i agree.
a;lsdkfa;lsdfjl;a
Printable View
How about calculating the damage you have done so far into a weapon skill before you move? So you do 3/6 hits it only does 3 hits of the dmg. If you think about it if I punch you in the head, kick you in the jaw and then move out of the way because I'm evading a punch, just because I was not able to finish the combo I was preforming on your doesn't mean it did nothing, your head still hurts and your jaw is still jacked!
As far as being locked for a short amount of time for a WS that would be fine, however, coupled with the lag from the server and the fact that you cant move after a WS is over for a few seconds (happens to me all the time) the animation lock should be removed or set to a fraction of what it is and the lag will take care of the rest. I think Iffrits ability timers should be increased as well to compensate for the lag issue.
what has been said about keeping position for a certain skill or set of skills seems nice.
personally, i am a player who viewed animation lock as something that needed to be completely removed before opening this thread, but the above posts have definitely opened my eyes. The is fact that when I start an attack like doomspike or chaos thrust, my damage appears roughly 1-3 seconds before I can select my next ability or move.
the solution to this problem isn't to allow me to move when i perform the weaponskill. the solution is to make my damage appear when I am able to cast again, thus accurately signaling the duration of this period of manditory idleness.
dev; give us some type of channeling bar, cast bar, or indicator on our action bar or in each skills description of time needed to perform each WS. chaos thrusts animation is.. what 2-3 seconds long? why not just use the current casting bar on all WSes?
lol its so not the closest. aion is closer as a wow clone. Rift is WoW. just because there are certain things that are quite standard for MMOs doesnt make it a WoW clone.
sure there are lots of things that fit in the WoW clone veriety but nothing compared to sooooo many other games out there.
I agree with a lot of things you said, however my post was generally geared away from the removal of animation lock in Weapon Skills and more-to-do with abilities and certain types of spells. I agree that animation lock should most likely stay as is for weapon skills (besides scaling the level/power of a weapon skill to how long the animation lock lasts). However, this concept doesn't lend itself well to things like using abilities or curing.
As it stands healing utilities are already really low. Additionally, the way that animation lock causes you to lose control of your character for such an extended period of time makes it so that using no abilities is considered the best option. This means healing has come down to 1 or 2 spells and stoneskin. However, even this isn't enough to deal with the lag and animation lock endured while trying to keep a tank alive. When I am curing in almost anything that requires movement during the fight...I find myself trying to cancel a cure when I need to move urgently (nearly impossible once you gotten past the very short cast bar) and unfortunately being totally unable to. This may be due to the short cast time or server latency/lag but in any event it leads to the same outcome time and again. My character stops running away from eruption or ghosts, etc to cast a cure and ends up biting the dirt. All over an overly long cast animation lock and lag between casting spells and things that kill you displaying on the ground/around you.
Obviously, I've learned to deal with this and adapt for wins, but more times then not even adapting to the situation isn't enough. You can't predict when something will be too laggy to save yourself or when a cure you thought you cancelled ends up locking you in place 2 seconds later and killing you even though you had moved and tried to do your job to the best of your ability. This would be solved if animation lock wasn't in existence. Why do we have to wait for a new server structure when they are asking us to pay now? Even if it was laggy, as long as animation lock wasn't there I still wouldn't be dying.
I totally agree that lag/latency is also part of this issue and didn't glance over it for any other reason than I'd like to address one thing at a time. I believe if we narrow our questions down and petition for attention on a case to case basis we are more likely to receive direct answers.
Well friends of mine and myself must be wrong because they've played WoW for years and strongly agree with me that SWTOR is a reskinned WoW. I enjoy realism, not sliding along the ground during an ability, or using a powerful weapon skill that allows you to run around during (lol). It's funny how god awful all of the abilities in SWTOR look, be thankful we don't have to look at that shit when we play FFXIV.
I'm glad animation lock is leaving... it really doesn't have a place outside of action RPGs, just a silly leftover idea of square's when they prioritized graphics over gameplay.
And honestly.. if you didn't realize animation lock was on the way out for spells/abilities/weaponskills when they completely removed it for sheathing/unsheathing your weapon.. you were just kidding yourself.
The majority of players want an active playstyle anymore, and waiting to push a button doesn't really cut it..
sure, it does add a certain element of difficulty to the fight... but it's so insignificant compared to what mainstream MMOs require their raiders to do now it's just silly...
This.
SWTOR has horrifying animation, both inside battle and outside (eg. cutscene animation), the graphics are PS2-era crap, and the questing is pathetic. Being the BioWare/KOTOR fan I am, I was utterly disgusted by it this past week.
Exactly.
