There are a number of animations that are changed or lost entirely (basic posture, and because of it - running, jumping and even stealth). Assuming that they have changed not accidentally, but because of some unknown reasons, we can only curse them (new cloak animation, position of two-handed weapons and shield on the back etc). On the other hand, if this was done to "improve" models, already really want to be rude, because as if you take camera away, the first difference that your eye caught - animation (posture/running/walking/stealth/casts/jumping/
etc), rather than
differences in facial expressions or face form.
A) Posture and idle animation.
Classic posture: chest stuck out a little forward, buttocks - back, part of the body (left / right - depending on race and gender) exhibited slightly forward, neck is almost straight, chin slightly lowered, arms slightly bent at elbow, palms moves aside, raised and laid back shoulders (i.e. repeating torso shape on front view and closer to body) - somehow look
like military bearing but with various head inclination (
1,
2,
3,
4,
5,
6,
7). I think, it's not WoW special innovation, but many developers also have done so... and doing and continue to do (
1,
2+,
3+ - head tilt, face contour and line, hair shape... Well, it was simplest that I could find). And all stuff that they have also looks normal - cloak, weapons on the back, shields and also the characters look like "heroes") it's made because of taking into account the availability of weapons, weight balance and athleticism of "characters-warriors" (game is called "war craft", after all).
New posture: elbows goes apart, too straight and got abnormal swinging, torso completely relaxed, shoulders slumped, head bowed forward and slightly jutting chin). It's lucky for those models for which this was basic posture - changes less noticeable. I'm not going to detail about remain stuff, but it’s heavily dependent on basic postures. Besides new hands position got characters to the clipping problems with weapons, coats (but it's more because of its new animation), and even to other parts of the body. Running, jumping, etc. are made by the same principles. I would like to see old posture on all my characters. At first I was wondering about real proportions, but it all went on that even humans doesn’t
fit (hand and torso ratio and dependences) with reality, so I just made
this typical comparison.
If dr.fem. had so “bad“ torso, then why someone did this (1, 2), at list show me protruding more then chest abdomen and rib cage here , then why the hell did you give them human spine line, it works beautiful only in >> one way<<. It could be, that someone was very envy, or maybe just Blizzard tried to kill stereotypes, but stereotypes is something that not so easy to kill (here should be link to AoD-CoL), eventually they could simply overdone (who doesn't happen?), this applies in general for most all characters both males and females. I mean that some parts of models are good (detailed hands/foots (when their straighten and if close eyes on size mismatch), beautifully drawn shoulders, feet, palms), but all together somehow creates this expression of disgust. They even changed hooves structure and add more scoliosis to posture.
Situation spoils, as you see, also size and proportions of
characters,
idle animation and another
stuff, not only posture. If you tried to make breath animation, I assure you, it's not work like that (you make it looks like shortness of breath): dr.fem had barely noticeable up torso moving (and because of breast was up-forward protruding seems that she breathes), and now just stand with a deep nodding of whole body (almost like during the run), hum.fem. stagger (well I must note, that before they breathed very original - increasing size of
breast ), troll also
not silent, the same situation with my main - und.m. also too sway (back-forward). Nobody breathes like that (with stomach or deep swaying), maybe it's because of new posture, may be - too noticeable animation, don't know (besides, some models reproduce this classic animation - don't have claims against them). Weapons hanging out of place/stuck in frames, cloaks, shields and limbs creeps on each other for these
reasons (note that links to pictures from messages had already gone
) and many other things. It’s look like client doesn't know that it uses new models. Bindings are the same (place for weapons/points of interaction) and they can't improve them for one simple reason - new models are inextricably linked with classic (
any changes begin to "break" (1(++++)2(++++++++++)3(++++)) classic models, it's like
domino effect: one little changing begin to ruin all composition). Eventually are
dissatisfied and those who like them and those who don't like.
B) Running animation.
Major problem of
new run animation in that it's
not intended neither normal nor faster
speed. (short steps/shoulder movement is missing in comparison with classic (I mean not so match torso rotation)/some model’s limbs (it’s more true for males), hand
movements not designed for weapons (too bent, too abrupt and large-amplitude motion) torso mobility and shape does not correspond to classic (looks awkward), characters move too easily and therefore in full armor all this looks wrong. I mean something like this (
1,
2,
3) turned into something else (
1,
2,
3,
4). And, apparently because it was not enough, part of animations have a disproportionate vertical amplitude (for example, for dwarves this (
1,
2,
3) has become
this (none of models shouldn't have
such bouncing (
+ funny one video, look like made special for Blizzard): 1) it is practically not noticeable for people during running (if they really want to keep their force); 2) if you are so loaded by weapons,
you even couldn't "off from the ground"; i.e. if you adequate approach to issue - classic "sliding" animations is ideal for all races / genders). /
besides these guys have become really very hairy and I don't know what's in lore, but from my understanding "earthen" have abundance hair only those that on the head, and not as the ancient people also this. / But it's true only for some of models (text describes assembly worst-case scenario, that is, if there is something of this stuff you are not see in your model, means it's just not related to it). I made a little
comparison the rest you can do
yourself (also if you think that you
could do better or you think that I made
mistake, feel free to redo it). And some more
stuff. They really should stay
flexible enough.
C) Facial expressions.
My friends offered to just give opportunity to turn on/off/control power of
expression for characters (with some kind of scroll bar), i.e.
divide facial expressions and character animation. But
I thought that it would be possible to
do it in a little more
interesting way (if they really will can to divide) and integrate some mechanism in
game to
change them. But that
we have now (eye/eyebrow/nose/mouth/etc) (
1,
2,
3,
4,
5,
6,
7,
8,
9) not only couldn't been controlled, but sometimes looks very ugly/implausible/
disgusting, we know that
Blizzard can do beautiful/adequately (
1,
2,
3,
4,
5,
6,
7). I don't mind if they will be able to
do it all, but not every 5 seconds twitching eyebrows and head following them (I was amused at first, then it became annoying, and then enrage), assuming that someone will RP-ing a serious character it will look doubly foolish/inadequate or let at least to control this process. There is a suspicion that this is main reason why old-new position of eyebrows seemed too elevated (they just never let them down and twitching every 5 seconds, creating effect), that is, they lowered eyebrows not in favor of whine players, but for the sake of work with emotions. All differences between races are lost during emotions (a fortiori
differences between faces, no matter what shape eyebrows/lips it has) und.fem., hum.fem., dwarf.fem., orc.fem. all look like gnom.fem, the same story with male characters. Gnom.fem. almost all grumpy/disaffected and have the same problems with a mismatch of eyebrows and facial expressions that hum.fem. (classic/new), and BE.fem. seem angry for the most time due to new (lowered) head and neck position (i.e. if neck and head will be 60-70% of time in "stop animation" position - it will be proud/arrogant look above the head into far away, and it will appear almost exactly as it was in TBC). New size and mobility of
mouth cavity during animations deserves a special room
in hell for their creator. If you already made
"detailed" faces, don't forget about each detail: with large number of polygons comes
great responsibility.
D) Faces and makeup.
I did
this at first, but only on last face (spend time to make only
5 of them on list - there I changed the contour of face at first and, only after that, inserted face) I realized that it was useless job, and they simply have different head
sizes and shape ratio (not only proportions/ratio of face elements) (I should take a closer look in upper left corner of
this image before, it's clear here that gnom.fem. also changed shape of the head (was more massive but become smaller and round and with a very voluminous cheeks). By the way, judging by this picture, Blizzard seems to have altered face for dr.fem. (when worked with eyes) decreased cheekbones; not enough, but they tried, i.e. there was some good work, but it wasn't
complete (I can't say if this particular problem missing now, because it's not noticeable in modelviewer, but cheekbones are still visible, so probably - yes). Then I did
this, i.e. it was enough to 1) slightly rounded corners without changing dimensions and proportions, 2) put new texture on model frame, and 3) take into account angle between chin and neck, as well as its tilt base position, 4) take seriously to the problem with proper shape match of eyebrows, lips drawing and colors, 5) forget about emotions till those long as there won't be fulfilled first 4 points (because it seems to me that development was carried out in opposite direction, in not good faith with those points). As for
makeup, it's simple. A very good example new BE.fem.:
face clean, with very minor variations on selected color, eyelids are not evident (even eyelashes less noticeable, but also too black), body is clean except
buttock's line (bottom right corner of the image) and, perhaps, these are all among more or less of serious complaints. And now look at
hum.fem/
NE.fem./
dr.fem... mm? So you understand what I mean - number of
foreign spots on face and body (people asking for more
artificial shadows, but I believe that this is absolutely not right approach, because when character stands in shadow, these places look exactly that it's pictured on the body, and on lowest setting it all instead of lines turns to full blur: for female characters it's generally contraindicated (lines are not necessary for them, only very slow and almost unnoticeable color transitions that won't turn into spots) and for male it's required not to increase their quantity, or rather quality/ sharper image (i.e.
narrower, but darker lines)):
classic/
new. Then... they don't need so much/wide-black
mascara (they regret colors on black/hoar hair + eyes colors, but with this things - here you are), blush and artificial
face shadows. I don’t mean any
radical changes, I’m about sane (
1,
2,
3,
4,
5 => I think, you got
it) touch to principle of face drawing (
1vs
2). Well, if we speak about skin color (
1,
2,
3 of course, it's too much black color here
), it should be continuous color instead of local
rash. Eventually, even dirty
face could
be adequate, case, certainly, isn't only in this, but why make it worse.
All of them can be athletic, agile, slim and at the same time pretty natural and raises a smile, but not to turn it all into a kind of humorous show
After all, we didn't even ask (almost didn't ) them to do something complex (TESO, GW2, Tera, FFXIV, Blade&Soul, Vindictus, Black Desert, Dogma:EN, top 10 ), even a not so MMO/RPG could have some good stuff ( old, new, not so old (at least they look/move like soldiers “calm and confident”, not as some common people with overdose of energy drinks (it will soon be the 2nd)), or return us classic texture polishing and angularity of models, and if we even forget about "I just want full artistic freedom" things. We just ask to leave, at least, for new models what is so used, and what is so cute and warm to heart. I.e. don't try to do better something that was good, close and familiar for eyes without all of this - basic principles and concepts that already mortgaged in characters (ears were wrapped? - let them be wrapped / spin curved? – wonderful, will be curved same much / thin torso and legs? - Well, we're so used to be / was running (stealth/jumping/falling/etc.) original - well, so it's just better, why change?). It should be taken as basic concept and limitations (a legacy of classic) in new models. If you didn't understand what were (not “is”, but “were”!) on these pixels most expensive for us (especially sad to see those people who have "something" invested in their characters, rather than just a set of stats) - talk with some clever guys/read forum (1) worgens and goblins+++++++++++++++++++++++++++++++++++++, (2) trolls+, (3) taurens++, (4) NE+++++++++++++++++, (5) BE+++++++++++++, (6) draeneis++, (7) humans++++++++++++++, (8) gnomes++, (9) dwarves, (10) Forsaken+++++(+), (11) hunched_backs++++++++++++++++++, (12) demons+(+), (13) New_combat_animations, (14)sounds++ (it's also true for all new combat female sounds (draenei, human, NE))+gun/bow_sound(++)+all_vanilla, some other issue+++++++++++(+), and a little more+ opinions, also some topics about using classic+tbc vs New ones (US (+++++++++druids), EU (++), mmo-champion(+))
If we remember now player whose model of comparison I have used what we've got: doesn't keep body proportions, change in used basic animation (1, 2, 3, 4) + face expression + skull shape, added emotions with dubious necessity +
I forgot about color,
hatching (classic character's hair were with beautiful color transitions), shape of hairstyle (hum.fem. ponytail). Actually, this is also not only a completely
wrong hairstyle, but even less plausible. Maybe they have
changed with
dr.fem.? (hits absurdity) This doesn't mean, that it couldn't be reproduce, but that
it could
have some
problems. Personally, I am not against introduction of something new, but not with replacing old (and
no matter how good or bad it was - the more options the more fun to play).
I didn't get what with a
wolf-form (I don't have shaman on my char-s), but I have an
alternative option (
Glyph, which enables shaman
to choose which model (any
model in game that you will be able to find and copy appearance for permanent use)) you want), instead of
this, though, one does not interfere.
If lok didn't lie in dr.fem. message about roleplaying, it is understandable why player left. But what can we do now. Oh well ...
I could put here any further information with commentary about (there are so many different techniques) running (1, 2, 3, 4, 5, 6) (with reminding that it's necessary to take into account other important factors, i.e. existence of different running speeds (speed scaling) and weight factor of wearable equip (heavy boots mean no back-up-tilting feet, heavy weapons mean no bent arms sudden movements), about posture (1, 2, 3, 4) and its correction (even its individual elements , yeah I'm talking about head tilt and shape of occiput) and, finally, an article about “The structure of beauty” (I found this by clicking random links in a foreign language section), but you'll have to settle for links. And then, ask forget all that you have just seen and to take into account only one option - classic models. Because none of characters didn't look like you have seen now, what makes them unique and this changes no one of those who played them (and so they like them in the way they were) didn't expect; so shouldn't be. Good revamp should look like good revamp. But when I see these videos (face proportion (+ makeup, facial)/form of torso/hair/emotions/movements animation and plastic), and then their analogues (videos/models) for WoW, I became a little upset, because I don't like, what I see. A) Flying.
I learned about existence of this "problem" only from the forums (I lvl-ed all 5 chars on foot and still don't see the point of flying in current relevant content - don't know what they can now add to gameplay or take away from it) I mean, I don’t care. Last Blizzard solution allowed,
but not interesting. Implausible explanations; more interesting realization couldn't take away but only
add more content: clouds (of different density and content of toxic/friendly/etc), thunderstorm, turbulence region (claims on flying altitude for not to fall or lose control), different areas and mobs (rare/ordinary/boss, with varying population density and composition depending of territories) are available only through flying, dogfights, collecting resources, a more balanced group of mobs near quest items, placing them indoors or on contrary high in the air, more interactive mobs reaction with players who are flying above and their communications with each other... anything, and even with a long chain of tasks to get flying. That's what is called a loss of content, but as I already said – “no flying” wasn't a problem for me. If you doubt on their capabilities, at least look at what they made with
Darkmoon Faire.
B) Professions(+) and time tokens(++).
I didn't forget about them and had some offers, but there's no time to explain everything because it’s too long for the deep abyss of their location and lack of their relevance for me.
C) Apexis and content.
If you really interesting you
could spend some time
to understand this (part with items upgrades system is irrelevant, I was explained in details that it's won't work in this game) (...and yes, LFR “mustdie” in form which is now; one of my friends collected 20 "legendary" capes during Pandas (I think this isn't the limit), and no, he isn't "no-life player",
system just
too easy; then he laughed, that he now has a legendary account) I would say that now in game "casual" part become
too big and it came out
bad for Blizzard in game and
forum sideways, but I probably
refrain. I just can't take into account in this picture dependence of availability and amount of information (I don’t think it's bad, but it's a changes that’s required to take into account - for example random not-timer boss's abilities or something else). What we had before? Maximum:
thottbot and a couple of people with
understanding tactics =
communication; and not like "I hate you
all, but I want loot/see the story, so bear with me and all my
deviation behavior". Sometimes I imagine such crowd as bots, but with implementation generator of curses (rude bots, wondering, who would program/needs them? Albeit
...). But
it's another side of the coin.
And now: behold tactics (+ video), here required average il/DPS/HPS/DEF/res, here timings for abilities and here loot table (though most of it is already integrated into client and go anywhere else/someone to ask isn’t needed), it's also not a bad things but I like surprises.
D) irrelevant since not working already
--// So, we likes this previews, but it's not enough to back someone like us (our group) in game, we still need adequate (sane) new models.