Again, animations have nothing to do with that, regardless of if it's called animation lock. That was a system issue, an issue with the code.
There are ways around that and many other games properly pull it off while still keeping nice animations.
The unresponsive nature of such animations, combined with the length of frames, as well as server latency and game code are ALL factors that contribute to it.
I want a game that's quick, fast, and smooth. If doing away with rather boring and ugly animations makes the game so, then so be it.
A side note: Animation lock was initially there by design(of the previous team). What was a system issue was that it was never originally designed to be 'removable'. Those animations are as lengthy as they are in part because the old team didn't intend for you to move and do other things while they were taking place.
That being said I doubt the devs want to reduce fidelity as much as anyone else arond here. I mean, the next-gen Luminous engine that is partially driving the 2.0 engine is supposed to be all about detailed animations. The logical conclusion is that they need to improve gameplay and responsiveness of the client over having the better animations, and that a solution that properly does both is not feasible right now due to time/money constraints.
^this is also why I'm waiting for beta. I don't think it's pertinent to give up on asking for these animations if it's important to the community and we don't see them, but I'd rather them tackle ARR's gameplay problems first. If this were a sundae then add all the cherries (non combat animations) on top afterwards.A side note: Animation lock was initially there by design(of the previous team). What was a system issue was that it was never originally designed to be 'removable'. Those animations are as lengthy as they are in part because the old team didn't intend for you to move and do other things while they were taking place.
That being said I doubt the devs want to reduce fidelity as much as anyone else arond here. I mean, the next-gen Luminous engine that is partially driving the 2.0 engine is supposed to be all about detailed animations. The logical conclusion is that they need to improve gameplay and responsiveness of the client over having the better animations, and that a solution that properly does both is not feasible right now due to time/money constraints.
Boob physics is holding about as much importance as the color of spoon I decide to eat this sundae with.
Last edited by Rhomagus; 11-12-2012 at 12:05 PM.
Freedom from animation lock does not preclude good animations.
Besides, the poster I was responding to was suggesting that the slow-down animation was responsible for the "cannot cast while moving" message, which is just wrong, since that message is a result of a miscommunication between server-client. Those animations are client side, not server side, and are interruptible anyway, so they have no bearing on gameplay beyond making it look better.
There is no animation lock associated with most of the animations people want back.
There's not even a turning animation in 2.0; players just hover over the ground while they rotate their point of view. It looks pretty amateur, at least compared to 1.0.
Actually, during the live letter I did notice a turning animation.Freedom from animation lock does not preclude good animations.
Besides, the poster I was responding to was suggesting that the slow-down animation was responsible for the "cannot cast while moving" message, which is just wrong, since that message is a result of a miscommunication between server-client. Those animations are client side, not server side, and are interruptible anyway, so they have no bearing on gameplay beyond making it look better.
There is no animation lock associated with most of the animations people want back.
There's not even a turning animation in 2.0; players just hover over the ground while they rotate their point of view. It looks pretty amateur, at least compared to 1.0.
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