Page 2 of 6 FirstFirst 1234 ... LastLast
Results 11 to 20 of 51

Thread: Is anyone else annoyed by the slow animations and lack of being able to interrupt?

  1. #11

    CSA Captain

    yoyo8346's Avatar
    Join Date
    Oct 2015
    Location
    Canada
    Posts
    420
    Quote Originally Posted by TrustyJam View Post
    They are always going to be on the slow side as we are following military manuals and due to the fact that we are not looking to create a fast paced twitch based shooter.

    As Fancy stated, the animation system of WoR is incredibly complex due to the fact that we cover so many stances and transitions. Naturally there are still plenty of bugs around to squash.

    - Trusty
    Not debating any of that, just sharing my experience so far. I know that your threads for animations must be a nightmare with all the possibilities, but I do think animations should be improved (as you have stated you guys will do).

    For example, there is a jolt after you finish some of the animations where you kind of snap back to shoulder arms from whatever movement you were doing. Fixing things like that will make a world of difference for people like me, and I know you guys are already working on it.

  2. #12
    WoR-Dev TrustyJam's Avatar
    Join Date
    Jan 2013
    Location
    Denmark
    Posts
    5,133
    Quote Originally Posted by yoyo8346 View Post
    Not debating any of that, just sharing my experience so far. I know that your threads for animations must be a nightmare with all the possibilities, but I do think animations should be improved (as you have stated you guys will do).

    For example, there is a jolt after you finish some of the animations where you kind of snap back to shoulder arms from whatever movement you were doing. Fixing things like that will make a world of difference for people like me, and I know you guys are already working on it.
    Indeed. It's a long and slow process. If it was quickly done it'd be 100% smooth ages ago. :P

    - Trusty

  3. #13

    USA Captain

    Dingle's Avatar
    Join Date
    Oct 2015
    Posts
    43
    Two animations that I find really jarring are the transitions from double quick to sprinting and vice versa. I feel like the transition back to sprinting shouldn't force my camera to move in a certain way. I think I should be able to look wherever I want to while changing between double quick and sprinting. Currently, it feels too clunky.

  4. #14
    Moderator

    CSA Major

    Leifr's Avatar
    Join Date
    May 2015
    Posts
    1,268
    I appreciate the effort and hard work that goes into each animation, however I will echo a few others here and suggest that fluidity in response should ideally be made a priority. I've only heard positive remarks so far about the release aside from the thought that movement and general character manipulation is a little too restrictive. It's understood that you're adhering somewhat to the drill manuals and doctrine of the time but the majority of these men were civilian volunteers - loosen us up a little.*
    Open the movement up a little more and you'll be golden.

    * Just as a small note, the reenacting company I'm attached to here has a soldier of the Queen's Guard among their ranks. He has to be reminded that the commands given should not be 'snapped' to and held rigid as his military training is wont to do. The man has been drilled into a biological machine and forgets to act 'civilian-like' in the manner of a Virginian volunteer.
    Last edited by Leifr; 05-23-2017 at 08:30 AM.

  5. #15

    CSA Captain

    Reimer's Avatar
    Join Date
    Oct 2015
    Location
    California
    Posts
    29
    Someday we'll look back on having to rise up and shoulder arms by-the-numbers while being charged by the enemy and laugh.

    Hopefully.
    1stNCSS(A)-1st Sgt. Reed

  6. #16

    USA Captain

    TheRegulator's Avatar
    Join Date
    Apr 2017
    Location
    Denmark
    Posts
    204
    Quote Originally Posted by TrustyJam View Post
    They are always going to be on the slow side as we are following military manuals and due to the fact that we are not looking to create a fast paced twitch based shooter.

    As Fancy stated, the animation system of WoR is incredibly complex due to the fact that we cover so many stances and transitions. Naturally there are still plenty of bugs around to squash.

    - Trusty
    Using realisme/autentic behaviour do require movements to be, as they are in reality. An as fast paced as reality requires. I wont change the game in to a run and gun shooter.
    Being able to "Hip fire" the riffle in mele is also a realistic thing. Fast reaction in mele is required. But let's see what the dev's come up with in the end. The current game is very impressing.

  7. #17

    CSA Captain

    Charles Caldwell's Avatar
    Join Date
    Aug 2016
    Location
    Across the Pond!
    Posts
    427
    Firing from the hip whilst standing and running is needed.... also a block animation for melee.
    4th Texas 'C' Company

  8. #18

    CSA Captain

    Lance Rawlings's Avatar
    Join Date
    Sep 2016
    Location
    North Carolina, United States
    Posts
    836
    Quote Originally Posted by Charles Caldwell View Post
    Firing from the hip whilst standing and running is needed....
    You're joking, right?
    To the Colors!

    Captain Lance Rawlings
    Company K, 38th North Carolina, Pender's Brigade, A.P. Hill's Division, Jackson's Corps, Army of Northern Virginia
    http://www.warofrightsforum.com/show...lina-Boys-quot


  9. #19

    CSA Lieutenant General

    dmurray6's Avatar
    Join Date
    Apr 2016
    Location
    Eldersburg, MD
    Posts
    368
    Quote Originally Posted by Lance Rawlings View Post
    You're joking, right?
    I understand where they are coming from, but do not necessarily agree with the sentiment. I think the idea of self preservation could put someone in a situation where they've just reloaded their weapon, maybe from a kneeling position, at which point, they've been surprised by a bayonet charge, and thus, they just decide that before they get involved in that hand to hand combat, they are going to save that last shot for the next person that presents themselves at the tip of their muzzle. At that moment, an ability to activate the trigger while the rifle is lowered would be acceptable. Running and shooting from the hip, not so much. I think, whether today or at that time period, a person would perform the actions that resulted in the best chances of keeping them alive.
    Civil War Ancestors:

  10. #20
    WoR-Dev TrustyJam's Avatar
    Join Date
    Jan 2013
    Location
    Denmark
    Posts
    5,133
    Quote Originally Posted by dmurray6 View Post
    I understand where they are coming from, but do not necessarily agree with the sentiment. I think the idea of self preservation could put someone in a situation where they've just reloaded their weapon, maybe from a kneeling position, at which point, they've been surprised by a bayonet charge, and thus, they just decide that before they get involved in that hand to hand combat, they are going to save that last shot for the next person that presents themselves at the tip of their muzzle. At that moment, an ability to activate the trigger while the rifle is lowered would be acceptable. Running and shooting from the hip, not so much. I think, whether today or at that time period, a person would perform the actions that resulted in the best chances of keeping them alive.
    I agree with you that there are a few instances where a person would fire from the hip. But WoR is a game and thus we cannot cover every little "what if" out there. We have no plans in regards to allow firing from the hip.

    - Trusty

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •