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  1. #1
    Player
    KiriA500's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    2,434
    Character
    Doctor Beatbox
    World
    Excalibur
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by IveraIvalice View Post
    so what im getting from this is that you possibly like the animations but that they very slightly lower your control for the sake of realistic movement?
    i have to ask, does it really bother you enough to call it clunky since its stuff that doesnt affect battle, since its out of combat movement and that slight slow out doesnt affect playability much at all, isnt it something that shouldnt be a problem or hinder the game at all?
    I'm indifferent to the animations. I frankly only really notice them when I'm trying to stand in a particular place, such as the White Mage spots in Ifrit, Coincounter, etc. It's apparent because I'm trying to nudge forward just a little bit, but my character makes a huge, unnecessary animation for the process.

    I like the inertia animations, as they're animated well, but their presence feels sluggish, so I couldn't care less if they were removed. If Square-Enix somehow decides to keep them, whatever, but they still make me have awful control over my character, then it's a problem.
    (2)

  2. #2
    Player
    IveraIvalice's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    595
    Character
    Ivera Ivalice
    World
    Sargatanas
    Main Class
    White Mage Lv 90
    Quote Originally Posted by KiriA500 View Post
    I'm indifferent to the animations. I frankly only really notice them when I'm trying to stand in a particular place, such as the White Mage spots in Ifrit, Coincounter, etc. It's apparent because I'm trying to nudge forward just a little bit, but my character makes a huge, unnecessary animation for the process.

    I like the inertia animations, as they're animated well, but their presence feels sluggish, so I couldn't care less if they were removed. If Square-Enix somehow decides to keep them, whatever, but they still make me have awful control over my character, then it's a problem.
    Quote Originally Posted by Rannie View Post
    He's got a point I play as a mage and that stumble portion is very annoying because you're trying to cast as quickly as possible and seeing the whole "you can't cast while moving" gets to be a pain in the ass (especially as a whm trying to run through a dungeon keeping the tank alive)
    i understand what you both are saying. i main whm and am asked to do it on almost everything i do, and i prefer it so i know all the things whms have to do. i agree when fighting ifrit it is alittle difficult to find your spot because of the little extra step especially on the left side. however in dungeons, the whole move to cancel system is what makes that difficult, im fine with move to cancel or not but that has definatly made it more difficult to be a whm in dungeons, i dont see it as much as a animation thing. i have not noticed the problem with stoping and casting a spell and it says that your still moving.
    but as you can see in the gameplay videos, the character is stoping completely, the addition of a polish animation that stops you doesnt have to make you continue moving. i believe it was a server thing that caused that issue.
    but with the new engine it should be nothing but a visual of you stoping, meaning that when you stop moving, the character actually doesnt move any more, but the animation will look like he or she is slowing to a stop when techniqually its not.
    these are all things that they can do with the new engine
    (1)

  3. #3
    Player
    Rannie's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,079
    Character
    Rannie Lfey
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by IveraIvalice View Post
    i understand what you both are saying. i main whm and am asked to do it on almost everything i do, and i prefer it so i know all the things whms have to do. i agree when fighting ifrit it is alittle difficult to find your spot because of the little extra step especially on the left side. however in dungeons, the whole move to cancel system is what makes that difficult, im fine with move to cancel or not but that has definatly made it more difficult to be a whm in dungeons, i dont see it as much as a animation thing. i have not noticed the problem with stoping and casting a spell and it says that your still moving.
    but as you can see in the gameplay videos, the character is stoping completely, the addition of a polish animation that stops you doesnt have to make you continue moving. i believe it was a server thing that caused that issue.
    but with the new engine it should be nothing but a visual of you stoping, meaning that when you stop moving, the character actually doesnt move any more, but the animation will look like he or she is slowing to a stop when techniqually its not.
    these are all things that they can do with the new engine
    I honestly don't know on that seeing as how I'm not a programmer or anything but to me it always seemed that the movement was the animation and it still showed you as moving. I'll agree if they can seperate the two that would be fine but *shrugs* I don't know how exactly that could be done given the limited space they would have especially incorporating it all into the ps3 version. But Like I said I'm not a programmer or a game designer so I don't know
    (0)
    I have a secret to tell. From my electrical well. It's a simple message and I'm leaving out the whistles and bells. So the room must listen to me Filibuster vigilantly. My name is blue canary one note* spelled l-i-t-e. My story's infinite Like the Longines Symphonette it doesn't rest- TMBG Birdhouse in your Soul
    A huge THANK YOU!!!! For FINALLY selling the Meteor Survivor Polo on the store. AND a huge thanks to my friend who bought it for me while he was at Fan Fest!!! YES I finally have my POLO!!!