If you've no problems canceling an ability/move/spell/whatever, then yeah, you should be able to move. But simply being able to move during an animation without having to cancel whatever you're doing should never happen (except through ingame stats such as "Concentration").
Someone find the video from SWTOR of the cutscene where that ship lands, it shows it stop in mid air for half a second before the camera changes to a different angle where it's moving again. Looks funny as hell! (And people take that game srsly!)
like i said my opinion is the infallible one.
and yeah the animations arent the best. they do beat WoWs and Rifts animations though.
the questing is the same as every other MMO only with speaking cut scenes. everything else is just a standard MMO. by far not the worst out there.
you say the abilities look god awful? every single mage ability in this game is utter crap. thats why they are re doing them.... because the devs themselves agree that the abilities in this game look like crap. thats why they redid some of the melee ones not too long ago lol.
you dont like using abilities and being able to move around? thats why your stuck in the 90s with your whitenight old school RPG desires. the modern age wants action incorporated into their gameplay.
this game is very niche, and it will stay that way since so many other games coming out are pure action.
GW2, you cant argue crap about that game. the abilities look stunning and are top notch for an MMO-they surpass SWTOR by far. same with blade and soul.
oh but wait you wont be playing those because you want FF3 MMO style.
oh and plus the environments look amazing AND dont have zone lines.
"well FFXIV has the highest graphics of them all!" who gives a damn? even if the graphics are light years away the battle system is not.
you dont want an action MMO. thats the bottom line. well the rest of the world does and many many people were hoping for a lot of action elements in this game as well as a slew of other things which non came into fruition up until a few months ago. and yet were still not getting an action based battle system.
there are so many things modern MMOs offer that FFXIV does not and most likely will not.
how about the ability que? did you know you can customize how long your ability que is in SWTOR?
did you know you can turn off or on auto attack in blade and soul?
those games also have yet to proven fail or win, FFXIV has already proven fail for over a year now. if you dont like the standard MMO it doesnt give you the right to bash it based on your own opinions.
Yoshi P himself said there are certain things you dont change in video games and he used FPS games as his example. they are all the friggen same yet millions of people play each different one.
I agree, people were whining about how weaponskills weren't impressive or unique enough, now they're whining even more about the animation lock caused by these flashy weaponskills THEY demanded.
Seriously people, flashy moves and lock, or no lock and boring moves. Pick your poison and live with it.
Full Support OP, They can't make any kind of content that rely on avoid animation lock. that's it.
I think animation lock should stay for most skills. It makes no sense for me to be able to run around like a madwoman when I'm performing a 360 degree slash attack. For magic, musketeers, and abilities, sure. Definitely not for most weapon skills such as lancers, archers, gladiators, etc., however.
/signed
Please remove animation lock!
Yes. It's pretty simple, actually. Happens in other games all the time.
If the spell has a 5 second cast time, after the 5 seconds is over and the casting bar is gone, you have successfully cast your spell and should be able to move immediately.
In fact, you should be able to move any time before that 5 seconds is up, that just means you cancel your current spellcasting.
There is nothing worse than being a healer, and watching someone in your party suddenly dying and being helpless to do anything until you're done doing the spell dance. It should be my decision whether or not I want to continue casting a spell with a long cast timer, or cancel and save someone. Or cancel and run away from an attack. That shouldn't be the game's decision.
lol, this is sad. There's nothing wrong with animation lock. Learn to play a little bit better and you'll want to delete your own thread in a month.
Here's the horse:
http://forum.square-enix.com/ffxiv/t...+biggest+issue
(btw I agree with OP)
I see a lot of people talking about animation lock as if it's a good thing. It's actually neither bad nor good. It's a tool to be used. Dark Souls is super animation locked, but in that game it's used in a good way to make combat super realistic. In FFXIV it's used in a bad, contradictory way because some animations can be interrupted and some can't, and you get animation locked while enemies don't. Not to mention not having enough time to respond to a prompt once you're halfway through an animation. It should be the case that you have thrice as much time (in case you start an animation right after being targeted) or your animation can be interrupted by you so you can respond in the short amount of time. Right now you have neither.
I agree, that's why the rest of my post suggests that. I just don't think they should remove animation lock for the casting. Call me old fashioned, or a purist, or just old, but it just makes sense to me for the act of casting the spell to be stationary focus.
But I agree, that runnign while casting should flat out just cancel the damn thing.
If you are stuck in 'animation lock' during the Ifrit fight then it's really your fault for being there. There is really no reason to be stuck on animation lock, ever, if you know when to use weaponskills and so forth.
Eh, if they fix the latency then I'm sure animation locks will be ok. I don't agree on doing a six hit weapon skill and then being able to skip off whenever you are done. On a 6 hit weapon skill there should be some "recovery" / "animation lock".
