This category is for the special Experimental Combat Snapshot feedback only and features that exist in this snapshot only. This category is temporary and WILL be archived when we have a new snapshot to discuss. This keeps your feedback relevant, fresh, and current. Please focus on features that are IN the release and do not suggest new features/weapons/mechanics here. Thank you.

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Change cooldown animation

8 Comments

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  • 15
    Registered User commented
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    ^This. Exactly my thoughts, even to the point of thinking about re-implementing the pre-1.8 animations.

    I actually tried to post it, but it was deleted.

    I even made a little mockup of how it could look like: (I had to scale it down and compress it to oblivion to fit into the 2MB limit)

  • 2
    Registered User commented
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    Boross Gergő, I'll save your comment of this post, I think is a very cool idea.

     

    Try to upload again, feedback site can be glitchy sometimes

  • 5
    Registered User commented
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    Not quite, I was thinking it should pull back from the default position rather than slowly pulling back from the swung position, as if its winding up for a more powerful attack. Same reason baseball players move the bat backwards a bit before swinging.

  • 1
    Registered User commented
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    RaspyWalk935867 I could try to repost it, but L3thalChick3n77 already made a post about it right here, so mine would count as a duplicate. If this idea does get considered for implementation, I just hope they'll look at the comments and get some inspiration/ideas from my little mockup.

  • 2
    Registered User commented
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    L3thalChick3n77 I see, that's a good idea, but I think there may be a reason why it wouldn't work as you'd expect. See, there's a concept in animation called "Anticipation". What this usually means, is basically what you described, a secondary animations which leads up to the main animation, an anticipation. In this case, this would be pulling back the weapon before striking. But, in a game like Minecraft where the combat is fast paced (even with the cooldowns) you'd want instantaneous input feedback. Having an animation before the main strike, would feel sluggish, I think. One way animators counter the apparent disadvantages of an anticipation animation, is that after the main attack animation, the character automatically goes into the anticipation state, and stays like that until the next attack. However, in this case, having the weapon off screen the whole time, wouldn't work.

  • 6
    Registered User commented
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    No I never said have it delay the swing, it should work exactly how it does in this snapshot but with a pullback animation rather than the stupid raise up animation. Also I don't need a lecture on animation concepts, I am well aware of anticipation.

  • 1
    Registered User commented
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    Well, the cooldown animation should be restricted to only weapons, but the attack indicator (when the cooldown animation ends) should always stay there.

  • 1
    Registered User commented
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    Kinda pointless to have the indicator when there is no cooldown, which on any items that do the same damage as with nothing in your hand would make sense because they don't do any more damage when charged up anyway.