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 Post subject: Casting
PostPosted: Sun Aug 09, 2009 3:27 pm 
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Does anyone else find the casting a bit odd? It doesn't feel like MagiQuest. I propose a few changes:

The easier change:
Dont run to a object, simply turn to face it, allow the Magi to be some distance away.

Or the even better harder change:
Make casting like it was in the Portal Well before where you can cast and keep running, this "hit and run" cast feels more like playing the real thing. It would be difficult to do this and still have the animation in plasma but it would make it far more realistic.

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PostPosted: Sun Aug 09, 2009 5:09 pm 
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It's a hold over from the "Seek" behavior used in Uru, but yeah I agree not needing the avatar to be in the exact same position every single time would seem more natural to the kids that had played the real world MQ. Also only getting to view yourself casting from behind is rather a let down. A nice side view or even the ability to rotate the view 360 around the avatar would make casting animations so much cooler.

Gasp I think I just found a feature request I need to fill out. :lol:

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PostPosted: Sun Aug 09, 2009 5:15 pm 
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Yes, you are right. In Uru it made sense since you actually needed to touch the thing you interact with. Here it's all magic, so it would make more sense (and much more fun) if we could interact with the object from anywhere.

I smell a feature request! (and no, I can't send it. sinkillerj?)

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PostPosted: Sun Aug 09, 2009 5:52 pm 
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Ill put in a feature request in a day or so, I want to see what everyone thinks of the idea.

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PostPosted: Sun Aug 09, 2009 6:03 pm 
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I'm all for it. I find the sudden shift of perspective jarring.

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PostPosted: Sun Aug 09, 2009 6:03 pm 
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I agree it would seem more realistic, to be able to wave the wand from a distance and not have to walk up to the item.


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PostPosted: Sun Aug 09, 2009 6:10 pm 
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me five. And I'm still thinking the casting animation needs a bit more flourish, or be overhand. (Blade just described the animation as a gunslinger move. Hee!)

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PostPosted: Sun Aug 09, 2009 10:25 pm 
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I agree, I hate walking up and then squaring up to the object...and I would like a flourish to the wand, lol.

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PostPosted: Sun Aug 09, 2009 11:02 pm 
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And while we're at it, how about we can colour our wand, and the sparkles it gives off when you cast, while we're in the avvie closet? (ok, now I'm just being silly, but being able to customize wand sparklies would be kinda cool...)

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PostPosted: Sun Aug 09, 2009 11:04 pm 
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MustardJeep wrote:
It's a hold over from the "Seek" behavior used in Uru, but yeah I agree not needing the avatar to be in the exact same position every single time would seem more natural to the kids that had played the real world MQ. Also only getting to view yourself casting from behind is rather a let down. A nice side view or even the ability to rotate the view 360 around the avatar would make casting animations so much cooler.

Gasp I think I just found a feature request I need to fill out. :lol:

I would not call it a holdover. After all, this is the Plasma engine. Seek behavior in Plasma can be turned off which makes the avatar do the animation where it stands, but you still have to wait for the animation to finish before you regain control. It would really help to shorten that casting animation. As far as I know it is not possible to turn towards the object without moving to the seek point.

And cool camera effects will only add to the delay I am afraid. :(

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PostPosted: Mon Aug 10, 2009 9:14 pm 
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Would be possible to have a 'casting zone' around objects which can be activated. In the zone the cast animation would run but without any seek function. Before the last update it was possible once the white crystal had been activated to turn on the spot and activate each of the other crystals in turn without moving. Something similar but only within a circumscribed area would seem to be appropriate but without any seeking behaviour. The behaviour could be explained in the tutorial at the start. Though its the kind of thing that most players would pick up on in the first few minutes of experimenting in game.

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PostPosted: Mon Aug 10, 2009 9:17 pm 
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D'Lanor wrote:
but you still have to wait for the animation to finish before you regain control.

What about the "talking" animation used for VoiceChat? You can still move around while that is playing (if you have enough free fingers that is. :lol: It has always been difficult for me to move and TAB at the same time), so it should be possible to make the casting animation behave like the talking one.

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PostPosted: Mon Aug 10, 2009 10:53 pm 
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All those would be possible, including running around and casting at will. However, it is not doable in the time frame.

So, seek and ye shall wand. (Sorry, I couldn't help myself ;-) )



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PostPosted: Mon Aug 10, 2009 10:57 pm 
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PostPosted: Mon Aug 10, 2009 10:58 pm 
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For once, one of Microsoft's philosophies is applicable here. I cannot find the place on MSDN that I read this (it's a large resource after all), though I do believe it to be in some random article about using Vista's Glass API... This is obviously a paraphrased version of the statement.

"Cosmetic bugs are more annoying to the user than occasional crashing bugs."

I feel this fits the bill for that statement perfectly.

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