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Feedback Forums
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Animation Feedback
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Lupine bugs
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Re: Lupine bugs
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zeroone506
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0
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04/22/2006 06:12
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Don't know what pumpkin has to do with this, but I encountered a lupine during a normal mission and his animations didn't play. I wasn't really knocked over but it looked like I was hit.
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Feedback Forums
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Animation Feedback
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dual pistol animation bug
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dual pistol animation bug
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zeroone506
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0
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04/22/2006 06:22
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I'm not a Gunman myself so unfortunately, I can't name this ability. I've encountered it several times (if not each time) when fighting Duelist NPCs (of course, with dual pistols, lol). It's that move where he stands away a few meters from you (I can't exactly remember if he kicks you away or jumps backwards), shoots a few times from the distance and then performs a horizontal flying jump towards you while shooting many times. A sommersault on the floor follows and then he shoots once more.
I hope this description should do it 
However, the phase where he shoots you a few meters back is the one bugged, because he stands there completely frozen while your character obviously gets hit by the shots the enemy is supposed to perform.
Any thoughts?
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Development Discussion
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Development Roundtable
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A small idea i had about the constructs.
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Re: A small idea i had about the constructs.
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zeroone506
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0
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12/29/2005 13:19
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What is so sad about the constructs being empty? I mean if you wanna kill the boss you can arrange it with your faction members or whoever and go there together, but I like being the only person there. That makes the atmosphere better. But sorry, this doesn't have anything to do with the thread.
As about the gameplay meaning of the constructs, they're supposed to be free-fire pvp areas even on non-hostile servers (as everyone knows), but since everyone uses Mara c for pvp it's not a miracle that the constructs are empty.
But the way they look and differ from the common city is worth to forget all those little details 
But hey, great idea
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Development Discussion
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Development Roundtable
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tool and code fragment lists
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tool and code fragment lists
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zeroone506
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0
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12/29/2005 14:06
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The ability tree shows all abilities in the game and how they depend on each other.
It would be very helpful to make a similiar list/tree of all tools in the game and what ability they belong to, or somehow include complete tool infos in the ability tree.
Although it's less crucial, it would also be nice to have green and blue fragment lists and infos about what code bits they consist of (since it's really hard to get confused with the red frags).
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Feedback Forums
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Animation Feedback
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dual pistol animation bug
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Re: dual pistol animation bug
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zeroone506
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0
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04/22/2006 06:41
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Well, I've experienced that sometimes any weapon skin misses in an animation, be it a tactic or ability. However, I've never seen only one gun instead of two, and I've never seen any guns missing in this particular move. But that's just me 
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Feedback Forums
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Animation Feedback
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How to bring back the disarming moves
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How to bring back the disarming moves
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zeroone506
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0
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04/23/2006 08:36
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Antescript  : This might get a bit long, but I'd really like to hear others' opinion about this idea.
The idea is simple:
There were different moves, in some you kicked the gun out of the hand, in some you packed the weapon and holded it down, in others you just hurted the arm(s) so they couldn't shoot you for a short time. However, the gun never flew across the air or something -- it stayed in the disarmed RSI's arms until it just magically disappeared. So those moves were actually never disarming the opponent, they just physically hindered him/her from shooting at you (the one way or the other) while you were kicking his butt and throwing him on the floor.
The same was with the Disarming Shot (not sure if it's also unusable in Interlock in CR 2.0), you shot your opponent into his hand and not in his weapon, which maybe stunned his arm for a while and made him unable to use the gun for a short time.
It really always seemed like a convention that the disarmed one couldn't use his gun for several rounds. The way it looked, the effect might very well have just lasted for this particular one.
Concordingly, the old disarming moves could just replace the standard melee attacks from time to time when fighting against an armed opponent without affecting the CR 2.0 principles in any way. The gun wouldn't vanish off the the face of the earth and stay in the "disarmed" opponent's arms but stay there, so he could fully use his gun again in the next round in case he hits.
That wouldn't only bring back great animations that were just deleted from the game, but also add more variety and realism to melee vs. armed interlock -- realism because it's just natural that if you fight against a weaponed opponent you don't just kick and throw him but also try to hinder him from firing his gun.
The only question left would be how high the frequency should be. Because there is only one such animation for one melee style and one weapon type, too often would backfire and make the fight too monotonous.
