Race-based Animations [New Vote]

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katriell
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Re: Race-based Animations [New Vote]

Post by katriell »

Why has nevrax spent time developing something we dont want when the time could have been better spent fixing the Rites that dont work, wouldnt it be better to get the game working correctly before introducing more content .
*sigh* Because Nevrax isn't one conglomeration of people who can all do everything and who can all focus on one project. There's coding people, art people, 3D people, etc. And art/3d people can't help with fixing coding bugs. So what are they to do?
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gatlock
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Re: Race-based Animations [New Vote]

Post by gatlock »

And art/3d people can't help with fixing coding bugs. So what are they to do?
hmm some skin 4 models and textures ? :rolleyes:
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iphdrunk
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Re: Race-based Animations [New Vote]

Post by iphdrunk »

gatlock wrote:hmm some skin 4 models and textures ? :rolleyes:

nice one.. I thought about this myself.. .until I figured:

* item database must be updated.
* racial craft plans must be added.
* craft actions must be bound to the right skills.
* requisites need to be managed.
* client user interface needs to be updated
* new icons need to be added
* translations for the 3 languages need to be added
* stats and number of mats need to be added, and balanced
* requires modification of both client and server core code....

aaand the test process for all that of course....

Don't get me wrong.. as a light armorer, I dream about the day skin 4 will be added, just guessing that it's not a trivial task, and that list was just a few random thoughts I had....
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alyssah
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Re: Race-based Animations [New Vote]

Post by alyssah »

katriell wrote:*sigh* Because Nevrax isn't one conglomeration of people who can all do everything and who can all focus on one project. There's coding people, art people, 3D people, etc. And art/3d people can't help with fixing coding bugs. So what are they to do?
The financial status that Nevrax is in would indicate that they use freelance, short term contract staff. This is reflected in the good work that has been done since Jessica joined as against the permanent staff (of 2?) who were working on the problems prior.

If you take the wildest number of subscribers (say 5,000) times the monthly sub (£8.50) that gives a monthly income of £42,500. Even excluding payments to Jolt and outgoings that gives an annual income of £510,000. That would only allow a max team of 10 staff. Once they pay out the Jolt & other outgoings it would be closer to 5 permanent staff. So I guess a couple of permanents & the rest are contract.
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philu
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Re: Race-based Animations [New Vote]

Post by philu »

katriell wrote:And art/3d people can't help with fixing coding bugs. So what are they to do?
Fix the emotes.
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Re: Race-based Animations [New Vote]

Post by philu »

iphdrunk wrote:It is, of course, your call. Although I can (hardly) understand you decision to cancel based on how the characters move, some players who didn't like the animations are also getting used to it -as we did with the spells a long time ago
People react this way simply because the don't want to spend all their game time looking at an Avatar that bounces gracelessly round the screen. The simple fact is, if you don't like the animations, it will spoil your gaming experience to have to look at them all the time.

Personally, I have tried several times to give the animations a try. Each time I end up turning them off after a few minutes. They are simply terrible. The old animations move fluidly, the new ones are just too bouncy and jerky. They look like they were created by a total amateur for the Commodore 64!
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katriell wrote:You can't "complete" the mainland. If one thinks one has seen or done everything there, one is kidding oneself. But be prepared to "get out what you put in," because the mainland does not coddle or hold hands.
blaah
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Re: Race-based Animations [New Vote]

Post by blaah »

philu wrote:They are simply terrible. The old animations move fluidly, the new ones are just too bouncy and jerky. They look like they were created by a total amateur for the Commodore 64!
new animations (especially tryker and zorai run) defies gravity it seems.
tryker is tiny but heavy and zorai is big but does not weight at all it seems.

so.. who is first who gonna bs about magnetism/anti-gravity/etc and all to justify zorai run and uses lore to do it ?

simply to let player to chose (server side and visible to all) between animations (zorai/fyros/matis/tryker sit/walk/run) is best solution in here..
it also is good options for RP'ers who will (for example) follow zorai, therefore they might want to sit/walk/run like zorai.

talk to your devs nevrax, and find a way. please.
philu
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Re: Race-based Animations [New Vote]

Post by philu »

blaah wrote:simply to let player to chose (server side and visible to all) between animations (zorai/fyros/matis/tryker sit/walk/run) is best solution in here..
it also is good options for RP'ers who will (for example) follow zorai, therefore they might want to sit/walk/run like zorai.

talk to your devs nevrax, and find a way. please.
I agree and I've always said the best solution is to give people the choice via the interface. Let people CHOOSE which they have. That way no-one is upset.

They already have a mechanism in place to allow us to choose but that's client side. Unfortunately, that option is a 'hack' and they don't want to leave it in. :(
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katriell wrote:You can't "complete" the mainland. If one thinks one has seen or done everything there, one is kidding oneself. But be prepared to "get out what you put in," because the mainland does not coddle or hold hands.
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seawe
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Re: Race-based Animations [New Vote]

Post by seawe »

keoni wrote:After seeing these in action for awhile, it seems to me that there's a common theme to the problem with most of them. Perhaps in the effort to make them notably differentiated between the races, they took what were basically good concepts... and overdid them. With the exception of a few of them (notably the Zorai sit, and the female tryker sit) I believe most of them would be notably improved if the same concepts were applied, but toned down by about half.

Even though I voted for the new animations in the first polling, at this point I hope most of them get voted down so the animators can go back to the drawing board, before everyone is stuck with these indefinitely.
Yes I fully agree with you Keoni. :)

Trykers should be small, light, and perhaps a little bouncy so they can dodge those big enemies easier ;p But bouncing like a rubber ball all the time is just a headache.
Their arms were too close to their body too in the new anims, the old style of swinging arms suits trykers better.

Female fyros were a bit too bouncy to imo. They should be maybe smoother or more fluid. Living in a desert makes folks conserve energies, not expend more ;)
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blaah
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Re: Race-based Animations [New Vote]

Post by blaah »

current status of new animations:

Fyros
male Run/Walk - Yes and sit - 50/50
female run/walk - Yes and sit - yes

zorai
male run/walk - yes, and sit yes
female run/walk - yes, and sit yes

matis
male run/walk - yes and sit no
female run/walk - yes and sit no

tryker
male run/walk - no, and sit yes
female run/walk - yes, and sit yes

--
Fyros male sit is close one (hate fyrosians ?, go vote yes), female will get them.
Matis will be the same (only sit animation was new anyway),
Zorai will get them
Tryker male will be the same (dunno what male sit is like actually), female will get them.

sad actually (being tryker female) ;-(
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