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  1. #21
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    I like the current casting animation but i do think it should be different for the different classes, and I wish we would use our staves/wands while casting again even if we're in passive, cause I liked how it looked. FF11's Black magic casting was dumb-looking but the rest were cool.

    Also scholar doesn't have its own casting stance, it uses black and white magic. The book was their abilities.
    (1)

  2. #22
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    630
    Howdy!

    I sent your feedback about casting animations to the development team and they were happy to give a response.

    They mentioned that to start out, they would be separating the casting animations into healing-type magic and attack-type magic, and they are also looking into changing animations for specific spells.

    Race-wise, they have not been looking into different casting animations, but said that if there seems to be a high demand for this that they would look into it as they explore whether it is physically possible from a memory standpoint.

    Both of these things would be geared for 2.0
    (72)
    Devin "Camate" Casadey - Community Team

  3. #23
    Player
    Delmontyb's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,335
    Character
    Brin Zalazar
    World
    Sargatanas
    Main Class
    Conjurer Lv 90
    Awesome!!! I would personally like to see different casting animations, but if I were to vote, I think it would be fun if casting animations were acquired via quest or some other means, therefor allowing players to "equip" the casting animation they like best and have that add to their play style, and character.

    Edit: oh and Howdy right back at ya. such a good word
    (4)
    Work To Game on YouTube [Guides, and More]...
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  4. #24
    Player
    redmage's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    393
    Character
    Topheru Jopheru
    World
    Excalibur
    Main Class
    White Mage Lv 70
    Wonderful news!
    (0)

  5. #25
    Player
    Albela_Killingifritcom's Avatar
    Join Date
    Jul 2011
    Location
    San d'Oria
    Posts
    167
    Character
    Albela Killingifrit
    World
    Sargatanas
    Main Class
    Archer Lv 28
    i wont rest until all races have unique casting animations and weapon animations.
    (5)

  6. 01-12-2012 09:57 AM

  7. #26
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    Different racial casting stances are less of a priority IMO but would be nice for each Class's magic to have a their own stances, with a difference between offense/defense. IE: CNJ would have a different stance for Aero/Stone etc, and a different one for Cure/Stoneskin etc, and when casting Thunder it would adopt the offense THM stance.

    Magic in most universes requires specific phrasing/runes/stances/whatever so it would be within the realm of reason for casting stances to be the same. However weapon swings and such should be race-specific.
    (0)

  8. #27
    Different casting for all races/classes! Maybe make 3 for each type and allow us to pick what style we prefer in config
    (3)

  9. #28
    Player

    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    422
    I love this news! \o/
    Hope each things will be implemented!
    (0)

  10. #29
    Player
    Tibian's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    379
    Character
    Tibian Rahm
    World
    Excalibur
    Main Class
    Leatherworker Lv 60
    Quote Originally Posted by Camate View Post
    Howdy!

    I sent your feedback about casting animations to the development team and they were happy to give a response.

    They mentioned that to start out, they would be separating the casting animations into healing-type magic and attack-type magic, and they are also looking into changing animations for specific spells.

    Race-wise, they have not been looking into different casting animations, but said that if there seems to be a high demand for this that they would look into it as they explore whether it is physically possible from a memory standpoint.

    Both of these things would be geared for 2.0
    Here is a small list of things I'd appreciate to be implemented into the 2.0 client regarding spellcasting and spell animations.
    • Projectile animations: this means spells would be visible seen coming from the hands/weapons of the caster, and could be followed to the target with projectile tails. Currently all spells just suddenly appear as blobs of light on the target -- giving no indication of where or who casted the spell(s).
    • Animations for type and school of magic: this means creating a special casting animation for enhancing, enfeeble, healing, damaging, etc.
    • Unique casting animations for elemental types would also be much appreciated. Why should a fire spell have the same animation as a wind spell?
    • Casting animations based on race would be welcome.
    • Impactful spell animations. Currently most animations for spells just look like blobs of light and color. Please make sure that spells look important... ie: if we're casting fire, the target better look like it was burning... not just standing in a fire cloud.
    • For area of effect spells, it would be nice to have some type of marker that would show up to ensure we were attacking in the range that we want to. Clearly this should be toggleable if desired on/off.
    • Persistent spell effects where appropriate. Spells like Protect/Shell/Stoneskin/etc -- should have some type of persistent effect that shows they are active on that character. For instance, protect could have floating shields around the characters that fade in and out for the duration of the spell. Persistent damage over time spell effects should also occur. Ie: Heavy could show chains on the character slowing their movement.
    • Unique exceptions to the norm. There should always be some awesome spells that have unique casting animations due to how cool they are. Ie: the previous ancient magic in game (CNJ spells Flare/Flood/Tornado) should have had some really uber casting animations and spell animations themselves... instead they were just more blobs of light...

    For some help and awesome ideas of how casting is handled in other games. I've linked a few videos.

    Age of Conan Demonologist Spellweaving. Spellweaving is a unique type of spell casting that doesn't apply to XIV, but the animations themselves are impactful, unique, and suitable for the type of magic being cast. http://www.youtube.com/watch?v=_3h-juMLLho Even if you broke up the aesthetic pieces of the spellweaving (the statues, the giant ball, the floating orbs) they would each be a really unique casting animation for XIV. But currently we're just stuck at blobs of light.

    Tera Animations -- these are pretty fantastic for casting animations and the spell animations themselves. http://www.youtube.com/watch?v=uKWEx6-Mlrs

    Everquest 2 Druid Portal animation.
    http://www.youtube.com/watch?v=ZxAivpNUDB8
    (9)

  11. #30
    Player
    Deltara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    444
    Character
    Deltara Delettre
    World
    Hyperion
    Main Class
    Pugilist Lv 51
    Whatever the case, the current animation is very very cartoonish. It would be nice of the final version were a little more... subtle. I like realism in my fantasy. I know it sounds strange.
    (0)

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