We'll see if we should make it feel heavier. We're gonna watch this because some players like the current animation. The floatiness of the animation seems to be the culprit here.We'll be monitoring this to see if there are adjustments we should make to have this feel better. The range is exactly the same! It might be a perception issue when comparing to Classic Zed.We'll keep this in mind for the future, so we can avoid these kinds of hairy situations. We won't be changing his hair at this point because there are players that do like the current version and changing the hair in one area means changing across a bunch of other related areas. We honestly didn't think that his hair would be such a contentious aspect of the skin (seems like hair is a pretty important aspect to y'all when it comes to skins)."Change his hair! I want X color / Y style / Z length." Knowing how much y'all want a toggle for something like this though, we'll keep this in mind for any similar skin features! Implementing a toggle at this point is just not feasible due to all the readability issues, extra tech, reworking animations/models, etc. We wanted to show off his shirtless form during non-gameplay moments (e.g. running around, using abilities, auto-attacking) to maintain gameplay readability. Because this skin has a ton of extra submeshes (blades, claws, spikes, etc.) that play around his Zed's typical silhouette, size, and shape, we chose early on to keep him in his recognizable armored form during all gameplay moments (e.g.
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