What about shift+attack for power attack (second attack) while sprinting? I mean, if u sprint holding shift u can't perform so called "agile attack" with light attack. Because power attack is "shift+mouse1". So you'll always perform only agile power attack and never light..
FWIW, if you rebind your power attack to another key/button that doesn't include shift, this issue goes away. This can be a single button and doesn't have to be combined with Shift or any other modifier key. (One of the first things I did was to move power attack to MB5, my farther thumb button.) Obviously not the best solution, but at least it exists.
130+ submissions and maybe about 120 of them are save files or sliders same for reshade, there's a tag to categorize reshade presets but almost nobody actually uses it
Probably inverse kinematics. Real movement, causing momentum. Instead of a new animation playing when you change direction, it needs a intermediate animation to transition. OP also didn't explain why 40% of dedicated dev time isn't enough for them. Maybe they did test it and it's just a matter of taste, like OP has.
I have to say I agree with OP on MEA's heavy and sluggish animations. They really do bring the characters alive and ups the immersion considerably. But yeah, I also disagree with them by realizing that most people are not like that and that's much more likely to be the reason for snappy animations than the laziness.
To drive my point home, I really disliked Rockstar changing the RDR2 looting animations shorter.
But on the topic/mod itself... The devs should really learn what TOGGLE means and what's the difference between "toggle to run" and "hold to run".
Sorry for not being fast to reply to the IK (inverse kinematics) question.
Yes, both of you are pointing at something very interesting. We’re in 2024 where developers have all the comfortable tools to make good graphics relatively easily (and they even outsource it to the third parties), so it’s incredible why they can’t spend some of those freed up resources to concentrate on better animations - and yes, in 2024 we’ve got much better tools for those too. I can only explain it by the laziness of the new generation of developers and this is why Veiguard is meh. I can resume the full game like this: it’s a corridor, a corridor with chest/resources to loot, a crossroad, combat, monster, a bit of choices with little consequences, scripted environment interactions you can see coming, puzzles at a level of the first year pupils. Meanwhile they’ve got a lot of nasty swearing (at least in my language) - and it’s kinda bizarre. But in terms of new gameplay mechanics and interactions when proper animations and physics can elevate the gameplay loop, there’s nothing.
So yes, you dislike Rockstar shortening RDR2 looting animation and you’re right: they shouldn’t have done it. Because animations in RDR2 aren’t just visuals, they’re a part of gameplay. And it was especially wrong for PvP where a looting player can be killed by another player, because animation takes time. It makes the gameplay more tactical where players need to decide whether or not to take the risk and also find ways to use other tools to help solve the problem like moving the bodies or using the lasso. So in RDR2 those animations are both very nice looking and they add gameplay value and that to me is crucial for the future of gaming - using animations and physics to enhance gameplay options. That will be the true “next gen”.
That said, talking about “next gen”: RT (ray tracing) is also not something to underestimate - when implemented properly, it’s not just visuals, it’s also a way to get precise data in a very fast way.
And also with all the AI development talks, games should be the first to use it to create proper NPC behaviors, yet we see no improvement in this area while it's the gaming industry that should bring this new shiny AI to life.
I was talking to my colleague and I told her to post that explanation on Steam: we studied a lot of games together and came to the conclusion - toggle might be good as an option for huge open worlds with no means of fast transportation, but for combat hold is a must, because it allows for precise control of your character movement when you’re, say, in a tight space fighting a boss and need to avoid his attacks or move in between covers. With switch you need to keep track, because among all the effects visuals or even HUD indicators might not be that much recognizable, and you will lose that track at some point. With hold you’re always sure. There are also games that implement both deciding by hold time - and it’s also a way. Old competitive games were having it as a hold - and for a reason. And don’t get it wrong, because competitive doesn’t exclude casual - it’s producing good practices usable by everyone.
Still staying out of any political context, however, I do care about games and game mechanics first. And if the developers really want to be inclusive, they can prove it by adding proper keyboard and mouse controls instead of focusing on controllers almost exclusively.
To conclude: to be honest, mouse and keyboard drastically evolved compared to console controllers, so to me those controllers are much more outdated nowadays than KB&M. We’ve got keyboards with analogue keys, we’ve got mice with vibrations and tons of comfortable different buttons, etc. The hardware developers should stop being shy and experiment more. That said, the only good thing I’ve seen so far was from Sony and their touchpad - you can see an almost proper usage of it in Ghost of Tsushima. And in Veilguard we’re stuck with X Y A B actions crying for more active skills, but no, four buttons. For a new generation of consoles instead of 8k I’d prefer to see a brand new well thought out controller design.
I generally prefer a more responsive quick movement like in, say, GTA Vice City than the sluggish frustrating wrangling of a lumbering clumsy oaf like in GTAV or RDR2. The shorter the delay between my input and the character doing the action on screen, the more immersed and in the zone I am. In RDR2 it doesn't feel like I'm Arthur Morgan, but a tiny rat under his hat pulling on his hair to make him move. It makes intense action moments (shootouts, chases, platforming, etc.) more frustrating. It creates situations in which the failure is more often than not on Arthur for doing something stupid because of the elaborate animations, and not on me for making a tactical error. And instead of me thinking "Dang, I failed there. I have to do better." all I can think is "f*#@ing Arthur, you moron, why the hell were you doing this instead of what I told you to do?!"
