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View Full Version : *sigh* They screwed with it AGAIN !!! :(


DarumaRanger
09-07-2006, 04:22 PM
<DIV>DANGIT !!!</DIV> <DIV> </DIV> <DIV>I've recently returned on what I'm guessing is a "Come try us again for XX days" type pass that I didn't know about... since I can play/post and my account is NOT active.</DIV> <DIV> </DIV> <DIV>Anyway, my favorite class... though I play several... has always been my Monk... and for ONE reason only... the cool martial arts moves.</DIV> <DIV> </DIV> <DIV>I stopped playing him at one point long ago when they screwed around with something and FAR more often than not my cool looking "jumping spinning back kick." never animates when used... I guess it gets "overwritten" by some other animation that's going on... I even PURPOSEFULLY hold back on activating CA's so this will animate... the same type of animation when using a Bo staff ALWAYS animates for some reason, (Unless I immediately spam another CA), but the "jumping spinning back kick" does not.</DIV> <DIV> </DIV> <DIV>However, I then discovered... much to my glee... that fighting hand to hand or with wraps gives me cool martial art looking hand attacks and that at some point, after the change where folks start out as their class... LU20?... that my lv 19 kick, (called Roundhouse kick now), had a true Roundhouse kick animation and animated EVERY time... and my Thrust kick became the jumping spinning back kick animation, (which it WAS anyway at one point then they changed it to the lame "EVERY fighter can do it" type animation).</DIV> <DIV> </DIV> <DIV>Ok... so now Thrust Kick didn't animate, unless I used a Bo staff, but Roundhouse kick did.  Fine... so be it.</DIV> <DIV> </DIV> <DIV>Then I left again... I cycle through games, playing one for a couple/few months then moving to another one... eventually returning again.</DIV> <DIV> </DIV> <DIV>So, I was all ready to return again but NOW I find that for whatever [Removed for Content] reason, SOE can't find anything better to fix/mess with than our attack animations. </DIV> <DIV> </DIV> <DIV>NOW, Roundhouse kick is NOT a Roundhouse kick animation but the jumping spinning back kick animation... which would be FINE if I could ever bloody well SEE IT !!!   And of course Thrust Kick is now a true thrust kick animation... but boring as all get out since every fighter and his mom can do this animation <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Ok, I KNOW I'm playing my Monk for the wrong reason... cool attack animations... but that's why I play him and I'm SICK of SOE messing with the animations and... for me and what I like... screwing them up.</DIV> <DIV> </DIV> <DIV>Why by the way does the jumping spinning back kick animation get "overwritten" by... who knows what... but the truly LONGER animation of kicking with a Bo Staff does NOT????</DIV> <DIV> </DIV> <DIV>If the arguement for making the Thrust Kick animation change was to make it look like a Thrust Kick, which I can grudgingly uderstand and accept, then why the bloody heck did they NOT keep Roundhouse Kick as a ROUNDHOUSE KICK animation????</DIV> <DIV> </DIV> <DIV>Is there anything I can do to force that jumping spinning back kick animation to... well.... animate?</DIV> <DIV> </DIV> <DIV>And when I do the Silent Fist Kata there's some type of jumping spinning reverse cresent kick... will I ever get that as an attack?  If so... which attack?</DIV> <DIV> </DIV> <DIV>I'm becoming so frustrated with my Monk which is why in large part he was created the DAY OF RELEASE and he's still only lv 20.</DIV> <DIV> </DIV> <DIV>I know, again... "Dude you're a total smacktard !!  The Monk is such a cool class for XX and YY reasons and you just play it and whine about it 'cause of the way the attacks look?  Dude... you're a loser !!"</DIV> <DIV> </DIV> <DIV>I know... but *shrugs* we all play and like certain classes for different reasons and this is mine... so loser I may be... so be it <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Anyway... any insight anyone can give me on this, any info on how I can make sure that animation is animated, any info on when/if I get that other jumping spinning cresent kick attack.... is greatly appreciated.</DIV> <DIV> </DIV> <DIV>Oh... and SOE... I'm QUITE certain there have been FAR more important issues on your plate than constantly messing up our animations !!  GRRRRRRRR.</DIV> <DIV> </DIV> <DIV>Take care all.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV>

Kronadin
09-07-2006, 05:23 PM
Hmm, I dunno, but I can see my monk do spinning kicks quite often. Although I don't really pay attention which CA it is, and whether the animation completes smoothly, or whatever. But my monk definitely does the spin kick.

Asmadai
09-07-2006, 11:00 PM
<DIV>Meh if a Monk's animations went directly with the CA's you use, and the actual hitting of the mob, you wouldn't see anything when you auto-attack but a blur of arms and legs.  I know what you are getting at about the animations, but think a tad more realistic.  </DIV>

DarumaRanger
09-08-2006, 02:49 PM
<P>Realistic?  In a game with magic wielding Wizards and dragons? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>Just kidding... I know what you mean.</P> <P>However, I'm not sure how long you've been a Monk or how closely you've taken notice of this stuff.  As I mentioned somewhere above I believe... I've been a Monk... at least he's been "around" since the very day this game released... heck I played a Monk in BETA.  So trust me... I'm obviously the type who notices these "trivial" things and I've been around the entire released history of this game... so I know a bit about the history of how things have changed. </P> <P>And having said that I absolutey can GUARANTEE you that this phenomenon of the animations being lost due to... well I don't know exactly what... did not... did NOT... happen Pre-LU13.</P> <P>When they made those combat changes, and presumably that's when they reduced the "casting times" of CA's... they introduced this effect.  The CA's used to have a "casting time" equal to the animation time... more or less.  In LU-13, (When they did the whole combat revamp), they reduced to almost 0 the casting times for Melee CA's... they are no longer 2, 3, 4, or even 5 second casts.</P> <P>It used to be that you ALWAYS saw your animations no matter what was going on unless you spammed another CA whose animation would then "overwrite" your previous one.  Hence why, assuming I could get away without spamming my next CA, I would always wait until my kick when using a Bo Staff would finish its full animation... I very much enjoyed the animation <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  And what I meant by: "assuming I could get awawy with..." is that I didn't do this if I were in a group who depended on me doing my best... before someone chimes in here asking if I'd put my group at risk so I could watch an animation... NO I did/would not <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>Now, and since LU13, something else, not a spammed CA, is "overwriting" the animation.  I don't know if it's an autoattack animation... though those never before LU 13 overwrote CA animations... only other CA animations would overwrite them... or if it's some type of dodging or something... but again... they never used to overwrite the CA animation.</P> <P>So... what's different about now and Pre-LU13... as far as animations playing out completely if you are not spamming another one right away?  Hmmmm....</P>

Asmadai
09-08-2006, 04:02 PM
<DIV>Maybe there is an internal list, and the game merely overwrites one animation with the one highest up on the list.  I've not been able to looking all that closely, but it seems that (obviously) CA animation overwrites regular Melee Animation, but most of the time for me, Weapon Procs tended to always overwrite a CA animation if I was in the middle of it.</DIV> <DIV> </DIV> <DIV>On top of all, I think PC animation, such as when the NPC you are fighting stuns, knocks you down, etc. overwrites them all, except regular melee animations sometimes,  and even then I think it could bug up a bit.  I've seen where I'd be in the middle of a CA animation, and the mob would do a knockback;  it would stop the CA animation, look like it would try to do the knockback animation, but then the regular melee animation from my PC would then begin, not even showing me getting knocked back.</DIV>