I guess maybe a bit lower than 50% would be appropriate, maybe 30% or so. A relatively high frequency would also significantly increase the visual difference between melee-melee and melee-armed, so you really get to see that you're fighting against a weaponed opponent and adapt to that. I really don't see anything that would speak against such an improvement.
What does everyone think?
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Gameplay Discussion
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Districts, Neighborhoods, and Constructs
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The International District
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Re: The International District
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zeroone506
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0
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06/12/2006 13:13
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I know the name is misleading, but it's supposed to be a Chinatown, not a collage of different cultures. Even the posters in the subways have "Welcome to Chinatown" signboards or the like. Maybe they haven't called it this way to avoid confusion with the Chinatown from EtM.
Supposedly, Lucero Point is a neighborhood with many Hispanic residents, but I fail to see anything Spanish in the architecture -- the villas there don't seem to be different from those in Sobra Shores.
However, would German, Italian or Spanish districts be really that eye-catching? Germany, at least, has nothing really remarkable, it's just "western".
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Gameplay Discussion
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Districts, Neighborhoods, and Constructs
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Rawlins Corner confuses me...
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Re: Rawlins Corner confuses me...
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zeroone506
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0
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06/12/2006 13:15
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Let's say, I'm on all three servers, but the only character that doesn't get immediately slaughtered down there is on Vector. :smileywink:
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Feedback Forums
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Animation Feedback
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How to bring back the disarming moves
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Re: How to bring back the disarming moves
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zeroone506
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0
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04/24/2006 03:51
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well i can't speak for everyone else but....."concordingly" is not a word.
Sorry, that was a typing error. I didn't know which of the words "concordantly" and "accordingly" would fit better, and apparently mixed it up. Sorry  Message Edited by zeroone5069 on 04-24-2006 04:53 AM
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Feedback Forums
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Animation Feedback
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How to bring back the disarming moves
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Re: How to bring back the disarming moves
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zeroone506
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0
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04/24/2006 11:38
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Asamodai wrote:
I think the way the stat system works now actually gives gunmen an advantage over martial artists. This is because the Focus attribute determines both Melee defense and Ballistic accuracy, meaning Gunmen only have to level one stat to be able to hit martial artists and defend against them. It'd be good to have a way of countering them aside from Ballistic Defense clothing and hyper-dodge.
I can't claim to be a stat expert, but I guess if there are balance problems, they'll be fixed in a different way, maybe by modifying the stat attributes. The removal of the disarming tactics were most certainly a "core decision" of CR 2.0, so that you can't be disarmed by a simple melee tactic hit if you're using a gun. So I don't believe they'll rethink it.
My suggestion was just to put those moves into the fight without the round loser being disarmed. That would bring back the old moves without affecting the new system.
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Gameplay Discussion
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Districts, Neighborhoods, and Constructs
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The International District
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Re: The International District
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zeroone506
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0
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06/13/2006 23:03
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Obviously not been to Germany then.
I live in Germany. Ok, I haven't travelled around that much.
I'm not saying a German town or city looks exactly like an American one, or that it doesn't have its own style in, let's say, older constructions. However, it's hardly that out-shining and charismatic as a Chinatown, I'm sure of that. Furthermore, apart from apparent folklore, I can't think of any music you could classify as "German", write a track based on it and then put it into the game. The Chinese music works too perfectly 
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Feedback Forums
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Animation Feedback
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How to bring back the disarming moves
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Re: How to bring back the disarming moves
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zeroone506
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0
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04/25/2006 02:39
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Then I must have overlooked something. I was hit by a disarming shot a couple of times in Interlock and the according icon appeared that supposedly meant disarmed -- because I was actually fighting in a melee style and couldn't say it for sure. OK then, I guess you can't be disarmed in IL at all 
Doesn't change anything about my suggestions though ")
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Gameplay Discussion
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Districts, Neighborhoods, and Constructs
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The International District
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Re: The International District
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zeroone506
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0
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06/15/2006 03:02
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It's not like they were really scrapped, but rather merged into the existing ones.
The "Industrial/Waterfront" was spread across the four districts, so we now have six industrial neighborhoods in the game (especially Southard and Ikeburo).
Financial/Government have been realized through Kedemoth / Tabor Park aswell as Downtown. The "Urban/Residential" looks much like Richland, while the "Suburbs" seem to have survived in Mannsdale aswell as part of Camon Heights, Lucero Point and Sobra Shores.
