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Stance selection for weapons

thiagomagthiagomag Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 34
edited April 2013 in PvE Discussion
Hello there, everyone!

I recently had an idea that would be really cool if implemented in NW:

Enable players to select different stances for weapons. For example: Greatswords could have a "hold sword sideways", "hold sword pointing to enemy" or "rest blade on shoulder". This would open a lot more customization for RPs and such, and it would be really cool to see players swinging their weapons differently. The only harder part to implement would be for magic users, but I'm sure they can come with cool stances for them;

What do you guys think?
Post edited by thiagomag on

Comments

  • morvek01morvek01 Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 118 Bounty Hunter
    edited April 2013
    Character animations would be a nifty Ztore item. That is something I would pay money for. Similar topic, different social animations need to be implemented as well.
    If you can't be constructive in your criticism, go back to world-of-whiners.
  • daemonstheredaemonsthere Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 111 Bounty Hunter
    edited April 2013
    Yeah, but keep in mind, that changing the animation isn't so easy from the point of view of implementation : you need concept sketches, a motion capture session to create the very animations which can lead to changing the animations skeleton of a character and keeping in mind that they need to end in the same way so there is a fluent change from animation to animation.
    In my opinion it is to much work to do.
  • vonthvonth Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 85
    edited April 2013
    Not really they could implement the new animations to the existing rig it's not much of a big problem
  • pinkiepie17pinkiepie17 Member Posts: 46 Arc User
    edited April 2013
    I see no problems for the greatsword fighter, well besides the fact women has to use two hands while the men get to only use one
    pinkamena_d__pie_signatur_iii_by_grumbeerkopp-d4uncp9.jpg
    Pinkamena Diane Pie - Great Warrior Fighter
    One, two, Pinkie's coming for you, three, four, you better lock your door, five, six, grab your crucifix, seven, eight, gonna stay up late, nine, ten, never party again.
  • thiagomagthiagomag Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 34
    edited April 2013
    Yeah, but keep in mind, that changing the animation isn't so easy from the point of view of implementation : you need concept sketches, a motion capture session to create the very animations which can lead to changing the animations skeleton of a character and keeping in mind that they need to end in the same way so there is a fluent change from animation to animation.
    In my opinion it is to much work to do.

    Would also want to add that that would be an one-time change. Meaning that, once the animations are made, all models would fit automatically, kinda like vonth mentioned.

    IMO it would add a LOT of depth that most games lack nowadays. I personally love to customize my character, and I believe I am not the only one.
  • iwletoiwleto Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited April 2013
    Seconded, once the animations are made, there won't be any more work to do with it. Think about how nicely it would help to diversify the limited classes with limited weapon types. In a game based on such a rich role playing history, this is a small thing that would go a long way.
  • thiagomagthiagomag Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 34
    edited April 2013
    /\ Agreed!


    Does anybody else have more ideas for this?
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