Page 32 of 127 FirstFirst ... 22 30 31 32 33 34 42 82 ... LastLast
Results 311 to 320 of 1266
  1. #311
    Player

    Join Date
    Mar 2011
    Posts
    261
    Also Zaireeka, thank you for providing me the best possible answer to the stop complaining its pre-alpha people.

    I added your quote right after a wonderful display of constructive criticism, by one of those guys, in the original post.
    (1)

  2. #312
    Player
    Mort's Avatar
    Join Date
    Mar 2011
    Posts
    78
    Character
    Mort Strife
    World
    Excalibur
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Nemy View Post
    Amazing.

    No matter how outrageous an opinion seems, there is always someone that has it.
    Yeah i dont like how the leaning looks like, it could be done better. Not that i care, i care about how the movement feels when im pressing a button.
    (0)
    Last edited by Mort; 09-07-2012 at 05:00 PM.

  3. #313
    Player
    Vydos's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    865
    Character
    Ronberku Vantarius
    World
    Balmung
    Main Class
    Gladiator Lv 93
    I'm afraid those animations are intended to be like that. Although I'm pretty sure that they are going to polish it as good as possible. I really want them to keep the current smooth animations but if they saw no better way to do this with the gameplay in mind. Then I'll simply accept their choice. It's probably a compromise they had to make for the sake of gameplay.

    Will I be happy about it? Not really, but at least I get to enjoy my game in another way during combat. You gain some, you lose some. Is what comes to mind
    (0)
    My gallery of regulart art and random drawings: http://www.dropbox.com/gallery/10502152/1/New%20sketchbook?h=7762c3


  4. #314
    Player

    Join Date
    Mar 2011
    Posts
    261
    Quote Originally Posted by Mort View Post
    Yeah i dont like how the leaning looks like, it could be done better. Not that i care, i care about how the movement feels when im pressing a button.
    Very understandable. I like responsive controls as well, but i wouldn't change the current animation.. I would prefer a workaround on the lock issues etc..
    (2)

  5. #315
    Player
    Aion's Avatar
    Join Date
    Mar 2011
    Posts
    966
    Character
    Aion Zwei
    World
    Masamune
    Main Class
    Gladiator Lv 54
    Quote Originally Posted by Nemy View Post
    Very understandable. I like responsive controls as well, but i wouldn't change the current animation.. I would prefer a workaround on the lock issues etc..
    apply current animation on passive mode only,apply responsive animation on active mode?
    (0)
    Aion Zwei - Masamune

  6. #316
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Animations are not done by the server*, how we got onto "animation lock" and only solution is losing quality is wild.. I'm going to have to run through some pages....

    Animations are client side*, their engine having to play one animation after another and having server side lag (only data center is in japan) has made animation lock - redoing their engine code appropriately will fix this (server side lag will help reduce what used to appear as animation lock).

    *I say animations are client side (not done by server) because it means that your delays are all based on -their- programming and -your- systems strengths (or weaknesses). Play any FPS worth its pennies and you will see thousands of possible animations on each character transferring and rendering seamlessly - no "cant move while reloading" messages.

    There is no reason to be talking about "work around" when they are working from the ground up, thats basically saying "Its ok if you do a bad job on your engine code". No, they are writing their code now - lets make sure they do it right this time. Dont be an excusing fan please, let's instead be courteous pushers for greatness ..

    That being said - if they made some wonky code again and have to rewrite it to include 2 more movement animations I'd live with this new system. However, if they have any general sense of programming it shouldn't be set in stone yet (changing it - if not already possible should only be a few pages of code).

    Edit: Yoshida has previously talked about animation lock and that they are adding animation blending - this is to improve combat looks and to fix what animation lock intended.
    (That is animation blending, blends two distinct animations together getting a new animation - in theory if they made a good enough system they could also make characters feet actually stand on steps.... animation lock was originally in as a way to ensure characters couldn't break animations on different actions and then therefore look stupid - however this made fights like Ifrit hard for a bad reason (its also a cheap fix.. - animation blending is the way to go)).
    (4)
    Last edited by Shougun; 09-07-2012 at 06:26 PM.

  7. #317
    Player
    Pooky's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    233
    Character
    Skeksis Poloma
    World
    Leviathan
    Main Class
    Archer Lv 90
    While I have no issues with the trailer, looked beautiful imo and I understand that things change from beta to live, I think we all should be wary of using the "Its only alpha" or "Its only beta" excuses when it comes to this game too often. Got burned by it once.
    (1)

  8. #318
    Player

    Join Date
    Mar 2011
    Posts
    261
    Quote Originally Posted by Aion View Post
    apply current animation on passive mode only,apply responsive animation on active mode?
    That's the first solution that came to my mind.

    Still a downgrade, but by default, you don't really pay attention to the animations on active mode, you focus on the battle.
    (1)

  9. #319
    Player

    Join Date
    Mar 2011
    Posts
    261
    I just finished watching FINAL FANTASY XIV Special Talk Session, and while other aspects of the game look promising, the animation looks even worse up close. Just by thinking this could be the animation of the final product, is really painful to watch.

    Look at this backpedaling :

    http://www.youtube.com/watch?v=_737h...ilpage#t=2280s

    Seriously, we need an answer.
    (1)

  10. #320
    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 Nemy View Post
    I just finished watching FINAL FANTASY XIV Special Talk Session, and while other aspects of the game look promising, the animation looks even worse up close. Just by thinking this could be the animation of the final product, is really painful to watch.

    Look at this backpedaling :

    http://www.youtube.com/watch?v=_737h...ilpage#t=2280s

    Seriously, we need an answer.

    but seriously.. it looks SO much better in all ways when watching the special talk session video.. cant be serious any longer that THIS is a downgrade.. really

    i can live with that "back pedaling" when it means, that it plays 100 times better and fluent like the "shitty" version we have now. in comparison to that, we have seen at the newest presenation

    you have no real problems if the only thing you can complain about in this video is "back pedaling".. seriously.
    (1)
    Last edited by Tonkra; 09-07-2012 at 08:49 PM.

Page 32 of 127 FirstFirst ... 22 30 31 32 33 34 42 82 ... LastLast