Thanks for the comment, encouraging; just wanted to address the bold.DukeKingston wrote: ↑May 2nd, 2017, 12:47 am Whow, this thread has spawned two additional pages since I last checked in. I'm trying to keep up. There are some really grate notes in here.
One thing I wanted to clarify, which was a little off topic, was the fear of having to weight for ability animations to complete in order to proceed in combat. We have an event queuing system in place to fix this exact problem. You can input commands as fast as you please and the results are calculated instantly. The attack animations play out in string of ability "performances" that are disconnected from what inputs you've given the combat system. With each attack tending to resolve in under 2 seconds, with only a few exceptions, I find myself never that much further ahead than the animations, if at all. Since every combat is a little different, I naturally find myself spending a second between each input anyways, thinking out my next few moves and planning combos. We're constantly trying to tighten up un-necessarily long performances when we find them. It's been falling pretty tight so far, and getting tighter.
Even with that system in place, I still think the desire for a combat animation fast-forward or skipping system is well founded.
In the classics, as I'm sure you're aware, one attack could take 1/10 of a second or less ;) Recall, "Faster...Faster...Faster...Faster...Faster...Faster...Faster..." :lol:
My combat when crawling was generally read like:
Most combats can be resolved in about 2 seconds :mrgreen:"Before you stands 2 Band--"
F-A-A-A-A-D-D-D-Y
Space-Space-Space-Space-Space-Space
F-A-A-A-A-D-D-D-Y
Space-Space-Space
T-7-Space
Continue on thy merry way...!