why did bethesda waste time with kill animations when they d

Post » Fri Jun 01, 2012 9:26 pm

Things that were missing
There is no animation for quickly getting out of bed or a seat or any such thing. I would get up very quickly if someone was running at me with an axe.
No Decent conversation animations. (and facial animations- could you have at least tried?)
only one cowering animation and infact one animation for most things.It's a little strange!
There is no flinching. Nobody reacts to a mace in the face or an arrow to the knee.
Weapons dont move to block
another weapon class such as crossbows or polearms or throwing weapons could have been added.
more attacks for each weapon could have been added
dying animations (will explain)

Instead we got
Annoying animations that slow down the game and highlight how poorly things are animated (snapping into position, major clipping , no visible wound)

What should have happened Instead of kill animations (other than what's already been left out)

-Every enemy should have reactions to different type of damage.
When killed (say.. they had 20 health and something hit them for 30) a human might grab the piercing or gash and drop or have their muscles spasm in a realistic way. If he was on fire he might do a little "i am on fire" dance before droping and you can imagine a hole host of easy to animate deaths for these. Animals would be more simple.
for an overkill this wouldnt happen

- on killing moves a mellee weapon magnetizes to a more vital area and uses a better attack animation but otherwise does not interrupt game play. Plus some better injury decals would have gone a long way.
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The Time Car
 
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Post » Sat Jun 02, 2012 2:41 am

]removed[
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Stacy Hope
 
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Post » Fri Jun 01, 2012 11:12 pm

I think I would prefer finishing moves to watching an NPC get out of bed a little bit faster
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Undisclosed Desires
 
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Post » Fri Jun 01, 2012 1:11 pm

IMO, if you have overly detailed animations like clutching at wounds, it would be twice as glaring when they are repeated ad infinitum over 150 hours of play, making them more annoying than kill animations. Also.. one hundred times more complex because you'd have to also implement locational damage, which isn't in the game.
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Neliel Kudoh
 
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Post » Fri Jun 01, 2012 6:19 pm

I think I would prefer finishing moves to watching an NPC get out of bed a little bit faster

same...
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Arrogant SId
 
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Post » Fri Jun 01, 2012 6:35 pm

Why does this ice cream parlour have 32 flavours? Don't they know I want 42 ?
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jadie kell
 
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Post » Fri Jun 01, 2012 3:45 pm

I'm not against adding new animations at all, but I don't support talking about removing or trading any of the ones we do have.
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BaNK.RoLL
 
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Post » Sat Jun 02, 2012 3:07 am

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Kerri Lee
 
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Post » Fri Jun 01, 2012 7:40 pm

my weapons seem to block when i don't have a shield equipped. ?

but i could do without the kill animations; they're just too blocky and half the time when they go in for a "close up" you can't even tell what the h is going on anyway.
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CORY
 
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Post » Sat Jun 02, 2012 2:31 am

The more animations that they have, the better. I also was a bit disappointed that they took all this time to create a beautiful, immersive world, and yet made it possible to completely ruin that immersion by shooting a guard in the knee. I don't agree that they should have cut out finishing moves for the sake of adding flinching animations, though.


Why does this ice cream parlour have 32 flavours? Don't they know I want 42 ?


I, too, think that the number of Ice Cream flavors should coincide with the meaning of life.
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darnell waddington
 
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Post » Fri Jun 01, 2012 5:19 pm

Half of these have nothing to do with existing animations but tweaks on the dynamic animation generation.
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Guy Pearce
 
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Post » Fri Jun 01, 2012 6:15 pm

I'd like mage finishing moves.
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Janine Rose
 
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Post » Sat Jun 02, 2012 2:54 am

I think the animations are generally pretty cool. There shortcomings in other places (why does my 2nd weapon appear out of NOWHERE when dual wielding?). Are the two related? Who knows.

The whole game could have used 6 more months, at least, in incubation and testing.
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DarkGypsy
 
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Post » Fri Jun 01, 2012 3:29 pm

I'd like mage finishing moves.

Oooohhhh. That would be shiny. I like this idea.
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Poetic Vice
 
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Post » Sat Jun 02, 2012 2:11 am

Personally, I would gladly give up every single animation in the game just for the OPTION to turn off the damn finishing moves. They don't even have to give me more animations elsewhere. heh
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Wane Peters
 
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Post » Fri Jun 01, 2012 12:04 pm

I read the title and thought ok lets see what he has to say. First reason: so they can create animations to get out of bed quicker.

*stopped reading*
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Elle H
 
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Post » Sat Jun 02, 2012 3:19 am

]removed[
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Zach Hunter
 
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Post » Fri Jun 01, 2012 7:13 pm

They were copying Dragon Age, and of course their little Fallout projects.
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Lifee Mccaslin
 
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Post » Fri Jun 01, 2012 6:16 pm

The only complain i have is the maces finishing move, where you go into 3rd person, hit an enemy, they fall on their stomach to the ground and the camera keeps following the body for 3-5 seconds. Just stop instantly when the body hits the floor, otherwise it gets in the way. I almost got killed by a mage shooting ice at me while I was looking at the dead body in the finisher.. Make it shorter!!
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Alba Casas
 
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Post » Fri Jun 01, 2012 4:15 pm

I think I would prefer finishing moves to watching an NPC get out of bed a little bit faster

lol

Post of the day right there.
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Dan Endacott
 
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Post » Sat Jun 02, 2012 2:57 am

I like the finishing moves, nothing is better than stabbing an enemy with a greatsword and then lifting him into the air, only to throw him down to finish a fight.
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Thomas LEON
 
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Post » Fri Jun 01, 2012 6:34 pm

Isn't that in the console commands or .ini someplace? I thought I read about that elsewhere...

Good to know for when I put together my new computer, thanks for the tip. Playing the xbox version until then, and I just wish they would have included the option to turn them off. For those that don't need or want the SUPER AWESOME SCRIPTED SLOWMO DEATH ANIMATIONS OF EPICNESS!!!!111!!11!1
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Gavin boyce
 
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Post » Sat Jun 02, 2012 2:11 am

Decapitations with the war axe make the kill animations totally awesome even if some can be a bit clunky
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Sista Sila
 
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Post » Sat Jun 02, 2012 12:26 am

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Anne marie
 
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Post » Fri Jun 01, 2012 8:38 pm

You are welcome!

Yeah, there is always that ONE guy... ;) :D

Hahaha :P they really don't bother me that much. I just think it's funny that some people are like "ZOMG, how can you not love the finishing moves??? they are the win!!" I can live with them, but they don't really impress me and I just find them to be a little jarring when they happen. If there was an option to turn them off I would use it. Really don't think it would have taken much work/time at all to add such an option.
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A Lo RIkIton'ton
 
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