Anyways, even though Veilguard doesn't really have those moments, the sprint toggle is indeed really annoying. In Cyberpunk, for example, you stop sprinting the millisecond you stop pressing a directional input. This lets you stop sprinting on a dime. But in this game you have to stop sprinting and wait for the character to exit the sprint animation to stop completely and only then can you start a regular jog. This creates a really jerky movement instead of a smooth switching between speeds.
And, yeah, for all of its faults, Andromeda did have a really nice movement system. I have to think back on it, but that in itself is a good sign that it was successful in creating a seamless player-to-character connection.
33 comments
130+ submissions and maybe about 120 of them are save files or sliders
same for reshade, there's a tag to categorize reshade presets but almost nobody actually uses it
block 'character preset' | 'saved game' | 'reshade' :)
To drive my point home, I really disliked Rockstar changing the RDR2 looting animations shorter.
But on the topic/mod itself... The devs should really learn what TOGGLE means and what's the difference between "toggle to run" and "hold to run".
Yes, both of you are pointing at something very interesting. We’re in 2024 where developers have all the comfortable tools to make good graphics relatively easily (and they even outsource it to the third parties), so it’s incredible why they can’t spend some of those freed up resources to concentrate on better animations - and yes, in 2024 we’ve got much better tools for those too. I can only explain it by the laziness of the new generation of developers and this is why Veiguard is meh. I can resume the full game like this: it’s a corridor, a corridor with chest/resources to loot, a crossroad, combat, monster, a bit of choices with little consequences, scripted environment interactions you can see coming, puzzles at a level of the first year pupils. Meanwhile they’ve got a lot of nasty swearing (at least in my language) - and it’s kinda bizarre. But in terms of new gameplay mechanics and interactions when proper animations and physics can elevate the gameplay loop, there’s nothing.
So yes, you dislike Rockstar shortening RDR2 looting animation and you’re right: they shouldn’t have done it. Because animations in RDR2 aren’t just visuals, they’re a part of gameplay. And it was especially wrong for PvP where a looting player can be killed by another player, because animation takes time. It makes the gameplay more tactical where players need to decide whether or not to take the risk and also find ways to use other tools to help solve the problem like moving the bodies or using the lasso. So in RDR2 those animations are both very nice looking and they add gameplay value and that to me is crucial for the future of gaming - using animations and physics to enhance gameplay options. That will be the true “next gen”.
That said, talking about “next gen”: RT (ray tracing) is also not something to underestimate - when implemented properly, it’s not just visuals, it’s also a way to get precise data in a very fast way.
And also with all the AI development talks, games should be the first to use it to create proper NPC behaviors, yet we see no improvement in this area while it's the gaming industry that should bring this new shiny AI to life.
I was talking to my colleague and I told her to post that explanation on Steam: we studied a lot of games together and came to the conclusion - toggle might be good as an option for huge open worlds with no means of fast transportation, but for combat hold is a must, because it allows for precise control of your character movement when you’re, say, in a tight space fighting a boss and need to avoid his attacks or move in between covers. With switch you need to keep track, because among all the effects visuals or even HUD indicators might not be that much recognizable, and you will lose that track at some point. With hold you’re always sure. There are also games that implement both deciding by hold time - and it’s also a way. Old competitive games were having it as a hold - and for a reason. And don’t get it wrong, because competitive doesn’t exclude casual - it’s producing good practices usable by everyone.
Still staying out of any political context, however, I do care about games and game mechanics first. And if the developers really want to be inclusive, they can prove it by adding proper keyboard and mouse controls instead of focusing on controllers almost exclusively.
To conclude: to be honest, mouse and keyboard drastically evolved compared to console controllers, so to me those controllers are much more outdated nowadays than KB&M. We’ve got keyboards with analogue keys, we’ve got mice with vibrations and tons of comfortable different buttons, etc. The hardware developers should stop being shy and experiment more. That said, the only good thing I’ve seen so far was from Sony and their touchpad - you can see an almost proper usage of it in Ghost of Tsushima. And in Veilguard we’re stuck with X Y A B actions crying for more active skills, but no, four buttons. For a new generation of consoles instead of 8k I’d prefer to see a brand new well thought out controller design.
Anyways, even though Veilguard doesn't really have those moments, the sprint toggle is indeed really annoying. In Cyberpunk, for example, you stop sprinting the millisecond you stop pressing a directional input. This lets you stop sprinting on a dime. But in this game you have to stop sprinting and wait for the character to exit the sprint animation to stop completely and only then can you start a regular jog. This creates a really jerky movement instead of a smooth switching between speeds.
And, yeah, for all of its faults, Andromeda did have a really nice movement system. I have to think back on it, but that in itself is a good sign that it was successful in creating a seamless player-to-character connection.
It works perfectly with a pad in 0 mode.