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Gameplay Discussion
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Districts, Neighborhoods, and Constructs
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The International District
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Re: The International District
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zeroone506
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0
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06/15/2006 06:51
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Oh, and some buildings in Downtown, mainly in Historic District (or also in the business neighborhoods of Richland) look a bit old-fashioned -- as I supposed, the remains of the "Old Town" idea.
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Gameplay Discussion
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Districts, Neighborhoods, and Constructs
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The International District
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Re: The International District
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zeroone506
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0
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06/16/2006 03:35
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I'm pretty sure the Power Plant from EtM is no more. 
However, I could very well imagine an industrial district with larger factories and maybe power plants; I've written down more detailed ideas about it in this thread. Actually, it was started by Darrius_SPLET to describe his own ideas about a new district (darn well job, I gotta say), but I kinda hijacked it with my own 
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Desert of the Real
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Guides and FAQ's
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The Guide for Pandoras Box...
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Re:The Guide for Pandoras Box...
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zeroone506
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0
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12/30/2006 12:25
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The time limit is 25 minutes. Also, a question: will the unsearched bodies stay for that long, so I don't need to bother searching them while fighting? Or will they disappear? Also, does anyone know if the box' NPCs' names mean anything? They're the same everytime.
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Desert of the Real
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Guides and FAQ's
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The Guide for Pandoras Box...
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Re:The Guide for Pandoras Box...
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zeroone506
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0
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12/30/2006 15:34
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Yea, but if they mean something? 
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Feedback Forums
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Animation Feedback
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dual pistol animation bug
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Re: dual pistol animation bug
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zeroone506
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0
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04/26/2006 06:22
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OK, I've checked the system window, and it was definetely Pistol Aerial. Wonder how long it is till it's all fixed already...
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Desert of the Real
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Guides and FAQ's
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The Guide for Pandoras Box...
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Re:The Guide for Pandoras Box...
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zeroone506
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0
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12/31/2006 02:11
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The link is wrong. Anyway, I hoped this question was already asked somewhere and maybe the developers answered "no, we just picked random cool names". Or not. By the way, how about the bodies?
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Gameplay Discussion
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Districts, Neighborhoods, and Constructs
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HOUSES?
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Re: HOUSES?
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zeroone506
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0
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06/19/2006 13:16
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There's nothing even similiar in the game.
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Feedback Forums
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Animation Feedback
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Missed Ability Animation Still Plays
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Re: Missed Ability Animation Still Plays
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zeroone506
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0
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04/26/2006 13:24
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Yea, you're right. I only refered to the aesthetical aspect. If Dim Mak (f.e.) hits when it does hit, you'll see the inevitable powerless effect inevitably. If it hits when it doesn't hit, then you see the clean animation. If something like that happens to me, I know exactly that I missed because my opponent hasn't taken any damage and I've seen the red flash on ability icon. But it's nice to see it without "powerless".
That doesn't mean that I want the bug to stay, of course. If it's a bug, it's to be removed. Plain and simple 
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Gameplay Discussion
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Districts, Neighborhoods, and Constructs
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HOUSES?
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Re: HOUSES?
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zeroone506
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0
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06/19/2006 19:34
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RemagDiv wrote:
No. Since we don't live in the Matrix, there's really no point in buying a house and fixing it up all nice and whatnot.
Well, some of the redpills certainly consider the Matrix their second home (or just their home) and go there whenever possible. Having an apartment there wouldn't be that nonsensical. However, this game simply doesn't have this feature, and that's that 
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Feedback Forums
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Animation Feedback
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Are the Self Defense animations in MA rounds really necessary?
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Are the Self Defense animations in MA rounds really necessary?
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zeroone506
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0
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04/27/2006 08:54
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Already long before CR 2.0 was released I was always quite annoyed by that: If you're using a Martial Arts style and your opponent succeeds with the block tactic, he either dodges your kicks and punches or he blocks them -- or you start attacking him with self defense (only visually), which he blocks then.
I don't understand why it is so, I mean if I want to see Self Defense I click on Self Defense -- if I fight with an MA style, Self Defense is completely out of place. Also, since it's a rather simple and less elegant style, it always causes a decrease of the aesthetical quality level.
