I really miss the sliding to stop after running.
I really miss the sliding to stop after running.
Last edited by Shougun; 09-06-2014 at 08:16 AM.
Yeah.. they fix something completely hilarious and entertaining so quickly, but FATE/hunt marks kept disappearing even after they announced in patch notes that they fixed it.
The sliding made people laugh, disappearing monsters make people rage. Why would they fix the fun stuff first?
I imagine that some stuff is simply easier to fix.Yeah.. they fix something completely hilarious and entertaining so quickly, but FATE/hunt marks kept disappearing even after they announced in patch notes that they fixed it.
The sliding made people laugh, disappearing monsters make people rage. Why would they fix the fun stuff first?
Not really what this thread is for...Yeah.. they fix something completely hilarious and entertaining so quickly, but FATE/hunt marks kept disappearing even after they announced in patch notes that they fixed it.
The sliding made people laugh, disappearing monsters make people rage. Why would they fix the fun stuff first?
The FATEs were fixed months ago...and the Hunts were fixed last hotfix...Yeah.. they fix something completely hilarious and entertaining so quickly, but FATE/hunt marks kept disappearing even after they announced in patch notes that they fixed it.
The sliding made people laugh, disappearing monsters make people rage. Why would they fix the fun stuff first?
Those animations would make battles in ARR next to impossible...can you picture Titan? The weighted physics would either keep you from escaping an Landslide or Plume or they slide to a stop would carry you off the platform running to the bomb safe spots.
I miss the weighted animations and loath the "Get out of the fire" gameplay.
Gawd, I was so angry when they dropped the momentum-based running animations with the tepid justification that doing so would benefit the gameplay. Nevermind that they could simply have designed the game with the momentum in mind, for whatever reason they simply decided to ruin that immersive feature for... well, for playing Team Jump Rope with minimal interruptions. Gee, thanks, Yoshida!
For the record, it would have been trivial for them to simply increase the amount of time you had to move away before getting hit. And besides that, having to decide whether or not to follow through on an attack is another aspect of decision-making in gameplay - do I take the risk of being grounded for the next second and a half, or do I want to see if the boss pulls out another AoE?
Honestly, I think it's weird that they decided to take all of that out for such concerns. I really don't understand the mindset.
Last edited by Zyrusticae; 09-06-2014 at 11:04 AM.
1.23's Holy makes the current holy look like poop.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.