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Walking animation with active "Blessing of the Steed" CP

AnduinTryggva
AnduinTryggva
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Can we - when walking - just have normal walking animation, irrespective of what CP points I put into running speed?
  • virtus753
    virtus753
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    That CP increases movement speed, not just sprinting speed, so it might be hard. Same with Ring of the Wild Hunt.

    It’s a shame we often can’t see walking animations properly with them, but I don’t know whether there’s a good solution to it. Seeing a walk but moving in space faster than that walk suggests would feel very awkward imo.
  • Dr_Con
    Dr_Con
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    https://www.youtube.com/watch?v=k1ZbPI47aD0

    seems kinda goofy tbh. I prefer my character to run, not race walk (unless they want to add it to the jester personality, that's how goofy it is).
    Edited by Dr_Con on April 11, 2023 5:04PM
  • Tenthirty2
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    Agree, but it may require them redoing animations.
    Something where at faster walk speeds the animation increases slightly, with a bit longer stride but the character model traverses quicker across surfaces. Maybe it causes issues with the character looking like they are sliding across the surface so they went with the current animations instead, idk.

    I only put about 13 points into that CP, for me that feels just about right.
    It's just before the threshold where the walk animation turns into one that looks like a comical slow run animation :#

    The same speed & animation weirdness happens with some of the horse and similarly rigged mounts like elks and indriks.
    A horse at max speed looks so derpy, it's the same animation just sped way up (BoingBoingBoingBoingBoingBoingBoingBoing) lol

    Wolves\canines are done better IMO at walk and full run. Feline mounts also look good at full run, but the "walk" animation is that loping\hopping animation that looks not good imo.

    • "Some enjoy bringing grief to others. They remind M'aiq of mudcrabs - horrible creatures, with no redeeming qualities."
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  • AnduinTryggva
    AnduinTryggva
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    The solution would be simple: The speed modifyer only applies to running, not to walking. Anyhow players only walk when they want to walk and not when they want to move quickly. For the latter they run. It is there where speed modifyers are necessary. Speed modifyers are not necessary when toggling to walking speed.
  • virtus753
    virtus753
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    The solution would be simple: The speed modifyer only applies to running, not to walking. Anyhow players only walk when they want to walk and not when they want to move quickly. For the latter they run. It is there where speed modifyers are necessary. Speed modifyers are not necessary when toggling to walking speed.

    I am not sure they can program it to apply only to the walk and not to running (meaning going faster without sprinting/consuming stamina). The footspeed bonus categories are only movement in general (which actually includes swimming) or sprinting (the pace at which you consume stamina).

    It would be especially problematic in gamepad mode, where the axis sticks can make you move even more slowly than walk speed (the kind of very slow that keyboard users have to hold block to get) and scale up smoothly to a run (sprint is a separate toggle) just by moving the axis stick further from center. It is a fairly seamless transition from super slow to max speed, so it isn’t doesn’t strike me as feasible to make speed bonuses count at one end and suddenly drop off partway along the spectrum.
  • AnduinTryggva
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    So all non stick users are condemmed to either forfeit on sprint speed or to see ridiculous jogger animation when walking...


    And again there is a solution to that issue and it is not difficult to program:
    As the game recognizes if a player uses a controller or not the removal of speed modificator to walking speed could just be applied to non controller users.

    And since they are apparantly capable to override the normal walking animation by a running animation when the movement speed modificator applies they are capable to override the speed modificator when walking instead of overriding the animation.
  • virtus753
    virtus753
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    Personally I do not think more differences between gamepad mode and keyboard mode need to be implemented, especially when there are too many baseless differences that impair gamepad mode that need to be fixed and have needed to be fixed for a very long time.

    That is not to say they shouldn't look into weird-looking animations and attempt a solution. There are plenty such animations that can and do go wrong. But treating the two modes differently has produced some problematic results so far, so I am extremely skeptical of adding to that.
  • Ilsabet
    Ilsabet
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    Based on my experiences with an Argonian vampire thief who wears the Ring of the Wild Hunt, I can heartily recommend the Jester personality. If you're going to look like a goof anyway, might as well go all in.
    Ilsabet Menard - DC Breton Nightblade archer - Savior of Pretty Much Everything, Grand Overlord & Empress Nubcakes
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  • Necrotech_Master
    Necrotech_Master
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    Ilsabet wrote: »
    Based on my experiences with an Argonian vampire thief who wears the Ring of the Wild Hunt, I can heartily recommend the Jester personality. If you're going to look like a goof anyway, might as well go all in.

    i have a toon in a similar situation but i use the zombie personality lol

    i just joke that its a WWZ zombie lol
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  • AnduinTryggva
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    BTW as I unpacked my vampire stage 4 right now: In that "shape" we have the special looks and walking speed applying after 4sec sprinting or so.

    If they can implement this for the vampire I think they could easily implement a speed increase for the sprinting movement only reverting to normal walking speed when just slowly walking.
  • Kirawolfe
    Kirawolfe
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    The solution would be simple: The speed modifyer only applies to running, not to walking. Anyhow players only walk when they want to walk and not when they want to move quickly. For the latter they run. It is there where speed modifyers are necessary. Speed modifyers are not necessary when toggling to walking speed.

    As a zippy bosmer with all of the CPs for speed, I agree completely. If I'm walking, please allow me to walk, don't make it look like I'm the budget million dollar woman.
  • Panderbander
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    Tenthirty2 wrote: »
    ...

    Wolves\canines are done better IMO at walk and full run. Feline mounts also look good at full run, but the "walk" animation is that loping\hopping animation that looks not good imo.

    Just wanna point out if you want really smooth animations, check out GW2's mount animations. They're so incredibly fluid.
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
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