I hope CR 2.0 would get rid of them but that wasn't to happen. Is it too late to ask for a removal? That would make melee Interlock look much better. Message Edited by zeroone5069 on 04-27-2006 09:55 AM
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Feedback Forums
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Animation Feedback
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Are the Self Defense animations in MA rounds really necessary?
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Re: Are the Self Defense animations in MA rounds really necessary?
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zeroone506
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0
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04/28/2006 04:58
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Well, let's say you're the one blocking. Then you're the one using the mentally less demanding tactic, and you're the one gaining IS for that. It's still your opponent who decides to attack you with Self Defense, lol. You just react to his actions, and those are the one I don't like as such.
I don't hate Self Defense at all, but to me, it's completely out of place in a MA style. Message Edited by zeroone5069 on 04-28-2006 05:59 AM
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Feedback Forums
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Animation Feedback
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If CR is still open for changes, here are a few animation suggestions/complaints:
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Re: If CR is still open for changes, here are a few animation suggestions/complaints:
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zeroone506
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0
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04/30/2006 12:20
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zeroone5069 wrote:
I've seen some new animations though. You seem to try to disarm your opponent and he defends it. Also, there are a few new dodge moves I haven't seen before.
Rubbish. Just rubbish. I was referring to the new Aikido and Kung Fu grabs, and that's definitely not a disarming move at all.
As of point 2, I was wrong -- at least partially. You see the finishers often enough in such situations, although not always, unfortunately.
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Feedback Forums
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Animation Feedback
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Guard Breaker while using Aikido
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Guard Breaker while using Aikido
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zeroone506
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0
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04/30/2006 12:27
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I've noticed a weird issue when using Guard Breaker in Aikido style: sometimes, the animation is correct; sometimes though, it shows the Maki-Ontoshi move instead. And once, I've seen another one I couldn't define (probably from Aikido Grandmaster, not sure though).
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Feedback Forums
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Animation Feedback
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Guard Breaker while using Aikido
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Re: Guard Breaker while using Aikido
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zeroone506
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0
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04/30/2006 13:17
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Sorry, I meant Maki-Otoshi of course.
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Development Discussion
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Update Discussion
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Update 40 Discussion Thread
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Re: Update 40 Discussion Thread
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zeroone506
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0
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01/13/2006 11:47
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I don't like the idea of the darker nights at all. As far as I can tell about the Holiday event, the nights weren't darker all the time, but only some of them. So I would like the idea to have darker nights maybe from time to time (like the sky turns from green to purple from sometimes), it would be a nice variation. I hope it is that way, and not the other. Because I'm personally not a big fan of those dark nights, they make everything look more boring and uninteresting. I really hoped it would be removed after the holiday event, but no, the majority wanted it so... So I still hope the darker nigths will change to brighter ones regularly. If not, I hope this will be changed more or less in one of the next updates then. Can anyone give me some insight into that?
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Feedback Forums
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Animation Feedback
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Iron Guard and Dim Mak Strike
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Re: Iron Guard and Dim Mak Strike
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zeroone506
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0
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05/03/2006 06:39
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Iron Guard and Dim Mak Strike look very different from each other -- the most obvious difference would be that Dim Mak is a single hand punch and Iron Guard uses two arms. Also, Iron Guard is fluent and uses the body weight while Dim Mak is just a quick punch.
Wo were we? ... Ah yes, those two moves don't look identical at all 
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Feedback Forums
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Animation Feedback
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Iron Guard and Dim Mak Strike
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Re: Iron Guard and Dim Mak Strike
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zeroone506
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0
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05/03/2006 08:52
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Wait ... of course, I meant "where were we?".... well.
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Feedback Forums
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Player Versus Player Feedback
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the downgrade to the matrix part 2
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Re: the downgrade to the matrix part 2
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zeroone506
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0
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04/10/2006 11:31
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From a dilettant's point of view (like mine), CR 2.0 is really easy. I'm already playing it as if it was there all the time.
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Development Discussion
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Update Discussion
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Update 40 Discussion Thread
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Re: Update 40 Discussion Thread
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zeroone506
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0
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01/13/2006 12:31
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stuporfluos wrote:YAAAAAAAAAY DARKNESS. i LOVED the halloween darkness and while i can understand that it won't be that dark, i look forward to actual REAL nights, where the weak huddle in the feeble light of solitary lampposts or indoors and dread to walk down deserted alleys. muhahahah. etc.
