Warning: G-forces!
Thanks for the official answer Okipuit. It's a bid sad to hear this, because ARR is a "triple A" MMO, and one of his pillar as Yoshi P. said many time is the graphic. This is an issue that neither f2p mmo have.. I wonder why ARR with his new engine / servers will have this issue?
Because they think it was a good idea to make the game suitable for a 8 year old end of life console. For the PC this game became a console port and the promised DX11 client wont change much other than some extra post-processing effects and better performance.
PS3 is already limiting the develpoment, even if they say it's not, i don't believe it. Even if ARR graphics are still great, they are not the top anymore... Also the animation at the moment are a lot below the standards..
Anyway i'm curious to know why the dev team it's unable to fix such a stupid thing...
For example:
GW2 have the best movement animations i have ever seen in an mmo without action lock, also the characters have a lot of "standby" animation that make the world feel more living, even if you're AFK...
I suppose that this is the cost for making an mmo in 2 years...
:(
I'm fairly certain this has been mentioned before, but the problem lies in a technique called animation blending. Animation blending gives priority to certain animations on a per joint basis. So if you are doing a weaponskill animation and start running, the pawn's arms and torso will continue the weaponskill animation, while the legs switch to a running animation.
SquareEnix Hates with a capitol H animation blending. I suspect it stems from a desire to have full control of the character's appearance at all times (we see this personality quark come out in the fact that they never use procedural environment mapping either; things like SpeedTree). To their credit, animation blending does have a habit of causing some downright surreal and bizzare combinations. It's particularly bad when poorly implemented.