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  1. #21
    Player Shioban's Avatar
    Join Date
    Sep 2012
    Location
    Bastok
    Posts
    1,564
    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Prototype909 View Post
    XI did it, even if it was only for weapon skills and auto attack/weapon stance. I guess after 12 years the the standards for work have gone down rather than up.
    Pretty much that.
    FFXI had much more breathing room for development than FFXIV:ARR did.

    With only around two years to completely rebuild the game from scratch, even with more convenient and efficient ways of creating most assets there was still a helluvalot to do.

    Almost all of the animations used in the game now are motion captured (as far as I can tell), with very few being key-framed by hand.

    Quote Originally Posted by abzoluut View Post
    They did an amazing job with NIN! I would find it rather disappointing when new jobs don't get that unique feel. I do hope they will give the current jobs a unique running animation.
    The only reason the new job got a unique animation set was simply due to the increased movement speed, and the fact that it's a Ninja trope.
    (0)
    Last edited by Shioban; 11-11-2014 at 08:41 AM.

  2. #22
    Player
    abzoluut's Avatar
    Join Date
    Sep 2013
    Posts
    798
    Character
    Abzoluut Abzoluut
    World
    Odin
    Main Class
    Samurai Lv 70
    They did an amazing job with NIN! I would find it rather disappointing when new jobs don't get that unique feel. I do hope they will give the current jobs a unique running animation.
    (0)

  3. #23
    Player
    File2ish's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    839
    Character
    Olwen Mercier
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Prototype909 View Post
    XI did it, even if it was only for weapon skills and auto attack/weapon stance. I guess after 12 years the the standards for work have gone down rather than up.
    The amount of content they had to push out the door for 2.0 (on a new game engine no less) was far more important than making sure each race and gender had their own unique animation sets. So yes, standards and development time may have gone down for animations, but it freed up the developers hands to work on what was more important to the release of the game after the 1.0 flopped. Because, you know, they worked on content for 1.XX while they built 2.0 from the ground up.
    (0)
    Last edited by File2ish; 11-11-2014 at 08:23 AM. Reason: Had a bunch of rambling, decided it wasn't worth it to post paragraphs of stuff.

  4. #24
    Player
    Tonkra's Avatar
    Join Date
    May 2011
    Posts
    2,084
    Character
    Quichy Sturmbruch
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 59
    Quote Originally Posted by RiceisNice View Post
    I feel like we're on different contexts. That was more as an example, not a problem. I feel that some of the job have their own identities .....


    dragoon is also a quiet good other example.. which i think stands out and not just being a lancer.. having those jump attacks. i always was quiet disappointed that only 5 skills differenciate the jobs from the classes (since "before ARR") . but thats about it.
    its only about 5 different skills.

    blame the class system for that.. but just having 5 skills to differentiate.. i think they did a good job for most of the jobs.


    if they'd get rid of the base classes.. calling it white mage from the beginning on.. you probably wont argue about that.
    In FFXI you leveled the jobs from lv 1 on.

    And well Dark Knight is going to be the first job in FFXIV who is going to have no base class at all. so..


    Classes are relics of "old FFXIV" before the reboot.


    Quote Originally Posted by abzoluut View Post
    They did an amazing job with NIN! I would find it rather disappointing when new jobs don't get that unique feel. I do hope they will give the current jobs a unique running animation.

    and again.. why should a pld or whm should have a unique running animation (in combat)? makes no sense AT ALL.... just saying

    and in my opinion, dragoon, monk, smn, whm, blm (flare, icega etc.) do feel unique... just because they arent new doesnt mean they are less unique.. just because they dont have that iconic ninja movement in combat


    Quote Originally Posted by Prototype909 View Post
    XI did it, even if it was only for weapon skills and auto attack/weapon stance. I guess after 12 years the the standards for work have gone down rather than up.

    thats not true.. every class in FFXIV has its own stance.. i am asking myself which game are you playing? XD

    the animations have been slightly better in FFXIV before the reboot.. but still.. the classes have their own stances
    (0)
    Last edited by Tonkra; 11-11-2014 at 09:00 AM.

