Why Deepwoken's Animations are WRONG...
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- Опубліковано 8 вер 2024
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If they can make new animations while it being readable I'm completely fine with it
jus karita:
@@ncluc3434 they are quite janky, but I'm biased
nah those aren't readable at all🗿🗿
@@ncluc3434 it's why I said I'm biased
@@ncluc3434Hive Mech :
When you see the greatsword animations you see how the feet and body are just rotating, while the sword m1s actually make your feet move differently from your body, instead of your body and feet tilting towards the direction of your swing, having ur toes clip into the ground.
Yeah thats a personal style thing. Sometimes it can be nice to retain leg movement from walk animations during m1s
@@Mini-jm2ec Nah nah nah. The thing is the great sword makes you look like a dumbass flailing around a weapon. See, when you slash with a sword, you usually want to step forward with that foot. That's why the normal sword animations look better. Because it reflects on how people actually swing swords.
@@Hiveatel Yeah greatsword still has that step forward. Are you getting confused with greathammers? They just have the same motion from the same side 3 times (3 attacks going from left to middle) where as great sword goes left -> right, right -> left like sword
@@Mini-jm2ec Yeah. Probably.
@@Hiveatel in roblox if you dont animate a part of the body like the feet for example then if you are for example walking you'll still have that walking animation on your feet while doing the rest of the animation rather then if you animate the feet they'll stay still or how you animated them its really just personal preference and how the game feels imo i also think the gs should be changed to be more like the sword but at the same time it has a charm to it
THANK YOU, this has been an issue since the beginning of the game and has been mind blowingly annoying yet nobody talked about it, i hope this really brings a change
I can see nicer animations making the game's combat flow better. It would be interesting to see, I must admit.
The most glaring one to me is the animations for mace, which have a wind-up time that is SUPER disproportionate to when the swing comes, making it extra difficult to parry
The mace is the old sword animation from years ago so that explains why it’s so garbage
honestly I just wish the heavy weapons actually looked like you were trying to swing them during the swing animation instead of just holding it in place for a tad then swinging at the same speed as a sword
its crazy cuz this was a talking point in my planned video
as an animator myself i wholeheartedly agree
not to mention the wack contrast in animation quality of say a normal starter sword vs curved blade
but hey if its readable then i guess its fine
wish they changed some weapons though
Facts bro
When i saw old deepwoken gameplay the animations were not repetitive and unique and it felt satisfying
But when the game released it didn't feel what i saw during testing gameplay
a lot of the animations in deepwoken make it feel like youre playing skyrim in third person so an animation update would be very nice
Pfp twins frfr
@@tacoisrocket2765 yoooo
I see skies of blue
I’ve noticed some issues mostly with heavy and med with them swinging in the middle of a mantras or sword just teleporting and not actually swinging
Timing
Bro the greataxe and greathammer animations are the hardest thing in game to parry for me. They're so subtle and hard to read. Sometimes they swing and I don't even notice until I get hit
light’s final toll is really really odd
@@evanla7954 odd but completely obvious. You're probably trying to parry it when the player winds up from the back instead of parrying right when the lantern is in front of the player.
I also really agree. With greathammers and greataxes all it takes is spinning your character to the left as you're m1ing and you practically don't have a swinging anim.
@@fameolife I was fighting my friend who has nearly no pvp experience while I'd say that I'm actually pretty good at pvp. He was lower level than me and beat me because I couldn't see his great hammer animations
@@evanla7954 just look at their hands and ignore the lantern. Lights final toll relies on janky animations so if you can parry it they're basically using a worse jus karita
Has anyone seen the "WIP" katana animations that looked so fucking smooth but ended up not getting added to the game? If they make more anims for other weapon types like that it'll add a little something to the game.
Thank you for expressing this issue, it has been sitting in the back of my mind, i would also say the VFX in the game has alot of inconsistencies.
Hivelord's Hubris is the worst imo, the animations on every greatsword and on HH are just like, wind up, wait for x seconds, then swing. You dont even react to the swing you just memorize the time between wind up and swing because the swing is so fast.
On the one hand, I totally agree with the statements in this video. The animations are terrible compared to the sword animations.
But with how the animations have been recently, I’m not sure I want a change. Animations like Curved or Railblade have just been… not good. They’re very hard to read, and they also feel over-the-top and almost comical, unlike the slightly exaggerated but fitting sword animations. They also aren’t very readable, since they have tended to follow a pattern of “big foreswing, near-instant swing” which isn’t very readable unless you read attacks in a certain way.
And that’s not to mention the sentimental value of the current ones.
If they can execute it well and make them fit with the current sword animations, I’d love a rework. But there is a good chance they’ll be an over-the-top, exaggerated, tried-too-hard mess like the recent animations.
That's a nice view count. Keep it up man
i just hate the way 1 handing weapons like daggers and swords look like because it makes you look like you're using a rapier like cmon bruh
yeah, I can totally agree with this, basically after only using heavy for like my first 150 hours I know I was doing good damage, it just didn't feel like I was actually doing anything, if that makes sense.
guess you mean the way your swinging doesn’t feel brutal or damaging at all
@@mitasova9064 yeah, basically what you just said there sums it up
we don't talk about the first change to jus karita animation
I always found all Heavy animations very bland and not "destructive", it's literally so awkward how it feels when you compare it to something like swords or daggers.
