ZeeHero wrote:
Also instead of animation locking people in place, have the attack cancel on movement so if an enemy is targeting you with something you need to dodge, you still can.
I feel like simply cancelling the attack isn't enough. Throughout lore it seems like most "ultimate" attacks come at the expense of increased risk/vulnerability to the attacker. Maybe that's a trope, but it also seems fair intuitively. Like, maybe it cancels and also triggers a cooldown, I don't know. Otherwise you could spam your finishing move, dodge when necessary, and just hope/wait for the timing to sync up.
However it happens, I think there should be a consequence to mistiming an attack or chain. In reality there would probably be a consequence.
Another alternative to a cooldown, maybe moving would cancel the attack and also cost you at least some, if not all, of the resource that would have been consumed by the attack. Like, you were powering up, but the disruption caused your resource to be diffused. That also seems realistic and intuitive.
I really want to agree with this thread, but that one statement seems too simplistic/easy.
On a completely separate note, in my experience a standard keyboard is kind of klunky as an interface controller for interactive combat. I don't know why, but it seems like they're more suited to orthogonal motion, especially compared to game controllers, which are designed to be handled dimensionally (via grip) rather than in a planar fashion (i.e. hands hovering over buttons). If I think of something like Tekken, attacks are fundamentally motion-based not keybind-based, and at least half the game controller is devoted to motion-based inputs. A few other keyboard-driven games I can think of simulate motion during combat by having complex animations for what is a predetermined path or collision. I'd be interested to see how that plays out.
Anyway, I'm just mulling because it's late. I agree with the general idea.
But curious, is the suggestion that avatars not be rooted specifically during the attack animation? Like in CoX, you could pop an attack, move, and pop another, but you couldn't move during animations. And if you attacked out of range, you would auto-move to range and animate. I'm just wondering because if I'm jumping over a mob and attack with a sword-based attack mid-jump, how can SilverHelm be expected to animate for that particular physic (vector, relative aspect, velocity, etc.)?