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MWM, I dare thee!!

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Cooltastic
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MWM, I dare thee!!

https://www.youtube.com/watch?v=NY1EP3ATwag&list=UU-S7xonqgsyX5DyjI83uIQg

Here's a short video of how superspeed combat can be done right in an MMO. It's funny how we've had a few Superhero MMO's now and not one was able to do this iconic ability justice yet.

So I dare MWM to do better! Do better than those before you and find a way to do justice to those iconic abilities that make the games genre what it is.

Foradain
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Superspeed and/or combat

Superspeed and/or combat teleport. +1 glove to Cooltastic's challenge!

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Tiger
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That looks great! *thumbs up*

That looks great! *thumbs up* It would be cool to have a Super-Speed Melee set. And an Acrobatic movement power with the Air Jump, and Air dash like the game in the video clip.

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Heh, she doesn't actually

Heh, she doesn't actually move that fast, but her attack animations have her zooming all over the place. I think only her lunge attack actually changes her in-world position. This isn't too different from that Incarnate kick power in CoH, only done with an engine that can actually do it right.

I'd love to see this as a suite of animations. Superspeed/afterimages or what you'd call it.

Cooltastic
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Yep the after image

Yep the after image animations are perfect for a speedster even though your character isn't ACTUALLY moving around to all those different areas, it's your basic TAoE/PBAoE.

I also remember 2 Speedster attacks in CoH, that was FLURRY(which was kind of lame because of how underpowered it was) and Whirlwind(which was designed poorly in my opinion, the power better suited ranged characters to keep enemies away. Would have been much better as a Repel Up or Knock Up ability to set up melee attacks.)

I'm not sure I fully understand MWM's Base/Theme/Animations character creation process and what actually fits where still, but I would think that After Image animations would be either Theme or Animations. I just hope they'd also work with Flight, for those Superman types.

Cooltastic
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Foradain wrote:
Foradain wrote:

Superspeed and/or combat teleport.

I always thought that you could basically kill 2 birds with 1 stone as far as Superspeed and Teleport melee are concerned. You could basically use the same moves, just add teleport FX to the animations. Maybe slow it down hitting half the amount of enemies but doing double the damage to each enemy. Instead of an after image have the full character image show in each location with the smokey FX. Done. ;P

Empyrean
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Cooltastic wrote:
Cooltastic wrote:

Foradain wrote:
Superspeed and/or combat teleport.

I always thought that you could basically kill 2 birds with 1 stone as far as Superspeed and Teleport melee are concerned. You could basically use the same moves, just add teleport FX to the animations. Maybe slow it down hitting half the amount of enemies but doing double the damage to each enemy. Instead of an after image have the full character image show in each location with the smokey FX. Done. ;P

Sure! I mean, if The Flash or Quicksilver were really moving that fast, they'd basically seem to disappear and reappear (like quicksilver did in DoFP). So, going along with CoT's general approach, design the attack and let the player decide if it's Super Speed or Personal Time Control or Teleportation. And have multiple animations to choose from so you can tweak it to fit your interpretation. And it would fit if they took Super Speed OR Teleport as a travel power/movement mode.

That seems an efficient way to give freedom of interpretation.

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.....im not from mwm (very

.....im not from mwm (very fond of the venture tho) but..i would say...

you could have this only if you have the power to hit walls and pass out.

your welcome.

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We have brought this up,

We have brought this up, there are animations which can be used to simulate different types of movement which will return you to the original location. There is also the possibility of a Tertiary Set that will utilize lunge attacks and ranged location attacks that actually move the character, again with themed animations. No promises either way, even in the advents of if not when, or when not if.


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Cinnder
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Looks very cool!

Looks very cool!

I also like the way she slides a bit and kicks up dust after landing from her fly/super jump.

Spurn all ye kindle.

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I will pop in with one

I will pop in with one quibble: the basic/default run speed is much too slow, for my tastes. The sprint speed that is shown a few minutes in is much closer to what I'd like to see as the default in CoT. The slow, almost lumbering effect of such slow movement tends to leave me with the impression that the game is slow or lumbering, even when the combat appears to be, or is, quite fast-paced.

For much the same reason, when I first played a tauren in WoW, it was sometimes all I could do not to shout, "Oh, good grief, pick up those hooves and run!" Honestly, it was like seeing Shatner's acting in motion. Why. Does he. Look. So slow?

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Darth Fez wrote:
Darth Fez wrote:

For much the same reason, when I first played a tauren in WoW, it was sometimes all I could do not to shout, "Oh, good grief, pick up those hooves and run!" Honestly, it was like seeing Shatner's acting in motion. Why. Does he. Look. So slow?

I have noticed the same thing in Wildstar actually, where the base speed for all characters are the same, but the Granok (big rock dude) seems very slow and clunky, whilst the Chua (small furry ball of psychotic death) seems far faster.

Put them next to each other and they do indeed move at the same speed though.

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I completely agree about the

I completely agree about the run speed. It's too weighed down. I loved when ninja run was introduced in CoH. I felt so free of restraint. Said it before, and I'll probably say it a lot more lol.

As for the moves, I definitely visualize these animations/style in speed melee or "teleport melee". I can also imagine katana or dual blades still acquiring some of these abilities, and have nothing to do with being a speedster.

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Cinnder
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Wait, are we saying that the

Wait, are we saying that the character in Moonlight Blade video walks too slowly or that characters in CoX walked too slowly?

I'd have to agree with the former, but disagree with the latter: I thought CoX got the various speeds (Walk, Default, and Sprint) just right for my tastes.

Spurn all ye kindle.

