Jan 31, 2006, 11:46 PM // 23:46
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#61
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Acolytes of Lyssa [AL]
Profession: Me/A
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/signed
It does indeed look a bit corny imo, but when their running speed in increased, it would look fine. But I do agree it needs to change.
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Feb 01, 2006, 12:00 AM // 00:00
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#62
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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the whole hunchback thing does look dumb now that i think about it.
/signed.
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Feb 07, 2006, 12:30 AM // 00:30
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#63
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Krytan Explorer
Join Date: Nov 2005
Profession: Mo/Me
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i agree with the thread creator. the way the assasin runs is awful. it looks like some kind of retarded ape thing and it's not blending well in the game. AND if u guys ever played Diablo2, it runs the EXACT same way as the diablo2 assasin. god it looks bad and unnatural in guild wars.
and there's another thing i'd like to see changed. there was an assasin skill that made him teleport to the target (shadow something, from the pre-made a/w). the animation makes the assasin tumble around like some craked up circus monkey... so when i run aronud with him and then use that skill, well it's less graceful than my monk trying to kite away from a shock warrior.
a real assasin is GRACEFUL in movement, it should be stealthy, not hunched or tumbling around like a retard. the way it is now it's not representative of an assasin behavior, it's just an insult to my artistic view .
and i find the assasin armor much too futuristic for the guild wars setup but i won't debate that here. i'm already annoyed by the way it moves to even start commenting about its armor sets...
Anet, plz PLZ PLZ do something about the assasin. i'd not like to pay 50$ to see a retarded Diablo2 assasin run around in guild wars
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Feb 07, 2006, 03:47 AM // 03:47
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#64
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Wilds Pathfinder
Join Date: Apr 2005
Guild: I forget. Really. I don't know.
Profession: Mo/
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Quote:
and i find the assasin armor much too futuristic for the guild wars setup but i won't debate that here.
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Good point. It's like Anet went all Mad Max/Mortal Combat on us.
I think a more "ranger-like" attire would look better
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Feb 07, 2006, 04:50 AM // 04:50
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#65
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Desert Nomad
Join Date: Mar 2005
Location: Canada, eh?
Guild: Legion Of Valhalla
Profession: E/
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I think they should smooth out the animation. Make the assassin more graceful, less loping. Right now they look like cheetas who have just been sacked. Keep the stealthy sort-of-hunched-over part, but make them walk a lot smoother.
To better describe what I am saying: instead of them walking like they're under the crippled effect, have them cross their feet while walking so their hips don't raise and cause their entire body to go up and down making them look akward.
Keep in mind, I only played the Factions weekend on a less-than-top-notch computer, so my recollection is of a semi-choppy animation that I imagined smoothed out like that.
I liked the roll, though...
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Feb 07, 2006, 04:57 AM // 04:57
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#66
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Desert Nomad
Join Date: Aug 2005
Location: San Francisco, UC Berkeley
Guild: International District [id多], In Soviet Russia Altar Caps You [CCCP], LOL at [eF]
Profession: W/
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I suggest anet to base assasin runs off of Tenchu games. Better to have soemthing derivative that kicks ass.
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Feb 07, 2006, 07:35 AM // 07:35
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#67
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Academy Page
Join Date: Aug 2005
Location: Canada
Guild: Mystic Masters of Gaia
Profession: Mo/
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The animation of the assassin running actually looks good when there is a speed boast in affect. It actually fits. You're hunched over, leaning forward, and "running fast".
But I don't think it should be used while your character is running at normal pace. Since it's not really running at all, it's more of a fast jog. I like how they run when they are in a town/outpost. The generic run that all professions have.
So if they don't plan to change it now, because the development of characters are done. Using the same animation from the towns/outpost would be more fitting.
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Feb 07, 2006, 11:04 AM // 11:04
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#68
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Ascalonian Squire
Join Date: Jan 2006
Location: England
Guild: Forgotten oF Cantha
Profession: W/R
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Quote:
Originally Posted by Nevin
Some thoughts I had on different running animations...
1)The run could be made more into a commando side stepping instead of a hunched over attack position..
2)They could make them run with their arms extended at their sides...
3) They could charge like Samurai do with their weapon sheethed, but that wouldn't work too well consider they have daggers and not katanas.
A combination of the three...
