please on earth, because i dont understand it. why the hell you change rangers rp-walk to this ugly ass stiff and buggy animation?
our old walk was outstanding, unique and beautiful. why the hell you keep changing stuff for the worst?
Ranger now rp walks like a fkin rhinozeros
please on earth, because i dont understand it. why the hell you change rangers rp-walk to this ugly ass stiff and buggy animation?
our old walk was outstanding, unique and beautiful. why the hell you keep changing stuff for the worst?
Yeah I agree, the worst part is... the new walk animation is done for _all_ classes.
Please for the love of Elion, change it back!
I was just about to post related to this change:
New and Improvements
Character
● Improved your character's movements to appear more natural when transitioning from walking/running (Caps/Scroll Lock) to auto-run.
"Improved" how, exactly? Caps lock was not part of how this operated. But now it intereferes with how a controller that I use works. I'll have to look into what I can do on my end, but really...
"Auto-run": do they mean auto-pathing? Auto-sprint?
And why, when they goof, do they not ever revert a change and try again with fixes, or maybe consider that it wasn't such a good idea in the first place? Software dev isn't forward only, y'know. Source control? You guys do use source control, right? And some feature management via switches or branches, right?
Whatever they did affected more than just transition animations.
Edit: Caps lock was apparently involved, but seems to operate a bit differently now. Still trying to figure this out.
I was just about to post related to this change:
New and Improvements
Character
● Improved your character's movements to appear more natural when transitioning from walking/running (Caps/Scroll Lock) to auto-run.
"Improved" how, exactly? Caps lock was not part of how this operated. But now it intereferes with how a controller that I use works. I'll have to look into what I can do on my end, but really...
"Auto-run": do they mean auto-pathing? Auto-sprint?
And why, when they goof, do they not ever revert a change and try again with fixes, or maybe consider that it wasn't such a good idea in the first place? Software dev isn't forward only, y'know. Source control? You guys do use source control, right? And some feature management via switches or branches, right?
Whatever they did affected more than just transition animations.
It feels like the weird Gardia Walk/Run, where she still has enough momentum for one or two more steps. But not it's the start where you have to start with 2 "useless" and uncontrollable steps into one direct. Which might be already to much.
It feels like the weird Gardia Walk/Run, where she still has enough momentum for one or two more steps. But not it's the start where you have to start with 2 "useless" and uncontrollable steps into one direct. Which might be already to much.
I think that extra step(s) has introduced a delay where now the game isn't recongizing an immediate toggle-off of caps lock or something. The result in my set up was that there was a moment when normal "run" would start, and then was immediately yanked back into rp walk.
Who thinks this shit up... oh, yeah...
This "improvement" is terrible, that new generic animation for all classes is just bad and cheap. and the controls are clumsier. Doesn't feel nor look natural at all. Fail.
Just reverse it to the way it was before.
If you are going to change something like this let us choose which on we use. Don't force it on everyone when many liked the old one
All characters now stroll around like clumsy, depressed drunks and switching between walking and running is extremely weird. Super slow walking speed as well. Character keeps walking after releasing the key and then the character is frozen in this weird pose for a few seconds. Awful really.
Old character walk animation was stern and elegant and worked fine.
Bring back the old animation or let us at least choose between old and new.
I want the old ones back for all characters.
Let us choose in settings. :/
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