this looks better anyways. Like I said before, it would probably look better for strafe steping left aswell, but not for strafe steping right (because the left foot would cross over the right.

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You could try this out on your own by altering the animation.cfg to replace the walk animation with the backwards animation.

 

Yeah, but I have no idea what any of them are and my modview has never worked. It doesnt matter anyways, max already tried and it just looks too weird to do.

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Max and I believe that from the start, it's the transition of the animations that makes the animations look weird. That's why when you walk in a 360 degrees motion (W -> WA -> AS -> S -> SD -> D -> WD -> repeat, assuming the movement is bound to WASD), the player will at one point look like hes dancing on roids.

 

But I think this whole thing is hard coded into the game anyway, it's not gonna be easy to change I think...

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Max and I believe that from the start, it's the transition of the animations that makes the animations look weird. That's why when you walk in a 360 degrees motion (W -> WA -> AS -> S -> SD -> D -> WD -> repeat, assuming the movement is bound to WASD), the player will at one point look like hes dancing on roids.

 

But I think this whole thing is hard coded into the game anyway, it's not gonna be easy to change I think...

 

We'd have to take a look at moviebattles, they somehow slowed down the time in which you could turn from what side to the other. This is what I've been trying to say but I couldn't quit put it right :)

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They slowed down the transition speed for the waist rotation? And that's something you guys would like? It's doable I think.

Yes, you can change direction instantly now and I'm sure it's not an animation thing. It makes you kind of slide over the floor instead of walk it, I kept referring to it as walk speed because I didn't know how to put it.

 

:)

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Yeh that'd be really nice. It's like having cream on top of the cake. The cake tastes good on its own, but the cream really makes it smoother and tastier

 

This is what I'm talking about. It's still existent even in MB2, but I think it's pulled off better than base

 

http://files.filefront.com//;5416172;;/

 

I was pressing SD and D. The transition just looks strange when I tap SD and D rapidly, as u can see from the vid

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