I’ve always hated the normal greataxe animations, they’re boring and one of the easiest things to read, it really needs a change.
also people be complaining about how some animations are hard to read as if this isn’t already a commonly used tactic irl when fighting x.x
its like swiftfoot animation in rogue
I cannot read the animations for hive lord hubris or any great hammer to begin with
I think its pretty hard to notice the inconsistency because of the exaggerated full body rotation. Probs why ppl dont complain about it
old mobs too have horrible animations in comparison to new mobs, ive seen amazingly made fan art of new animations for the mobs. Wish they put the time in the polish the game
send me some bro
While I do prefer the more controlled style of the old animations, I do agree they were e a bit snappy out of place. I personally don't like how exaggerated some of the newer animations are though.
if heavies get a flourish animation, it should be the player pushing the other away with the blade of the heavy weapon (i think it'd be cool)
@@hitdahit5348 agreee
PREACH DEMSTORMZ
He's spittin 🗣
I cant really get my voice out there but I suggest better care for weapons as in weapon sharpening. As in them getting dull from much use and blood on weapons if that’s allowed so cleaning them will also work. If your weapon has blood on it it’ll do just a small small but of less damage but it will also make your weapon full out quicker due to blood + usage. To take care of that use a canteen and a cloth to wipe the weapon down after an battle. This will make it to were you have to take care of it and pay more attention to the game and how you choose battles and how even if you win you still have some sorts of aftermath of an battle. Sharpening a weapon is by a new char(in black smith shop) or by the blacksmith it will increase the dmg slightly but after a few uses will put it back to its normal dmg (the sharpness will scale with not the weapon but the weapon stat. The reasoning is because you are more skilled in using that weapon as in you know how to get perfect slashes for deeper woods or more impactful punches.) this brings me to exp with a weapon using a weapon for a long time as in battling with it makes you more used to using that weapon. I find it basic and odd that you can just switch to a different weapon with different stats and weight and know how to use it to the same. So using a weapon through battles makes it to where you will slightly swing fast OR have different animations and sharpening that weapon does slightly more for a longer period of time. To end this off if any of that just never happens with a high chance ofc. I would at least like to have weapon sheaths for example katanas and the shatter version. With weapon holders around your body or on your armor(for axes and hammers) for blades like the dark steel and the echo weapon the avenger and not just heavy’s either things like straight swords and daggers too. I believe it’ll give more lively-ness and a good look to a person and make the game more hardcore but still not impossible. People will probably complain about it but will get over it and come to like it. Although this is just an idea
If not stats then just go have it to bring more of a feel to the games and weapons people may find it annoying and not worth having to sharpen a weapon but with all things that feel will comes to pass Im sure but at least having sheaths and blood on weapons after a long use or scratch and dull marks will bring a better feel. Up to anybody’s choice for it to effect anything
honestly, my main issue in terms of visuals are mantras, some mantra VFX are straight up flashy cubes, comparing them to the new stuff like dawnwalker mantras it really shows how these need a rework
THANK YOU
New animations would be nice but I'd rather them focus on other stuff
hey, where can you find that place in the very start of the video
I really want an animation rework on heavies man. The greatswords aren't all that bad but MY GOD greathammers and greataxes are MISERABLE. Why do you only swing from the left side?
preach bro. the animations can also be way too fluid and hard to tell the parry timing like dawnwalker moves, curved blade etc.
i love deepwoken but i feel like the greataxe anims are quite lazy
I wish deepwoken stuck to its simple aesthetics when it came to weaponry and animations. The many reworks of anims for fist styles, curved blade and whatnot feel out of place. Especially jus karita. I was a fan of the simple rogue lineage-like animations on release and Jus karita looks like a fighting style in gpo now (yuck)
exactly
the old animations were so good, they werent just the same m1s after 2 and actually had a random variety when you swing
don't ever buy no weed from no gas station 😭
I like oldwokens m1s
@@tuki196 😭
banger vid ngl
i agree so much
while you're at it, show some love for spear. absolutely mundane animations. *poke* *poke* *poke* headass (crit is alr but can be improved too; idek what the fuck the attack is mimicking)
dual guns are also very bland. they gave rifle decent animations ig but no love for dual guns (dual gun crit is horrible. heres an idea, for your crit you jump back and shoot with BOTH guns, thereby doing way more posture dmg instead of just an extra shot. And instead of a super long shot which you basically already have if you have bullets, it does like a close range aoe blast attack)
I think the animations are fine not gonna lie, never notice it or mind it
i love braindead agamatsu-like videos in my recomendations, tysm youtube algorhythms.
W take
how didnt you show maces, those things are just downright horrible
fact tho 😩
i have indeed liked and commented on the video
Curved anims are too expressive imo, when you make something smoother it can be easy to loose momentum while animating. Like you said, the default sword quality of anims would be nice. Honestly tho i think greatsword isnt that bad, its mainly greathammers and axes
While their at it fix jus karita anims
Why did your voice lines get taken off for Chaser?
The new ones are still me, I just re-did em
@@demstormz ohhh okay
good video
DAMN yall find anything to cry about
Tbh I don’t care
Nerd
FISTS