On the same token you should be able to choose between abilities that have this animation lock and those that dont.
Pierce, Full Thrust, Heavy Thrust = No Animation Lock
Chaos Thrust, Doom Spike = Animation Lock
I guess use a little common sense. A mage setting off a HUGE AOE MONSTER CURE should need a moment to recover after the cast. SE should supplement the mage's spell and ability list with some stuff that doesnt lock you up. A quick Regen or a smaller cure with a longer recast but no casting time. Mix it up I guess so the player can decide depending on playstyle or what the party needs at the moment whether or not the player will suffer from "animation lock".
It does! For the server that is. And that's where server lag hits you. Monster casting animations are long enough to be able to run away even if you are in animation lock when they start (for example, Puk's Backflip) But because of the latency, the server gets the info you GTFO'd too late.
http://i50.photobucket.com/albums/f3...rserious-1.jpg
Easily.
Rift (Though I stopped playing long ago) has it's "rifts" content, and even though it's a tad boring for ME (due to general lack of strategy required), it's still on a larger scale than anything in XIV currently.
Aion - To consider Aion, you need to look at it for what it was made to be: PvP MMO. And when considering this PvP element for Aion, raiding fortresses in the Abyss is also on a much larger scale than anything in XIV currently.
WoW - Don't really need to explain it but I will anyway: Raid content, big-ass bosses, PvP, zone phasing for more interactive storylines.
Guild Wars 2 - http://<font color="red">http://www....HPl_mEU</font> Speaks for itself. (start @50s, s'when the dragon shows up)
Even FFXI - Besieged & Campaign (from my experience up until Abyssea). Both were pretty epically scaled and felt like real action going on.
FFXIV - Other than Ifrit? Well I guess you have Garlean behest-raids...50 NPC-mobs standing around not attacking or raiding anything. Super fun. Or perhaps DH! Running through a zone making mobs chase you instead of fighting them because you have to beat Batraal with 25 minutes left to get the good chest.
While I love FFXIV, it's still lacking a considerable amount of "action". I still play, and I'm still excited to see it grow, but I'm not going to sugar coat the current state of the game with hopes and wishes. I'm going to be realistic about it, know it for what it is, and hope for the best in the future. Which is why I hope Hamlet Defense will be loads of fun.
Back on topic:
I agree with previous statements that casting/weapon skills should be cancel-able in a heated situation. If I were a PUG doing the 6-strike attack, in "reality", if I saw the ground crackling under me, I would stop as soon as I could and get the hell out of there. Same goes for Casters.
Yes, but when the fight is built around positioning and quick timing, Animation Lock becomes less a strategic aspect, more a development flaw. They're fighting themselves with the old + new. They want action where you have to position yourself correctly, yet they're building this content over old servers and animation lock which are keeping people from doing their best. When you have to sit back from doing attacks because of animation lock where you're stuck recovering from the animation that should have finished at the same time the damage was dealt, then it becomes a problem. It's not so much not wanting the reality of getting hit during a WS, it's more the reality of wanting: "WS and Animation need to end at the same time".
^this. They're creating an entirely new server system and graphics engine, both hopefully optimized to make the game work as well as it should. There's literally nothing they can do about it right now aside from what is planned for 2.0 which is a gigantic undertaking.
You're 'stuck' because you're character is doing an action and it makes sense for get punked my eruption if you haven't recovered from an action in time. Instead of changing animation lock what they should do is improve graphic cues so you don't think 'wow I ran and am out of eruption range while still doing doomspike, why am I hit?' Swing the pendulum the other way. I say, work on that instead. The hardest thing about Ifrit isn't 'AL' it's plumes in my opinion.
This is a very good point.
Seen from the other perspective, to be consistent, they would also need to get rid of enemies animation locks, which means we'll have to say goodbye to avoiding most enemy TP moves.
Or we accept them as part of game design, once the adjusted server lag makes animation locks look less terrible than they are. I agree tho that they could keep animation locks for the most powerful moves, not for every single selected ability (animation lock on self-buffs makes little sense).
How is it crappy development? He is right. Its not like we didn't know about animation locks when Ifrit was released. People are failing, or choosing not to adapt, and are instead blaming it on bad design, or even faulty design.
Animation lock has been in FFXIV since the beginning, and its more generous than what FFXI had going against us. If soemone has been trying Ifrit for this long, and still blaming their failures on animation lock, I'd have to say there's another problem underneath it all. Is Animation lock a problem that needs to be fixed? I think that's a debatable claim. Someone being unable to adjust after this long, however, is just not playing smart, IMO.
What you said here:
Is what I said here:
However, your being in agreement that archers should not be able to run and shoot results in a limiting of gameplay. How is it fair that every other class can hit and run while archer cannot?