Again, unnecessarily complicated solution that doesn't really address the issue; this also doesn't help with the AI counterpart of said proposal or address the collision issues either.Did I specify a charging time?
What if I said 0.1 seconds maximum?
All your comment would have been useless.
Before answering someone with a counter-argument you should think about the BEST of their arguments set IN THE BEST POSSIBLE CONDITIONS, and possibly making it explicit.
Or, set two conditions, the best (or tolerable) and the worst (intolerable) and respond to both.
Having closed this controversy, I present the example of the solution in a neutral situation:
The game animations are AS CURRENTLY THEY ARE.
Let's assume that when the player moves the mouse in one direction and presses the key to attack the arc covered by the arm that goes from angle 0 to the maximum angle theta-max is completed in a certain time Tmax and from there on the player decides whether to keep the key pressed or to release it.
Currently in play, regardless of when the key is released (therefore also for t <Tmax), the arc traveled always goes from 0 <theta = theta-max.
(for now we ignore the heavy attack mechanic in the game)
My solution implies that:
If the player releases the attack key in a time of 0 <t <Tmax, then the angle traveled by the arm during the charge of the attack will be 0 <theta <theta-max and it will be theta = theta-max only if t = Tmax.
In summary: the BIGGEST AND LONGEST animations that I am placing are only THE SAME WITH WHICH YOU ALREADY PLAY.
This means that generally the arcs of the attacks will be shorter the shorter the charge time, the maximum value of which is Tmax, ALREADY PRESENT IN GAME.
Since I have also suggested a minimum arc under which one cannot descend, this implies that there is also a time Tmin, which is equal to the length of the arc divided by the speed (expressed in radians) of the weapon.
Even if the button is released in a time t <Tmin, the arc traveled will still be theta = theta-min.
Regarding certain counter-arguments that I don't know where they came from:
-by charging the attack I do not mean anything other than what the character is currently doing in play when he brings his arm, with the weapon in position and then launches the attack.
If it is not clear, what I am proposing SPEEDS the game, not the other way around.
And in addition to speeding it up (balancing its damage), it makes it deeper.
And by deep I mean those damn spears can be used as a player wants them to be used.
If he wants to use them slowly by charging attacks, he can do it, but if he wants to perform faster but less effective attacks in terms of damage, he can do it as well.
And if he wants to attack from the left or right, he can do it.
The swing is exaggerated for gameplay reasons (NESW direction, keeping all directions same 'timing', etc...) but it's too wide which is particularly noticeable in crowded melee; the animations are like full on golf driver swings.
Swings should be limited in tight spaces so that only downswings or thrusts work (which still don't most cases) and only the front lines should be in actual combat. Realistically, shorter weapons (daggers and maces) should win in these encounters but even those are hindered by the same collision issue afaik.
There was a mod out I think early on that sort of addressed this in a way (and that vibrating nonsense) by increasing the 'bubble' between the agents which would help with this.