  4. #4
    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 Rannie View Post
    I honestly don't know on that seeing as how I'm not a programmer or anything but to me it always seemed that the movement was the animation and it still showed you as moving. I'll agree if they can seperate the two that would be fine but *shrugs* I don't know how exactly that could be done given the limited space they would have especially incorporating it all into the ps3 version. But Like I said I'm not a programmer or a game designer so I don't know
    Not a hard to thing to code actually since ARR already shows a separation of legs and torso movement independent of each other. All the devs have to do is allow the legs to animate a fluid stop while the stop is already registered, allowing for the upper torso to already begin its casting animation while the feet are in mid-stop animation. Done.
    (0)

  5. #5
    Player
    Rannie's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,079
    Character
    Rannie Lfey
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Zaireeka2025 View Post
    Not a hard to thing to code actually since ARR already shows a separation of legs and torso movement independent of each other. All the devs have to do is allow the legs to animate a fluid stop while the stop is already registered, allowing for the upper torso to already begin its casting animation while the feet are in mid-stop animation. Done.
    Ok I'll take you at your word for it LOL. Like I said I honestly don't know anything about that... Connection and crap like that I know a fair amount but hell I tried to learn c++ on my own and couldn't even install the compiler/editor on my computer at the time. was really weird
    (1)
    I have a secret to tell. From my electrical well. It's a simple message and I'm leaving out the whistles and bells. So the room must listen to me Filibuster vigilantly. My name is blue canary one note* spelled l-i-t-e. My story's infinite Like the Longines Symphonette it doesn't rest- TMBG Birdhouse in your Soul
    A huge THANK YOU!!!! For FINALLY selling the Meteor Survivor Polo on the store. AND a huge thanks to my friend who bought it for me while he was at Fan Fest!!! YES I finally have my POLO!!!

  6. #6
    Player
    KiriA500's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    2,434
    Character
    Doctor Beatbox
    World
    Excalibur
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Zaireeka2025 View Post
    Not a hard to thing to code actually since ARR already shows a separation of legs and torso movement independent of each other. All the devs have to do is allow the legs to animate a fluid stop while the stop is already registered, allowing for the upper torso to already begin its casting animation while the feet are in mid-stop animation. Done.
    Oh, it's that easy?
    (0)

  7. #7
    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 KiriA500 View Post
    Oh, it's that easy?
    Ohhahaha aha ha ah ahahaa, you're so funny K. Such a funny sig too! Seriously tho, yes.
    (0)

  8. #8
    Player
    KiriA500's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    2,434
    Character
    Doctor Beatbox
    World
    Excalibur
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Zaireeka2025 View Post
    Ohhahaha aha ha ah ahahaa, you're so funny K. Such a funny sig too! Seriously tho, yes.
    Why didn't Square-Enix think of that! They were probably too busy tweaking the graphics on level 5.

    DARN IT SQUARE-ENIX!
    (1)

  9. #9
    Player
    IveraIvalice's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    595
    Character
    Ivera Ivalice
    World
    Sargatanas
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Rannie View Post
    I honestly don't know on that seeing as how I'm not a programmer or anything but to me it always seemed that the movement was the animation and it still showed you as moving. I'll agree if they can seperate the two that would be fine but *shrugs* I don't know how exactly that could be done given the limited space they would have especially incorporating it all into the ps3 version. But Like I said I'm not a programmer or a game designer so I don't know
    im not a programmer either, but i am a 3D artist for games. so im a game developer but on the art side not the tech side, but because of my job i do work with alot of programmers closely, and i can only tell you from my experience working with them directly.
    this should all be possible, the only problem is the time it takes to do it, which if it was up to me, i would say give them the time to have great polished animations and gameplay. since this is the last shot their going to have with this game and it needs to be perfect, in every way that it can, it needs to be done right, not like the first time
    in 1.0 they focused on graphics and visuals and lacked gameplay and tech. but this time there focusing on tech and lacking the animations. its all got to be there not one or the other
    (1)
    Last edited by IveraIvalice; 09-18-2012 at 10:22 AM.

  10. #10
    Player
    Aion's Avatar
    Join Date
    Mar 2011
    Posts
    966
    Character
    Aion Zwei
    World
    Masamune
    Main Class
    Gladiator Lv 54
    Quote Originally Posted by IveraIvalice View Post
    i understand what you both are saying. i main whm and am asked to do it on almost everything i do, and i prefer it so i know all the things whms have to do. i agree when fighting ifrit it is alittle difficult to find your spot because of the little extra step especially on the left side. however in dungeons, the whole move to cancel system is what makes that difficult, im fine with move to cancel or not but that has definatly made it more difficult to be a whm in dungeons, i dont see it as much as a animation thing. i have not noticed the problem with stoping and casting a spell and it says that your still moving.
    but as you can see in the gameplay videos, the character is stoping completely, the addition of a polish animation that stops you doesnt have to make you continue moving. i believe it was a server thing that caused that issue.
    but with the new engine it should be nothing but a visual of you stoping, meaning that when you stop moving, the character actually doesnt move any more, but the animation will look like he or she is slowing to a stop when techniqually its not.
    these are all things that they can do with the new engine
    Quote Originally Posted by Rannie View Post
    I honestly don't know on that seeing as how I'm not a programmer or anything but to me it always seemed that the movement was the animation and it still showed you as moving. I'll agree if they can seperate the two that would be fine but *shrugs* I don't know how exactly that could be done given the limited space they would have especially incorporating it all into the ps3 version. But Like I said I'm not a programmer or a game designer so I don't know
    this is a good point to discuss. I think this issue that, what should the game do on cancelling/changing command during movement? should the animation clipped?should the animation finished?. Like kiriA500 said, there is a problem on adjusting position on small steps due to start/stop animation. fraction of seconds matter in battle, that is what become concern for fluid gameplay.

    how should I put it...maybe "unnecessary braking" in battle, that what bothers me
    (0)
    Aion Zwei - Masamune