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  1. #11
    Player
    Gilraen's Avatar
    Join Date
    May 2012
    Location
    Gridania
    Posts
    2,489
    Character
    Gilraen Bior
    World
    Midgardsormr
    Main Class
    Archer Lv 70
    Quote Originally Posted by Avin00 View Post
    all animations were simplified to partly because the game lagged terribly on anything but the best pcs of the day and even then only just.
    Yeah, too many people watching videos of people playing then, not quite realizing that those videos were likely made on PCs that cost a fortune. My laptop, an Asus g53sx, was only a few months old at the time and couldn't handle much more than medium settings, and that was in the field. In town the draw distance was terrible. 1.# was made using a 'game' engine that was designed for making cutscenes, and what beautiful cutscenes they were. But such an engine a game does not play well with average PCs, even today.
    (5)

  2. #12
    Player
    Qeius's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    21
    Character
    Qeius Idyll
    World
    Faerie
    Main Class
    Pugilist Lv 56
    The cut scenes were suppose to be fully voiced always at some point, i also miss the tall white haired elf guy that basically became the twins.
    (2)

  3. #13
    Player
    MYFATHERBEATSME's Avatar
    Join Date
    Aug 2012
    Location
    Gridania
    Posts
    29
    Character
    Mira Forrester
    World
    Jenova
    Main Class
    Conjurer Lv 76
    Quote Originally Posted by Musashidon View Post
    actually my comment had nothing to do with why it failed or even running animations, it was just a joke at the title of the thread. xD
    I see -_-...but still, that running animation...
    (0)

  4. #14
    Player
    Avin00's Avatar
    Join Date
    Oct 2013
    Posts
    79
    Character
    Aven Pathfinder
    World
    Phoenix
    Main Class
    Paladin Lv 60
    Quote Originally Posted by MYFATHERBEATSME View Post
    But with how far the standard of gaming systems have come, it is probably possible to reintroduce this feature without it being an issue. just maybe .
    doubt it the fact it didn't run well on those systems means that integrating those animations and anything else would have negative consequences on the majority of players as most people do not have top of the line systems required to run 1.0 at full spec. I'm talking about now btw I think we have just caught up to the true recommended specs for 1.0.
    (1)

  5. #15
    Player
    Kaisha's Avatar
    Join Date
    Sep 2013
    Posts
    361
    Character
    Kaishen Commodore
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    1.0 animations only looked good as long as you were running on a flat surface. Not suddenly going up a two foot steep climb because the devs realized how much a nuisance it was back then to have to run around even single little piece of ground that was more than a foot step high, because we couldn't simply jump over minor obstacles.

    While they looked nice in general, I would never want them in dodge-heavy fights where I always want to know exactly where I'm standing without having to second guess the movement animation.
    (4)

  6. #16
    Player
    MYFATHERBEATSME's Avatar
    Join Date
    Aug 2012
    Location
    Gridania
    Posts
    29
    Character
    Mira Forrester
    World
    Jenova
    Main Class
    Conjurer Lv 76
    Quote Originally Posted by Gilraen View Post
    Yeah, too many people watching videos of people playing then, not quite realizing that those videos were likely made on PCs that cost a fortune. My laptop, an Asus g53sx, was only a few months old at the time and couldn't handle much more than medium settings, and that was in the field. In town the draw distance was terrible. 1.# was made using a 'game' engine that was designed for making cutscenes, and what beautiful cutscenes they were. But such an engine a game does not play well with average PCs, even today.
    That whole engine though was very different from the one they use now. I remember seeing the leaked footage of 1.0 when it was still in Beta hell and remembering being like "How are those graphics even possible". Now those graphics are pretty mediocre by today's standards.
    (4)

  7. #17
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    No thanks. Given how a lot of our raids have "stop and stand here" style mechanics, when I stop it means I want to freakin stop. It doesn't mean I want to stumble forward a few more steps and end up dying to the mechanic.
    (10)

  8. #18
    Player
    Qeius's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    21
    Character
    Qeius Idyll
    World
    Faerie
    Main Class
    Pugilist Lv 56
    Gotta stop sooner ;0
    (0)

  9. #19
    Player
    MYFATHERBEATSME's Avatar
    Join Date
    Aug 2012
    Location
    Gridania
    Posts
    29
    Character
    Mira Forrester
    World
    Jenova
    Main Class
    Conjurer Lv 76
    Quote Originally Posted by Ashkendor View Post
    No thanks. Given how a lot of our raids have "stop and stand here" style mechanics, when I stop it means I want to freakin stop. It doesn't mean I want to stumble forward a few more steps and end up dying to the mechanic.
    A lot of the fights in ARR existed in 1.0 though, and people were able to pass them just fine. ARR has become TOO much "stop, stand here" mechanics. Whenever you do a dodge heavy fight, its like watching a repeat of your first time doing it. As ARR we basically just run a script every time we do a boss fight. As well, the sliding wasn't huge by any means, I seriously think it wouldn't interfere much at all with boss fights.
    (10)

  10. #20
    Player
    Catwho's Avatar
    Join Date
    Oct 2012
    Location
    Gridania
    Posts
    2,854
    Character
    Katarh Mest
    World
    Lamia
    Main Class
    Warrior Lv 100
    I hated running on my Lala in 1.0 - I know I'm in the minority here but I felt like I was going to fall over and trip every time I stopped. It was really jarring.

    That, and because the UI overlay had no similar weights on it, so to speak, your name would judder terribly above your head and it made me absolutely seasick to watch. (This issue is still present in 2.0-3.0 but it has been greatly reduced.)
    (4)

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