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View Full Version : Druid transform animation rant



Faeeee
07-28-2013, 08:01 AM
The idea of necessity of an animal form druid transforming back to humanoid to do certain actions is awkward in the first place, and the in-game animation is just incredibly annoying.

If puppies (not all, but certainly some) in real life can turn door knobs, climb ladders, and pull things with anterior limbs, why, in a game where even warforged and turrets can be magically poisoned, would transformed magical beasts have to get out of their form to do some simple stuff?

The transform animation is causing lag and distraction on opening a door, pulling a lever, climbing a ladder, clinging to the edge of something, and much more, especially when the game camera movement is involved. When there is already some lag in the game with jitters on and off a ladder, or when there are some bumps on the ground that are considered vertical edges by the game's physics engine, animal forms are having double or more lag than others because they have to shift back and forth between animal form and human form more than once in a short time. Playing animal forms in quests with lots of climbing such as the tomb of the shadow guard or the coalescence chamber, for example, can be a total torture if the game is not running smooth.

If fortunately a dev is reading the post, please seriously consider discarding redundant transform animations and replace them with animations of actions in animal form. Otherwise please at least refine the transform animation and make it less laggy.

Failedlegend
07-28-2013, 08:15 AM
Definately /signed theres no need to transform especially not with a retina burning effect

Questdoer
08-16-2013, 10:45 PM
The idea of necessity of an animal form druid transforming back to humanoid to do certain actions is awkward in the first place, and the in-game animation is just incredibly annoying.

If puppies (not all, but certainly some) in real life can turn door knobs, climb ladders, and pull things with anterior limbs, why, in a game where even warforged and turrets can be magically poisoned, would transformed magical beasts have to get out of their form to do some simple stuff?

The transform animation is causing lag and distraction on opening a door, pulling a lever, climbing a ladder, clinging to the edge of something, and much more, especially when the game camera movement is involved. When there is already some lag in the game with jitters on and off a ladder, or when there are some bumps on the ground that are considered vertical edges by the game's physics engine, animal forms are having double or more lag than others because they have to shift back and forth between animal form and human form more than once in a short time. Playing animal forms in quests with lots of climbing such as the tomb of the shadow guard or the coalescence chamber, for example, can be a total torture if the game is not running smooth.

If fortunately a dev is reading the post, please seriously consider discarding redundant transform animations and replace them with animations of actions in animal form. Otherwise please at least refine the transform animation and make it less laggy.

I agree