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  1. #131
    Player
    Wolfandre's Avatar
    Join Date
    Jun 2012
    Location
    Limsa Lominsa
    Posts
    276
    Character
    Wolfandre De'asura
    World
    Siren
    Main Class
    Gladiator Lv 80
    Graphics vs. Aesthetics, you say? May I present to you, for your viewing pleasure, Extra Credits.
    (2)

  2. #132
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Wolfandre View Post
    Graphics vs. Aesthetics, you say? May I present to you, for your viewing pleasure, Extra Credits.
    OO o love Penny Arcade!
    (1)

  3. #133
    Player
    Zaireeka2025's Avatar
    Join Date
    Mar 2011
    Location
    Sirius B
    Posts
    397
    Character
    Sirius Dogstar
    World
    Goblin
    Main Class
    Gladiator Lv 50
    I'm going to copy/paste/edit what I last posted from the downgrade thread...

    While many of you here are arguing about whether the animation and gameplay affect each other in any meaningful way, I'm left wondering one simple question:

    Why is it that ArenaNet has no problem coding Guild Wars 2 avatars with fluid stop/land animations while still maintaining lag-free gameplay? Here's your example. Also notice that, at about 5 minutes in, even in battle there is still somewhat of a foot positioning animation of about 1-2 seconds. Doesn't affect gameplay at all. Explain that SE. While I agree that GW2 animations are unattractive, ARR animation would obviously be much better of course. The main thing is that animation doesn't have to affect gameplay when there is solid proof another game is doing it. SE copped out with their "gameplay focus" response (nothing personal Rukkirii... I have a cyber-crush on you).

    Basically, if GW2 can do it, why the $%@# can't FFXIV?! SE needs to look at GW2 and stop looking at WoW for this and many other reasons.
    (12)
    Last edited by Zaireeka2025; 09-12-2012 at 03:35 PM.

  4. #134
    Player
    TheRac25's Avatar
    Join Date
    Apr 2011
    Posts
    415
    Character
    Krell Ynjynor
    World
    Excalibur
    Main Class
    Fisher Lv 50
    Quote Originally Posted by Rokien View Post
    There is no reason for them to take out animation, NO REASON AT ALLL
    except for the nightmare it creates for positioning
    (0)

  5. #135
    Player
    TheRac25's Avatar
    Join Date
    Apr 2011
    Posts
    415
    Character
    Krell Ynjynor
    World
    Excalibur
    Main Class
    Fisher Lv 50
    Quote Originally Posted by Gramul View Post
    Wow.
    You know what. Never mind.

    You're right Rokien.

    Reading that thread was such a disappointment. Someone notices the animations are gone in 2.0, and then people flood to defend square saying it's not even done. Then it turns out that they removed it on purpose, and everyone still praises them and this lack of foresight. Then someone makes a thread asking for the animations to stay, and you all jump at him like a pack of angry pigs.

    It doesn't have to be an all or nothing situation. A simple cancel animation command any time a new movement is activated would fix this just fine.
    this is really not news to people paying attention
    http://www.bluegartr.com/threads/107...-Transcription

    SE: The current plan, when we're redesigning the servers, is to have a system where there's difficult tactical battles. Like the Ifrit battle, he wants to make end content closer to this - where it's all about the positioning is important and where response is immediate so you have to decide in one second where to make these moves...
    (1)

  6. #136
    Player
    TheRac25's Avatar
    Join Date
    Apr 2011
    Posts
    415
    Character
    Krell Ynjynor
    World
    Excalibur
    Main Class
    Fisher Lv 50
    Quote Originally Posted by Darshu View Post
    Smells like they're rushing this shit, again. Looks like the current team cannot stand having anything the old team did on their game.
    you don't get it do you? its on purpose so your char doesn't stand there for half a second turning before it even starts moving while something that can oneshot it is about to spawn underneath it
    (0)

  7. #137
    Player
    Nabiri's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,164
    Character
    Khaien Akiyama
    World
    Balmung
    Main Class
    Ninja Lv 70
    Signed. FFXIV's current running/walking animation is much more realistic and fluid for starting, stopping, changing direction...

    I don't know what this sideways-running, backwards-jogging is all about. DO NOT LIKE. Please fix.
    I don't think I could take my characters seriously as heroes in a story with this clowny movement.

    (Also Letter For the Producer Live Question, like if you... erm.. like it! Please~ :3)
    http://forum.square-enix.com/ffxiv/t...l=1#post822187

    Nemy had a good one as well:
    http://forum.square-enix.com/ffxiv/t...l=1#post820854
    (7)
    Last edited by Nabiri; 09-12-2012 at 04:22 PM.

    ~She gave her heart to a falling star~
    ~~~~~~
    If he's not here, then where?
    ~~~~~~
    ~Been searching for my Afterman~

  8. #138
    Player
    Garlen's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    118
    Character
    Garlen Anthon
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Why do you guys give Rokien's threads so much attention...

    While the current animations make it 'realistic', they have explained many times that a faster battle system, without these sorts of limitations (yes, those slight movements are limitations) is the ultimate goal. Thus, they are being removed from ARR. This is definitely not something they are going to change. Just get over it.
    (0)

  9. #139
    Player
    Zaireeka2025's Avatar
    Join Date
    Mar 2011
    Location
    Sirius B
    Posts
    397
    Character
    Sirius Dogstar
    World
    Goblin
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by TheRac25 View Post
    you don't get it do you? its on purpose so your char doesn't stand there for half a second turning before it even starts moving while something that can oneshot it is about to spawn underneath it
    Why do ppl keep thinking that animations must carry their orders out to the end? With the lag issue gone, animations can simply be overwritten/replaced by the next command input.
    (11)
    Last edited by Zaireeka2025; 09-12-2012 at 04:48 PM.

  10. #140
    Player
    Zaireeka2025's Avatar
    Join Date
    Mar 2011
    Location
    Sirius B
    Posts
    397
    Character
    Sirius Dogstar
    World
    Goblin
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Nabiri View Post
    Signed. FFXIV's current running/walking animation is much more realistic and fluid for starting, stopping, changing direction...

    I don't know what this sideways-running, backwards-jogging is all about. DO NOT LIKE. Please fix.
    I don't think I could take my characters seriously as heroes in a story with this clowny movement.

    (Also Letter For the Producer Live Question, like if you... erm.. like it! Please~ :3
    http://forum.square-enix.com/ffxiv/t...l=1#post822187

    Nemy had a good one as well:
    http://forum.square-enix.com/ffxiv/t...l=1#post820854
    As much as I'm against the lack of animations, the new control system is fine. It is more keyboard friendly in terms of WASD movement with Q and E being strafe buttons. Like most MMO's this is the standard.

    BUT! With regard to the wonky strafe we see in the Alpha footage... ya that does look awful with the legs running in one direction and body pointing the other. Strafe doesn't work that way, SE. If they want to implement strafe properly, it would need to involve the legs and body pointing in mostly the same direction and only the head turning towards the target.
    (1)

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