Well, as I said, it would be nice to have darker nights as an alternative, like once a game week (I mean the purple sky day is usually time when I hurry to leave the game but actually it would look quite nice with some graphics upgrades and it's by no means a great idea). But having the dark nights just all the time is definetely not a solution. So here's my question again, will every night be darker or will they just be included into the cycle and not completely replace the brighter nights? Walrus, anyone? 
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Gameplay Discussion
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Districts, Neighborhoods, and Constructs
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HOUSES?
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Re: HOUSES?
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zeroone506
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0
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06/28/2006 04:39
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I can't speak for all skyscrapers or, particularly, Kalt towers, but the Government Building has such a free floor, maybe more than one.
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Gameplay Discussion
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Districts, Neighborhoods, and Constructs
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Token Hunting: A Review of the Collectors of MxO – Richland
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Re: Token Hunting: A Review of the Collectors of MxO – Richland
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zeroone506
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0
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06/29/2006 23:35
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I highly appreciate your work, Phrog. It's just that I wanted to build up my own opinion about the Collectors after finishing the contacts, so at some point later, I'll just sit down and read the whole thing. Just showing that you're noticed
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Gameplay Discussion
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Districts, Neighborhoods, and Constructs
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Who does like the Barrens?
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Who does like the Barrens?
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zeroone506
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0
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07/05/2006 12:20
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From what I've read, the majority seems to prefer International and Downtown because of their higher physical quality. I, for myself, don't perceive low physical quality as a demerit to a district's quality as a part of the game environment, and probably wouldn't enjoy some slimy, stinky moor scenery any less than a shiny forest, or prefer a majestic castle over some gothic ruins, carried over to fantasy MMOs. Combined with my fascination for dark atmospheres, it would probably make Westview my favourite district in the game, if, well, it it wasn't for the others which I find just as impressive.
Many, however, seem to dislike it. Always "wait till you see Downtown, this place rocks; much better than Richland; International is probably the coolest place I've seen here"; however, hardly any "wait till you cross the bridge to Westview, you'll be blown away by the dark, threatening feel of decay there!" 
I know it's a bit naive to start a thread because of that, but I'd just like to know who else shares my opinion on this and values the Barrens district for its traits. Or, if you don't, why you attach (intended) physical quality to its interest value as a game environment; that's something I can't understand because these are two completely different traits for me; that fact that I'd never like to live in some godforsaken, dilapidated ghetto doesn't have anything to do with my perception of such a place in a game. I also wouldn't like to get in a risky or challenging situation in real life, yet I enjoy heavy thrillers so much.
However, I'd like to read some opinions on that.
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Desert of the Real
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Guides and FAQ's
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The Guide for Pandoras Box...
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Re:The Guide for Pandoras Box...
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zeroone506
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0
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02/22/2007 07:02
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In order to avoid confusion - the arc 4 collector in the Creston Heights Museum is on floor three, the last floor. It is the "second" underground floor, but it's actually floor 3. Also, there is a much simpler stealth method to run through the hideout - it's called "Disguise". There are numerous rooms with stairs on the side where you can hide behind the wall and renew your stealth - do it everytime you see such a room. There's even one with closed staircases where you can sit down and rest. Also, in case you don't feel like looking for her (BIG SPOILER WARNING): when you're outside the entrance, put a flag right beneath the lion on the right (facing the building), that's where she is.
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Development Discussion
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Update Discussion
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Update 40 Discussion Thread
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Re: Update 40 Discussion Thread
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zeroone506
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0
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01/13/2006 14:40
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HCFrog wrote: With Update 40, every single night will be darker. Depending upon how the community feels about it, we can tweak them brighter or darker, or add some variation. Personally I'm in the same boat as Stack; with a place like the Matrix, I think gritty, dark nights are called for. Previously I found it hard to tell if it was night or overcast day unless I actually looked up at the sky. But what matters most is what the general player consensus is. Bug me with your feedback please! 
Stack wrote: How can you not like Sati's sunrises? They're the best part of the day/night cycle.
And I see no reason why having the nights darker all the time "definitely isn't a solution." They already said it's not going to be as dark as it was on Halloween, and right now having nighttime look like an overcast, cloudy day just doesn't cut it. The nights need to be darker, especially for a game based on The Matrix.
