Remnant II

Remnant II

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Chimbo Aug 7, 2023 @ 5:31am
Speed Up Animations, Please
I'm tired of dying because my character, who is in the middle of a battle with a creature beyond human comprehension, has decided to step onto a ladder slower than my 87-year-old grandfather (seriously).

Please speed up environmental animations, like stepping onto ladders, interacting with doors, and other things, or at least make them cancellable. It's completely unacceptable that my character takes a full 10 seconds to knock on a door with no way to get out of it while I'm being chased by giant space roaches. Even outside of combat, these animations are just a waste of time. I'm sure you worked very hard on them. They look fine. I just want to play the game, not watch my character do the most overacted "WOAH WHERE AM I WHAT'S GOING ON" animation any time I do anything.

I'm looking at you, supply drops in N'Erud.
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Showing 1-12 of 12 comments
Mr Fantastic Aug 7, 2023 @ 5:35am 
The developers in this game use traits as an excuse to gimp everything you do.

Reloading is slow, using items is slow, running is slow, all for the same purpose of making traits relevant. This was a thing in the first game, but eventually you could get all traits and the game could feel more normal.

Then they go and cap traits, so now we're stuck with being slow doing everything just because.

In the time it takes to use a healing relic in this game, you can drink 5 potions in dark souls. They could not even copy the source material right.
Kappa Aug 7, 2023 @ 6:39am 
Once you know that animations can't be interrupted, and that you cause they take much time, it's wiser not to use them while in combat.

Or, you know, there are traits that speed up specific animations.

- using ladders, vaulting, crawling has its own trait.
- consumable speed ( relics too) has its own trait and items
- ressing has its own trait/class/items/runes
- recharging the same.

And so on.

Possibilities are given, and choices have to be made.

It is better to properly understand the game pros and cons, rather than complaining about not having enough traits, that something work in a specific way ( aka ladders and doors) or that some traits are mandatory.
Last edited by Kappa; Aug 7, 2023 @ 6:39am
FinaL Aug 7, 2023 @ 6:42am 
Aaaah. I remember goo' ol' days of Morrowind, where you had to LEVEL UP your walking speed.

I mean, come on! Having traits for things like "open door" is just... hilarious in an action game.
Chimbo Aug 7, 2023 @ 2:09pm 
Originally posted by Kappa:
Once you know that animations can't be interrupted, and that you cause they take much time, it's wiser not to use them while in combat.

Or, you know, there are traits that speed up specific animations.

- using ladders, vaulting, crawling has its own trait.
- consumable speed ( relics too) has its own trait and items
- ressing has its own trait/class/items/runes
- recharging the same.

And so on.

Possibilities are given, and choices have to be made.

It is better to properly understand the game pros and cons, rather than complaining about not having enough traits, that something work in a specific way ( aka ladders and doors) or that some traits are mandatory.
"it's better to understand why activating a door and environmental object takes 15 seconds rather than complaining about it, you should also just not do things like walk toward ladders during combat, because I have the IQ of a piece of wheat bread"

: |
Last edited by Chimbo; Aug 7, 2023 @ 2:10pm
PEROXIDE Aug 7, 2023 @ 2:18pm 
I love when I'm in Yaesha and 10 rollypolly boys are on me with a root hulk grabbing me and I can't run or heal.
Mesond Aug 7, 2023 @ 2:41pm 
Translation: Make the game destroy immersion by removing meaningful consequences that take realistic time.

I'd rather have the immersive interactions. That "Hurry up" mindset is how games get reduced to brean dead shooters with little tactics and only fast trigger fingers.
FDru Aug 7, 2023 @ 2:47pm 
Originally posted by Veldaz:
Translation: Make the game destroy immersion by removing meaningful consequences that take realistic time.

I'd rather have the immersive interactions. That "Hurry up" mindset is how games get reduced to brean dead shooters with little tactics and only fast trigger fingers.
Oh. Okay. While we're making everything "take realistic time" can we make it so enemies can't dodge my sniper rifle bullets mid-flight?
CptnSpandex Aug 7, 2023 @ 2:49pm 
Ummmm, the only thing wrong here is that you are trying to open doors and climb ladders in the middle of a fight, simple answer dont do it lol and you wont die.
Trichouette Aug 7, 2023 @ 2:52pm 
Originally posted by CptnSpandex:
Ummmm, the only thing wrong here is that you are trying to open doors and climb ladders in the middle of a fight, simple answer dont do it lol and you wont die.
It's pretty hard to beat bloat king without using the ladders to climb back up.
But most importantly, if your character goes anywhere near a ladder, he'll try to climb it down and that's usually a death sentence at higher difficulties...

Please devs, nerf the ladders
Last edited by Trichouette; Aug 7, 2023 @ 2:52pm
Forblaze Aug 7, 2023 @ 2:54pm 
Interacting with doors definitely needs sped up. Like if I need to stick a key in it, just let me pick the key instead of making me bang on the door or pull on the handle first.
Kodiak412 Aug 7, 2023 @ 3:17pm 
I just want to slide down the ladders.
Mesond Aug 7, 2023 @ 3:17pm 
Originally posted by FDru:
Originally posted by Veldaz:
Translation: Make the game destroy immersion by removing meaningful consequences that take realistic time.

I'd rather have the immersive interactions. That "Hurry up" mindset is how games get reduced to brean dead shooters with little tactics and only fast trigger fingers.
Oh. Okay. While we're making everything "take realistic time" can we make it so enemies can't dodge my sniper rifle bullets mid-flight?

Except that is immersive due to fae having wings and moving before you fire. They don't "doge" your bullets. You fire just after they move. It just looks like they dodge. They're either reacting to you aiming at them or keeping their movements unpridictable.

The nightweaver boss is perhaps even more perdictable. She'll always shift to the side first. That's when to strike. The attack patterns are a bit fixed (breaking immersion somewhat), but the movement makes sense.

Same goes for the delayed reactions when vaulting and using items for the player. It only makes sense for some things to take a moment. You're a vault hunter. Flesh and blood. Not a super mutant with powers. Only mods (and some rings) can do that. Which is confined to whatever ability the item gives the player.
Last edited by Mesond; Aug 7, 2023 @ 3:17pm
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Date Posted: Aug 7, 2023 @ 5:31am
Posts: 12