Excidium
P. banal
That's what happens when you tell a dwarf to design firefighting equipment.
I wonder why they never burn their beards.
So right now the Codex (excluding the 3D haters at least) is fairly optimistic about W2, but wary of PE. Is that actually justified? Is it a fair reflection of how these two games really are?
Playing a gunslinger ain't so bad in Arcanum IF you know how to avoid its pitfalls. For a first play-through though...some bad decisions can make your game a lot less fun.
What I never understood was why did the special/found/bought gun schematics suck utter balls. There isn't a single one that compares to the normal learned schematics. It boggles the mind how those special guns were balanced. And they all had godly requirements to make them. On the other hand, the pyro axe aka "the best fucking melee weapon in the game" is so easy to make that a mage could do it with a few manuals. I don't care how rushed the game was there's no excuse for not balancing a few numbers when they a child could spot the discrepency. Someone was just plain incompetent.
Anyway here is how you grapple a centaur: http://www.youtube.com/watch?v=Lyo4itn-y8w
Tim Cain feel free to take notes.
W2 is turn based and you make a party during character creation. Either one of those would make people more optimistic around there parts. Both is basically tugging the heart strings of the codex.But some are more open than others, and so the conversation we're having loses its proportion. I promise you that there are a million things that have been cut from Wasteland 2 that we would could have had 500 page rage-filled threads about. But we don't know about them.
So right now the Codex (excluding the 3D haters at least) is fairly optimistic about W2, but wary of PE. Is that actually justified? Is it a fair reflection of how these two games really are?
Grappling still has unique animation requirements even when you limit it to humanoids only. That is what Tim was saying.
Non humanoids make it worse but the problem is already present. You are making unique animations for one special attack, both the attacker and defender animations. And it's not even very similar to any of the animations that are already in the game so you can't just modify an existing one.
Why is grappling so important that other abilities with less labor intensive animation requirements can't take it's place? What is the reason the you SIMPLY MUST have grappling instead of other abilities, that don't have unique animation requirements, that are able to give you the same tactical options? Or a different set of tactical options instead even?
I sure don't see one and the only one offered so far is how it helps the realism and thus the verisimilitude. Even though it's lack has never been a problem in just about all the other CRPGs that don't implement it. I'm not aware of any that implement it but it's possible there are a few that do.
The animation requirements for grappling is more than "a few frames of animation."
I've already stated why obsidian can't just pop some text or an icon and call it a day. Because it looks bad when everything else is animated and Obsidian has enough money and experience to do it right.
And they are trying to make a game that looks good. You don't actually gain much by having grapple instead of some other abilities that do similar things anyway.
You aren't getting a better combat system out of it. All you are really gaining is that some anal people are satisfied that their characters are able to grab other characters like they feel they realistically should be able to do.
Why do characters not ride horses when travelling? If they are riding horses when traveling why are they dismounting before they get in fights when travelling? Or why not get anal about something else that doesn't mesh with your idea of what someone should be able to realistically do? My point with that statement was that other things fall within the same category of being left out because of resource limitations, largely art and animation, so why is grappling so important that the explanation of "we decided that implementing that would require to many unique resources" unacceptable?
He should have Tim Cain create him a custom background...
So I'm really not getting where you are coming from that you just need to make a single simple attack animation in order to animate grappling.
And if every combat action is having an on screen animation, as seems to be the goal for PE, you also need to animate the attacks that the combatants are doing while in the grappled state.
And that's all assuming you are taking the less than optimal design choice of only allowing grappling to occur between two humanoid opponents of roughly the same size.
Edit: Almost forgot to mention that Grappling is also going to have unique UI requirements for how you command your character while he is in the grapple. You could do it in a way that isn't too much additional work but it's still there.
Can't they just reuse the sex animations?I'm a little perplexed here but we might not be on the same page if you think making a single attack animation is all the work that is involved in animating grappling. Grappling is wrestling. Grabbing a hold and starting hand to hand combat where both combatants are in nearly constant physical contact with each other, and it almost always goes to the ground. So you need animations for the two combatants struggling with each other while they are in the grappled state. And you need animations for combatants leaving the grappling state. And if every combat action is having an on screen animation, as seems to be the goal for PE, you also need to animate the attacks that the combatants are doing while in the grappled state. So even assuming that you are trying to do the animating in the way that involves the least work for animators that is still at least 4 animations, also assuming you just mirror animations for both combatants. That's also assuming you are animating it in a way that you are able to use existing animations for a lot of things.
There's rules for just that. It makes perfect sense, pick up a midget and bash it against a tree. Catch a pixie in your hand and either crush it or force you to tell where its lucky charms are.You're not going to catch a pixie or wrestle with a midget a third your size, and you're not going to wrestle against a giant's big toe or dislodge an elemental being's shoulder.
There's rules for just that. It makes perfect sense, pick up a midget and bash it against a tree. Catch a pixie in your hand and either crush it or force you to tell where its lucky charms are.
You might not grapple a dragon but your grapple ability will help you keep from being the one picked up and crushed like a pixie. Dragons can grapple you and you don't want one to grapple your mage.
This is why we can't have nice things. I'm starting to understand why the developers like us only when they ask for money.That one is bullshit. You're not going to out-grapple a dragon, no matter what. You might dodge or block his attempt to grab you, but you certainly aren't going to out-grab a giant hand. If a dragon wants to grab your mages, who probably aren't wrestling champions anyhow, reposition them to someplace where they're out of reach.You might not grapple a dragon but your grapple ability will help you keep from being the one picked up and crushed like a pixie. Dragons can grapple you and you don't want one to grapple your mage.
I'm just trolling, bro. We all know grappling is the only thing missing and would make combat in AoD instantly great. Same goes for PE. And any other game.Probably because it's a single character game, grapple would have p. limited uses as you're usually fighting at a numeric disadvantage in AoD.
The solution is of course to make AoD party-based first and then add grapple.
You're in luck then. Because what you consider to be grappling may very well be in the game. I'm almost certain there will be special abilities to trip, immobilize, stun, and put debuffs on opponents. It's even possible they might use a grabbing animation and be called something like grab. Because all you described is a grab attack. When Tim Cain said that they weren't adding grappling he was talking about actual grappling mechanics, like in D&D 3.5. Where grappling is a separate form of melee combat where characters are limited to unarmed or small weapons, are limited to fighting opponents in the grapple with you, can do stuff like pin opponents, choke them, and if your skill/strength is high enough compared to theirs actually pick them up and carry them off. That is what is not being added because of the animations. Your grab attack has a decent chance of being in PE.
Sure animation works as a limiting factor for how many combat actions there can be with unique animations. But they will still be able to put together a combat system with plenty of depth and plenty of special abilities and effects. So it isn't a limit that is going to drop the complexity of the combat system to an unacceptable level. It isn't really going to limit them to making the combat any less deep than they were already planning to make it at all. If the combat isn't good in PE it is going to be because they did a bad job designing it, not that they couldn't include certain attack types due to animation limits. So it isn't at all like full voice over which is a limitation that would actually drop the quantity and complexity of dialog in the game.
What is unreasonable about a person being able to squirm out of a dragon's grip? It should be difficult of course but fighting a dragon in general should be difficult. If you take a step back and think about it fighting a creature like a dragon is what is bullshit. Trying to stab a creature more than 50 feet tall should only end in you getting squashed. But we allow that highly trained warriors in our games can cause them damage, survive blows from them, and even slay them. So why shouldn't a wrestling master be able to wriggle out of a dragon's grip?