  5. #25
    Player
    Sholah's Avatar
    Join Date
    May 2011
    Location
    Ul'dah
    Posts
    174
    Character
    Delilah Jevhene
    World
    Sargatanas
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Shioban View Post
    •9 Jobs.
    •5 Races.
    •2 Genders.

    That's up to 10 Animation Sets, over 9 Jobs. That's a total of...90 unique animation sets.

    I cannot even begin to stress how much work that would require.

    (/laugh)


    Even for the two new jobs that have been announced for 3.0 (possibly three?)

    That would be so far, under the assumption of 5-races, 2-genders a total of;

    •10 unique animation sets
    We already had all of these things in FFXI and 1.0. The only reason we don't now was to take stress off of the team during the switch to ARR. Now they have time, and all that cash shop money everyone claims will bring so much more to the game. So we should have these things back.
    (1)

  6. #26
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    .....no1?..........ok....

    "ps3 limitations" :P


    p.d ffxiv forums u dissapoint me!
    (0)

  7. #27
    Player Shioban's Avatar
    Join Date
    Sep 2012
    Location
    Bastok
    Posts
    1,564
    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Sholah View Post
    We already had all of these things in FFXI and 1.0. The only reason we don't now was to take stress off of the team during the switch to ARR. Now they have time, and all that cash shop money everyone claims will bring so much more to the game. So we should have these things back.
    You didn't have race-specific battle-stances in 1.0.

    All races had the same animations, even casters shared the same animation sets.
    The casting animation in 1.23 was "Hold up to my head, then cast" for both WHM and BLM.

    Quote Originally Posted by Sholah View Post
    The only reason we don't now was to take stress off of the team during the switch to ARR.
    The ARR development team produced more unique animation sets than the 1.0 team did, and with greater variety. ARR's team were working under much tighter constraints and restrictions but the overall quantity and variety has been much better.
    (0)
    Last edited by Shioban; 11-11-2014 at 12:45 PM.

  8. #28
    Player
    Sapphic's Avatar
    Join Date
    Oct 2013
    Posts
    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by RiceisNice View Post
    -That's the same for lancers and pugilists having their own attack animations. This should be a given and I don't feel that we need to expand upon this. Though the aesthetic value behind some of them (specifically bard imo, as well as casting particles for BLM) could use some work.
    Watching BRD animations (used to main BRD for about 6 months in ARR) makes you wonder how they can hit the side of a barn! alaways jigging the bow when firing XD
    (0)

  9. #29
    Player
    Anarnee's Avatar
    Join Date
    Feb 2014
    Location
    Gridania
    Posts
    1,355
    Character
    Thyn'a Sindyrl
    World
    Siren
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Lukha View Post
    Rather than overcomplicate the job animations, I'd rather they give us some character-specific animation options. They've clearly put a lot of polish into the emotes, but they have a little too much personality, sometimes? For instance, Miqo'te are too brash and sexy; I'd like a 'shy' or 'serious' emote set to better suit my character's personality, whereas Elezen are so serious, and could use some silly or sexy bodylanguage.
    I agree with everything except the cash shop bit.

    I really hate some of the Femme Roegadyn animations, when I created my ladies I had sexy in mind, but stuff like /Blowkiss /Dance look ABSOLUTELY goofy.
    (0)

  10. #30
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Sapphic View Post
    Watching BRD animations (used to main BRD for about 6 months in ARR) makes you wonder how they can hit the side of a barn! alaways jigging the bow when firing XD
    Which way? Veno bite, Straight shot, blunt arrow or auto attack? Or perhaps a shot where you string your bow slowly, like you do with heavy shot, bloodletter, misery's end?

    ...yeah our bow animations are also pretty limited, only particle effects.
    (0)

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