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Note: The observation that

Note: The observation that giiiaaant chaaaraaacteeers aaappeeeaaar tooo mooove veeeeryyy sloooooowlyyyy, whilethesmallestcharactersseemtorunreallyfast because they all had the same speed (fitted to an average size character), applied to City of Heroes as well. Just create a character in Icon, enter once with height and leg-length at maximum, and once at minimum.
This is one more reason why I like the idea of "stances" that was brought up some time ago; Not only because "CharacterX would not walk like that", but also so my giant would not run in slow motion, but take great strides.

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Cinnder wrote:
Cinnder wrote:

Wait, are we saying that the character in Moonlight Blade video walks too slowly or that characters in CoX walked too slowly?
I'd have to agree with the former, but disagree with the latter: I thought CoX got the various speeds (Walk, Default, and Sprint) just right for my tastes.

+1. CoH had the most natural feeling movement across the board that I've ever seen. Walk/run/sprint speed included.

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Xnarl wrote:
Xnarl wrote:

Note: The observation that giiiaaant chaaaraaacteeers aaappeeeaaar tooo mooove veeeeryyy sloooooowlyyyy, whilethesmallestcharactersseemtorunreallyfast because they all had the same speed (fitted to an average size character), applied to City of Heroes as well. Just create a character in Icon, enter once with height and leg-length at maximum, and once at minimum.
This is one more reason why I like the idea of "stances" that was brought up some time ago; Not only because "CharacterX would not walk like that", but also so my giant would not run in slow motion, but take great strides.

I would like to say that the movement in the games that I have seen the Large and SLow and the small and fast, the actual leg movements were appropriate for the person, it is just a disconnect that happens when you are so used to seeing actions happen at a certain movement...

In wildstar, the characters have their own animations according to race, so whilst the humans on Exiles and Dominion share the same movement pattern, the Granok (big rock dude) has its own, and the Chua (small balls of psychotic death) has its own as well.

Hell, the Chua roll when they land from a double jump... the only race to do that.

So I guess that once you get used to seeing a certain animation style, anything different when you are behind the steering wheel is where the disconnect comes in.

Watching them as an outsider though... I don't get that disconnect. Strange I know.

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Then remove the "as well".

Then remove the "as well". What you describe is what I was asking for (though not determined by race, but by choice).

Cooltastic
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Xnarl wrote:
Xnarl wrote:

Note: The observation that giiiaaant chaaaraaacteeers aaappeeeaaar tooo mooove veeeeryyy sloooooowlyyyy, whilethesmallestcharactersseemtorunreallyfast because they all had the same speed (fitted to an average size character), applied to City of Heroes as well. Just create a character in Icon, enter once with height and leg-length at maximum, and once at minimum.
This is one more reason why I like the idea of "stances" that was brought up some time ago; Not only because "CharacterX would not walk like that", but also so my giant would not run in slow motion, but take great strides.

+1 I'm all for improving on this aspect of the game also. As Gangrel was pointing out, Wildstar is a game that doesn't suffer from this problem because special animations were made to fit the size/proportions of each individual race so that none would look strange(because they all must use the same movement speed.)

Game's like CoT, CoX, Champions all have HUGE amounts of customization however, which allow you to create characters at all sorts of different shapes and sizes. Then we get our disconnect issue.

I like your idea of linking special movement animations to the different stances that might be available during character creation. Maybe go even further and allow players to select a stance and Movement Animation separately.

Another idea is to create a table that actually increases your characters movement speed the larger they become, this might make movement more realistic(especially for those Giants that would be able to walk through a city in no time at all.) However it creates a PvP issue, everyone would just make larger characters to have faster movement speeds. Only way I could think of solving that issue would be to apply a %damage penalty or something
to larger characters also. *shrug* Prolly better to go with the Stances/Movement Animations eh. ;P

Maybe Giants could just be special and get increased movement speeds to match there long strides. While lowering Attack Speeds/Cooldowns?

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Well, honestly, in nature,

Well, honestly, in nature, bigger things do look slower and smaller things do look faster.

At around 30 MPH, an elephant and giraffe look like they are moving in slightly slow motion though it's top-speed for them, while a wolf or horse look normal, and a jackrabbit or domestic cat, both of whom can reach those speeds, look like they're being played in slightly fast-motion.

This is real and natural, not a problem with a graphics engine. And due to the laws of allometry, even a human body scaled up or down would be this way--ESPECIALLY if, say, magically or super-scientifically scaled beyond what is actually biologically possible.

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Google is forcing me to watch

Google is forcing me to watch a whole 30s video to watch an advertisement for a beta for a game.

The travel powers are flight and high speed running, which is very cool, at least one other game has learned this besides superhero genre. (Though I cannot tell if it's true travel powers or just a high-speed bursty type once-in-awhile thing.)

The high-speed fighting looks cool, but it seems purely animations. Afterimages from flashing around, but you end up in the same spot. Hence it's just a fancy animation to a standard AOE attack power.

It may be another 20 years before home speeds are good enough to handle the twitch necessary for you to actually have control over a circle-strafe at 70 miles per hour.

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Xnarl wrote:
Xnarl wrote:

Note: The observation that giiiaaant chaaaraaacteeers aaappeeeaaar tooo mooove veeeeryyy sloooooowlyyyy, whilethesmallestcharactersseemtorunreallyfast because they all had the same speed (fitted to an average size character), applied to City of Heroes as well. Just create a character in Icon, enter once with height and leg-length at maximum, and once at minimum.
This is one more reason why I like the idea of "stances" that was brought up some time ago; Not only because "CharacterX would not walk like that", but also so my giant would not run in slow motion, but take great strides.

I'd reckon this would also do excellently at representing the Square-Cube Law, as well.

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