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  1. #11
    Player
    Babydoll's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    1,998
    Character
    Cesil Rapture
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    agreed. Fix the animation lock...
    (0)

  2. #12
    Player
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    1,646
    Isn't animation lock not a bug? How does it need fixing? We'll find out how long you have until combos are no longer available.

    But, honestly, do you really think they won't take animation lock into account?

    Jesus Christ, everyone's making a whole mess out of every little thing...
    (1)

  3. #13
    Player
    Starlord's Avatar
    Join Date
    Mar 2011
    Posts
    7,180
    Character
    Luna Sushima
    World
    Siren
    Main Class
    Samurai Lv 91
    Quote Originally Posted by Answa View Post
    Isn't animation lock not a bug? How does it need fixing? We'll find out how long you have until combos are no longer available.

    But, honestly, do you really think they won't take animation lock into account?

    Jesus Christ, everyone's making a whole mess out of every little thing...
    Thats how it always is.. lol, Forums are such a wonderful place eh... :/
    (2)

  4. #14
    Player

    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    256
    Quote Originally Posted by Murugan View Post
    Screw your problems managing the lag, which they have pretty much confirmed won't be really fixed until 2.0 I want more complex combat now.

    I would also be surprised if they removed combat lock, and I still want the combo system.

    You should just deal with it.
    just one thing, complex combat now is great, but with latency issues, half of it may not work alot of the time therefore making complex battle, boring annoying battle

    thats not a troll to you or a dig at your point, im all for complex battle too, but i'd like to see animation lock, player pos issues, other latency fixed asap so that more complex battle and other mechanics have a chance of working first.
    (3)

  5. #15
    Player HiirNoivl's Avatar
    Join Date
    Mar 2011
    Posts
    3,642
    Character
    Hiir Noivl
    World
    Mateus
    Main Class
    Marauder Lv 50
    I agree that combos on Ifrit are bad. Other mobs such as NMs are highly suceptible to combos and will be able to be brought down quickly. So I'm in favor of it. In fact, I'm in favor of multiple ways to fight. I would like to see not only combos but group limit breaks = Riot blade + Chaos Thrust + Storms Path + all at 3000 TP = Massive damage. It would be similar to Battle Regimens, with the exception that you wouldn't need any other indicator except maybe a blinking TP bar to show that a group limit break is available.

    Having multiple ways to fight, whether it be Combos, Strike and Evade, battle regimens, makes the game more interesting and let's the devs have fun thinking of wonderful ways to kill us off and give us victory.
    (0)

  6. #16
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    I agree they sound really cool on paper. but i do think the game and its current sever structure might be a bit of a hinderance. Still cant wait to get it in and goof around with it.
    (0)
    An Aware, Informed, and Critical community is vital for the success of a game.
    ~ John "Totalbiscuit" Bain

  7. #17
    Community Rep Bayohne's Avatar
    Join Date
    Mar 2011
    Posts
    1,713
    We received some follow-up information regarding combos and issues with animation, like that which is being discussed here, so I wanted to make sure you all saw it.

    What timing exactly is "immediately after landing [an action]?" How long is the duration of "immediately after landing [an action]"?
    "Immediately after landing [an action]" denotes the timing that the action is performed. However, if the action is evaded, it doesn't count as a successful action, which means that a combo cannot be performed. We're planning on allowing around 10 seconds (5 seconds + the time for the animations) between actions to pull off a combo.

    Can I perform any action during a combo?
    Auto-attack, abilities and the use of items won't interrupt a combo. For example, it would be possible to perform the following actions for a combo: 1st Action > Attack buff ability > 2nd Action for Combo. However, using an action unrelated to the combo or a spell will stop the combo.

    Especially for combos that require facing specific directions, would it be possible to perform combos without stunning the opponent? There are some monsters that attack from very close range, making it very difficult to face them from the rear.
    We'll adjust the placement of actions so that even solo players can perform combos. However, for opponents that attack from very close range, it may be necessary to use some creativity to pull off a combo, with stunning the opponent being a viable option.
    (58)
    Matt "Bayohne" Hilton - Community Team

  8. #18
    Player
    redmage's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    393
    Character
    Topheru Jopheru
    World
    Excalibur
    Main Class
    White Mage Lv 70
    Thanks for more info, Bayohne!
    (0)

  9. #19
    Player
    DGMart's Avatar
    Join Date
    Jun 2011
    Posts
    225
    Character
    Jor El
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Thanks for the info Bay, however it still doesn't help with animation lock . I mean yes we will be able to cue our weapon skills faster but doesn't change the fact that we will still be stuck in one positioning for a short period no?

    Oh and one more thing, Thanks so much Dev team for bringing back queueing.
    (0)

  10. #20
    Player
    neizero's Avatar
    Join Date
    Aug 2011
    Posts
    416
    Character
    Nei Prime
    World
    Twintania
    Main Class
    Astrologian Lv 100
    was kind of hoping bayohne would say "We are allowing you to move mid-animation in 1.20"
    (0)

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