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  1. #1
    Player

    Join Date
    Mar 2011
    Location
    Besaid
    Posts
    5,019
    Quote Originally Posted by Rentahamster View Post
    But why? Just ask yourself:

    "Does forcing my character to be subject to animation-lock contribute to battle depth and the formation of strategy, or place a needed restriction that encourages smart gameplay?"

    If yes, then keep it.

    If no, then ditch it.

    When I ask myself that question, the answer is "no".
    the obvious answer for any player who wants to be able to avoid certain attacks, or do what he wants, is "get rid of it, its not helping us"

    but thats also the entire point, not every aspect should be helpful
    we should have some hinderences, using an ability, yes you should pause for that brief moment to use it, to power it up, its part of the point of doing it

    not everything should be instant/seemless, its not just an on off switch you think about and its there, you have to do something to use it, which is the animation/pause
    and we are talking a fraction of a second to do this

    now granted, maybe a better solution, is to actualy have mobs who are using deathblow type moves give some sort of more advanced warning they are about to do it, so that people arent using an ability right as the mob uses theirs with no warning and cant get out of it....

  2. #2
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by TheVedis View Post
    the obvious answer for any player who wants to be able to avoid certain attacks, or do what he wants, is "get rid of it, its not helping us"

    but thats also the entire point, not every aspect should be helpful
    we should have some hinderences, using an ability, yes you should pause for that brief moment to use it, to power it up, its part of the point of doing it

    not everything should be instant/seemless, its not just an on off switch you think about and its there, you have to do something to use it, which is the animation/pause
    and we are talking a fraction of a second to do this

    now granted, maybe a better solution, is to actualy have mobs who are using deathblow type moves give some sort of more advanced warning they are about to do it, so that people arent using an ability right as the mob uses theirs with no warning and cant get out of it....
    they do give a warning, they start charging, and get big red lines coming from them and it says readies. Different tp attacks take different time to charge, some are avoidable, some are not, some are avoidable if your are attacking from a range, this is one advantage lancer has, they can attack from a range more safely because they are farther, and are more likely to be able to move out of range in the time. As a pug being close i have to really be paying attention to dodge tail chase, where a lancer only needs to take like a single step.

    It made sense before. now with auto attack and no stamina it probably wont any more.
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  3. #3
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by TheVedis View Post
    the obvious answer for any player who wants to be able to avoid certain attacks, or do what he wants, is "get rid of it, its not helping us"

    but thats also the entire point, not every aspect should be helpful
    we should have some hinderences,
    Yes, I know. There are costs that are specifically put in place to facilitate good gameplay. That is why we have stuff like HP, MP, TP, casting times, etc.

    That is why we can't chain all our moves together in Street Fighter and have to use timing and precision to initiate combos.

    That is why I can't just automatically upgrade to Tier III tech in Starcraft so I have to balance resource management, time, and cost/benefit.

    But again, what does animation-lock do to promote good gameplay?
    I can give reasons how it doesn't promote good gamplay.

    It doesn't promote good positioning. It actually inhibits a player trying to use positioning when wanting to avoid TP moves.

    It doesn't inhibit spamming moves, since I can still be locked into position at the same time as a mob's TP move even if I'm not spamming.

    Quote Originally Posted by TheVedis View Post
    not everything should be instant/seemless, its not just an on off switch you think about and its there, you have to do something to use it, which is the animation/pause
    and we are talking a fraction of a second to do this
    It's longer than a fraction of a second. It's long enough that gets in the way of active evading.

    Quote Originally Posted by TheVedis View Post
    now granted, maybe a better solution, is to actualy have mobs who are using deathblow type moves give some sort of more advanced warning they are about to do it, so that people arent using an ability right as the mob uses theirs with no warning and cant get out of it....
    They already do give advanced warning: That red/purple aura glow as well as "Dodore readies Tail Whip" in the chat log.
    (0)

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