Well, of course I never thought every night would be like during the Halloween event. They rocked, I agree. As about Sati's purple-sky days, I really love the sunrises and sunsets with the whole Mega City in purple since they're really fantastic. But whereas the sky itself continues looking great during the actual day, the city graphics themselves start looking a little boring, if not horrible. Even Downtown loses a lot of atmosphere in those days, and as about Richland... I really try to be as far away from the Slums as I can at such days  . As I said, the sunrises and sunsets are beautiful, the rest of it needs some work. I actually appreciate the darker nights, but I also enjoyed the brighter ones. I mean no matter if it looks like night or "cloudy day" (although the street lights and the light aura emanating from the RSI was always an indicator for what daytime it was) the colors and the atmosphere just rocked, and I feel sad about those nights being completely reset from the game. Maybe the majority voted for darker nights, but what was so wrong about making a sort of compromise and including the darker nights without removing the others completely, since the day has this sort of variation, too? I'm open to that improvement and as I said, the darker nights look pretty good, but to me it's all about variation, so I really hope this will change in one of the next patches. PS: By the way, HCFrog, your signature rocks! "Highway Crossing Frog" ... absolutely ingenious! Message Edited by zeroone5069 on 01-13-200602:43 PM Message Edited by zeroone5069 on 01-13-200602:45 PM
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Gameplay Discussion
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Districts, Neighborhoods, and Constructs
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Who does like the Barrens?
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Re: Who does like the Barrens?
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zeroone506
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0
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07/05/2006 12:42
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Wow, so quick!!! :smileyvery-happy:
I think those mission areas can also be found in Richland quite easily, although not in each neighborhood probably. Some of the office floors downtown also use to be challenging.
As for the rest, I completely agree. Apart from that, Southard is the only real "industrial" neighborhood in the city, and Westview has the only power line in the game. Since it has the most green of all districts (exluding Moriah and Eshean) and the dissonant, dark music is most due to the movies, it could be probably even the "Matrixiest" district in MxO. I see it as a counterpart to Downtown: compared to the two other, more down-to-earth ones, these two are very atmosperic and hypnotizing, but in totally contrary ways.
However, the quotes above are something I've really read more than once in the forum. Like "I prefer shiny and expensive, not dark and gothic". Or, "Downtown and International rock, Richland is good overall, and Westview I don't like so much because it's kinda depressing". I haven't thought that out  Message Edited by zeroone5069 on 07.05.2006 02:02 PM
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Development Discussion
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Update Discussion
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Update 40 Discussion Thread
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Re: Update 40 Discussion Thread
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zeroone506
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0
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01/13/2006 15:21
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OK, I think I've left out an important aspect, i.e. why I'm not a huge fan of the darker nights. The brighter nights had the same quality as the days, since you could see the city quite as good as at daytime but the colors, the atmosphere and the whole feeling was different. It was still much darker than day, of course, but it was fun exploring the city during night time. The darker nights just seem more like a "night version" of the city where much less can be seen using an argument "hey, it's night, of course you can't see too much". So while it appears more logical and realistic on the one hand, the world itself looks less desirable, so whenever you go exploring the city's details and sights, you better wait till the night is over. Of course, if tourists explore a real city they mostly do it at day, since that's the time where the most can be seen properly, but as a tourist I also wouldn't go to a stinky slum district or a place that looks like it had bombs being dropped at it, still I enjoy Richland and especially Westview. Maybe it's a little off-topic, but it's simply a comparison to our night-time discussion, since realism doesn't automatically mean quality (what doesn't mean the new nights don't have any quality!). I hope I haven't expressed myself in a too confusing way 
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Feedback Forums
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Animation Feedback
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a suggestion for speed and power finishers
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a suggestion for speed and power finishers
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zeroone506
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0
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05/10/2006 07:03
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In CR 1.0, the different speed and power finishers followed an according series of tactic moves (as far as I remember, certain moves were connected to certain tactic animation subtypes).
Now, in CR 2.0, there's only one single move preparing the final strike.
I love both versions, and each of them has something the other one doesn't. So, the optimal alternative would be to have them both in the game. Logically, the current, short ones would still occur if both opponents hit in the final round, and would be "replaced" by the old ones if only one hits the final round.
After all, that's exactly what happens in the other aspects of Interlock: In hit-hit rounds, we have new grab attacks and edited power and speed moves. In hit-fail rounds, we have the old, full versions of speed and power and also the old grab animations. Doing the same with final blow animations would only naturally extend CR 2.0 and add more variation.
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