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  #11  
Old 01-29-2010, 01:00 AM
dunno dunno is offline
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Is there any chance for a knock down mechanic? I realise it's probably a lot of extra animations for something that mechanically is not all that different from a stun effect, but it does feel more satisfying to actually knock your opponents over.
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  #12  
Old 01-29-2010, 02:50 AM
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Quote:
Originally Posted by medierra View Post
Hit effects and better combat in general is something we're putting a lot of effort into this time around. There is a lot of work involved but we think this is an area definitely worth the investment.
Thanks for this. I value your posts. I hope you keep delivering
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  #13  
Old 01-29-2010, 02:50 AM
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Quote:
Originally Posted by dunno View Post
Is there any chance for a knock down mechanic? I realise it's probably a lot of extra animations for something that mechanically is not all that different from a stun effect, but it does feel more satisfying to actually knock your opponents over.
I don't know if having a knockdown animation would work all that well. I mean sure it would be nice to see my enemies be smashed to the ground with my mighty mace of fury but there could be a downside to it.

Just speculating on some imaginatory game mechanics, would a knockdown not slow the gameplay down? I mean sure if your enemies are the only ones being knocked-down then by all means knock them all down. But if the player is being knocked down then those animations of getting back on their feet would be rather dreadful to watch both heroically and timely.

*edit* if a knockback mechanic is added against the player, please don't make my character be pushed across a combat zone. It will be just like being pushed off the edge of a map or over a wall due to some random explosion; imo extremely annoying and time consuming vs continuous flow gameplay.

Last edited by Confuted; 01-29-2010 at 02:53 AM.
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  #14  
Old 01-29-2010, 07:39 AM
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yerkyerk yerkyerk is offline
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I wouldn't assume you'd be able to get pushed somewhere you can't walk over (e.g. an edge).

However, throw the player down on the ground; by all means
Perhaps only for bosses though.
It could be regarded as a special stun animation; but instead of just standing there stunned, you'd be hurled through a room and have to get up again..
But that's just dreaming.
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  #15  
Old 01-29-2010, 02:06 PM
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Malpheas Malpheas is offline
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Knockback, yes please. Like I mentioned in Battle Mechanics thread, blocking, hit recovery and knockback ( now conventiently added to my list ) animations I would like to see more. These would have to be balanced, but I would really like to see these implemented.

As well knockdown animation, that would be nifty. This would be great as long as there were skills that could knockdown enemies as well. Nothing silly overpowered; more like an advanced stun. Like I keep plugging in the majority of my skill and gameplay posts: TACTICAL PLAY PLEASE.

Cheers,

Malph
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  #16  
Old 01-29-2010, 02:20 PM
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Renevent Renevent is offline
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Also, blocking animations are good, and if you can't animate it a "clunk" sound effect is good too. Anything that gives us visual/audio feedback of whats happening in game is good.
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  #17  
Old 01-29-2011, 10:32 PM
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Default More than just knockback animations

I think ARPG games should have more fluid and dynamic combat animations. One good example is Legend: Hand of God. (which didn't sell too well) If you have played this game then you know what I mean. Enemies had dodge animations, the character had knockback animations and critical finishes (that were very cool too watch), when facing a giant the attacks had a totally different animation. The problem with this game was that the combat was entertaining to watch, but too slow sometimes doe to all these animations, and I think we don't want to be bored to death while playing GD. Yes I agree there should be Block, knockback and all those good things, but we should not abuse of these (making them to damn long).

I had an idea. Maybe the game should have different animations for each type of weapon. For example:

Swords would have more slashing and stabing animations, but connected, making combat fluid and credible.

Mace animations should be long and continuos or the person would get tired quickly.

Two handed weapons (same theory as the maces)

Pistols and rifles could have a reloading animation.

Also, since the background is destroyable, why not destroy crates or barrels or whatever, when you get knockdowned, or when you knockdown someone into them?

And different finishing moves for bosses (depending on weapon and boss) would be cool.

Last edited by Counterbug; 01-29-2011 at 10:37 PM.
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  #18  
Old 01-30-2011, 08:37 AM
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Quote:
Originally Posted by medierra View Post
Hit effects and better combat in general is something we're putting a lot of effort into this time around. There is a lot of work involved but we think this is an area definitely worth the investment.
This! ..and the addition of Blood and Gore will make Grim Dawn so much more fun than Titan Quest - which of course was/is already so fun in it's own right
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  #19  
Old 01-31-2011, 06:26 PM
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You should check out that:

http://www.gametrailers.com/video/al...rgrowth/709435

I guess you'll love what those guys do with animation.
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  #20  
Old 01-31-2011, 08:00 PM
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woah - that's impressive ... maybe I'm not up to date (I'm certainly not ), but I guess there are few games, which can compete in this respect
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