I'll take scaled back animations for a pretty world like A Realm Reborn has over the big, boring world that 1.0 had. That, and there are a lot of animations that were the same for everything.
I'll take scaled back animations for a pretty world like A Realm Reborn has over the big, boring world that 1.0 had. That, and there are a lot of animations that were the same for everything.
What? Those are two completely exclusive things. It's not a 'one or the other' sort of deal. There's no reason we can't have BOTH, particularly when the aesthetics are so intimately interlinked. Having one without the other looks jarring and poorly done.
It would help if they would just answer the question.
Animation has nothing to do with that.Frankly I'd call the reviewers crazy for liking what I'd call over-animation- It's because of those animations that not being able to cast immediately after stopping and not being able to quickly turn (having a turning radius like an 18 wheeler) were problems in the game.
If they can add boob jiggling animation, then they could certainly keep the already existing animations they had. Not like they'd have to re-shoot them or anything (motion capture).
I'm waiting to see Beta before I delve further into this :/ here's to hoping we see them back tho.
Meow
Um yes there is a big reason we can't have both either you accept it or not that's just what it is lol stop beating this dead horse already ppl let it go geez...
More than animation (it's confirmed that they're the standars from other mmo, that are needed for more dynamic gameplay)
I'd like to know why even in the previuous letter, there isn't mention about the characters "swishhhh" on the ground or running while standing on the place. And lastly i see again, people and monster appering/disappearing at low distance!
ARR engine wasn't supposed to have unlimited character visible on screen? Of course depending on pc power? Uhm.
I hope there are just alpha issues...
What do you think?
Last edited by Dragonheart; 11-12-2012 at 09:06 AM.
Boob jiggle does not affects movement dynamics. Animation were removed to make the game faster and more reactive.If they can add boob jiggling animation, then they could certainly keep the already existing animations they had. Not like they'd have to re-shoot them or anything (motion capture).
I'm waiting to see Beta before I delve further into this :/ here's to hoping we see them back tho.
Unlimited? It sure got better in alpha, but definetly not unlimited. As of now they can show on the screen around 200 characters at once. You've gotta keep in mind that, due to the high level of customization, there's a lot of data to be sent. Yoshi-P already said that he's focusing on having the most people showing up on screen at once at cost of FPSs and other accessory stuff, but again, nobody said it would be unlimited.More than animation (it's confirmed that they're the standars from other mmo, that are needed for more dynamic gameplay)
I'd like to know why even in the previuous letter, there isn't mention about the characters "swishhhh" on the ground or running while standing on the place. And lastly i see again, people and monster appering/disappearing at low distance!
ARR engine wasn't supposed to have unlimited character visible on screen? Of course depending on pc power? Uhm.
I hope there are just alpha issues...
What do you think?
Now, 1.0 had a TERRIBLE coding, and could manage.. I don't remember the exact number, but most probably less than 25 people on screen at once (I've never seen more than that anyway). ARR is being rebuilt from ground up keeping things like this into account. Honestly I haven't seen people disappearing, unless you're talking about when people were walking INTO THE CAMERA, then yes, they disappear because they go out of your field of view.
Beside, the characters "sliding" while they're dead is a result of a discrepancy between where the dying animation happened on your screen and where it happened on the server. The server tries to correct it "moving" dead bodies to where they should be. Veeeery weird and awkward at times, but again, the team is working to fix this kind of bad coding.
Last edited by Wilan; 11-12-2012 at 09:34 AM.
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