My key point is, IT MUST BE GRACEFUL, swaying from side to side, not bunglo bobbing head up and down. Assassins should make it look easy too, not like its an effort. Gracefulness + Hair swaying + One shoulder foward + Steady pace + not strained = Elements for a good running animation.
Also the way they hold daggers should be changed I'm all for right handed dagger with the blade pointing up and the left handed dagger with the blade pointing down, get some sick animations going with the blocking and counter.
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Sounds fantastic to me, I would defiantly like to see this incorporated into the game
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Feb 07, 2006, 05:33 PM // 17:33
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#69
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Forge Runner
Join Date: Apr 2005
Location: Land of the Z Chest \o/
Guild: [NOT]-Nomads of Turmoil.
Profession: W/
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0.o
Quote:
Originally Posted by toramiko
The animation of the assassin running actually looks good when there is a speed boast in affect. It actually fits. You're hunched over, leaning forward, and "running fast".
But I don't think it should be used while your character is running at normal pace. Since it's not really running at all, it's more of a fast jog. I like how they run when they are in a town/outpost. The generic run that all professions have.
So if they don't plan to change it now, because the development of characters are done. Using the same animation from the towns/outpost would be more fitting.
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/exactly.
/agrees.
/but personally, it isnt that big of a deal, looks good enough for me.
added: mentioned by Nevin: 2)They could make them run with their arms extended at their sides...
/like "Naruto" or other "nin" animated toons eh?
/would be sweet to see that.
Last edited by Starsky-sama; Feb 07, 2006 at 05:36 PM // 17:36..
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Feb 10, 2006, 05:14 AM // 05:14
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#70
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Jungle Guide
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You'd think more people would be complaining about how the female Assassins are anarexic (or atleast very close) rather than their drunken chimpanzee dance (run).
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Feb 10, 2006, 07:52 PM // 19:52
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#71
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: PSC
Profession: R/W
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agreed.
The females need to have some thicker thighs and bigger titays... Its too stereotypical (maybe racist even) to have them be all A Cup asian chicks.... I know a grip of asian chicks with natural C Cuppies... (but then again I know twice as many asian chicks with "enchanced melons")
-put some meat on them female assassins
-make the assassin run more "graceful/elegant/ninja-style"
/signed (again)
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Feb 10, 2006, 08:36 PM // 20:36
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#72
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Jungle Guide
Join Date: Apr 2005
Guild: aFk
Profession: Me/Rt
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/signed
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Feb 11, 2006, 12:22 AM // 00:22
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#73
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Frost Gate Guardian
Join Date: Aug 2005
Location: CA
Profession: W/
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Quote:
Originally Posted by Nevin
Some thoughts I had on different running animations...
1)The run could be made more into a commando side stepping instead of a hunched over attack position..
2)They could make them run with their arms extended at their sides...
3) They could charge like Samurai do with their weapon sheethed, but that wouldn't work too well consider they have daggers and not katanas.
A combination of the three...
My key point is, IT MUST BE GRACEFUL, swaying from side to side, not bunglo bobbing head up and down. Assassins should make it look easy too, not like its an effort. Gracefulness + Hair swaying + One shoulder foward + Steady pace + not strained = Elements for a good running animation.
Also the way they hold daggers should be changed I'm all for right handed dagger with the blade pointing up and the left handed dagger with the blade pointing down, get some sick animations going with the blocking and counter.
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1.) Agreed. Running while keeping your torso stable is an indication that you always maintain stable footing.
2.) Mmmmm... that kind of a posture gives you kinetic potential for an offensive strike but to always run around like that leaves your face, neck and vitals vulnerable. I've been hit enough times in the face due to related errors to not wish that on anyone else, even my GW character. XD
3.) This is dependent on what style that they were taught. Iaido is one of the most prevailent sword-and-sheath style but it was primarily developed for the purposes of close quarter engagement. a.k.a. dealing fatal blows starting from non-aggressive postures much like the suwari waza taught in Aikido (although the purposes of both are in complete contrast to each other). Very few competent swordsmen in Japan would have ever engaged a hostile without their swords drawn while in pursuit as it is easier to defend than it is to strike an offensive blow.
Holding a knife with the blade down appears to be neat until you try it. Offensively, it reduces your weapon's range and thus reducing your blade's maximum end velocity. Defensively, you're at a disadvantage when parrying blows at your torso because of the blade's orientation. The only practical application is an outward thrust which can be ahieved by switching grips specifically for the purpose.
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