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  1. #1
    Player
    Gramul's Avatar
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    Mar 2011
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    Ul'dah
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    Eisen Gramul
    World
    Hyperion
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    Blacksmith Lv 90
    Quote Originally Posted by Warlock View Post
    To Gramul ...i'm afraid if SE pulls off something like that with GW2 as reference the complainers will find a way to call it "GW2-clone" and complaint some more ...these guys wont be happy w/o their nostalgia fix.
    Considering XIV 1.0 did it before GW2, I doubt that would be the case. Parametric animation and blending have been around for a while and most games these days use them without issue, including online multiplayer action games like Team Fortress 2. They got rid of it because the system was attached with the lag on the skill and weapon use. It can still be introduced under a new system.
    (1)

  2. #2
    Player
    Miliant's Avatar
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    Mar 2011
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    144
    Character
    Miliant Ciou
    World
    Ragnarok
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    Pugilist Lv 68
    I'm glad it's gone tbh. It took forever to start running or shift direction radically when already on the move.

    Now it's as simple as turn the mouse, you're going the way your camera's pointing.

    Thank God.
    (1)
    We'll take it into consideration.

  3. #3
    Player
    Klefth's Avatar
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    Apr 2012
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    Character
    Klefth Reinhart
    World
    Excalibur
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    Pugilist Lv 50
    Quote Originally Posted by Miliant View Post
    I'm glad it's gone tbh. It took forever to start running or shift direction radically when already on the move.

    Now it's as simple as turn the mouse, you're going the way your camera's pointing.

    Thank God.
    ...What? No it did not. In fact, I just logged on to try it out and it does not take any longer, nor does the stop animation move my character any further from where I intend it to stop. And I can start moving again in whichever direction right away. Where are people getting this stuff from? Have some of these guys even played this game? Have I been playing something else all along? I really don't get it.
    (3)

  4. #4
    Player
    Gramul's Avatar
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    Eisen Gramul
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    Hyperion
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    Blacksmith Lv 90
    Quote Originally Posted by Miliant View Post
    I'm glad it's gone tbh. It took forever to start running or shift direction radically when already on the move.

    Now it's as simple as turn the mouse, you're going the way your camera's pointing.

    Thank God.
    If "forever" you mean less than half a second.

    I just played the game. Starting, stopping, and shifting direction works just fine, at least on the controller. It's just the animation that shows momentum which I think is a nice touch for the aesthetics and I think it would be a shame to lose it. Square said they're working on improving animation for ARR and I hope it has a nice blend to keep it from looking mechanical. Maybe not 1.0's stuff, but something that gives it a nice, more natural grounding.
    (1)

  5. #5
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    Quote Originally Posted by Gramul View Post
    Considering XIV 1.0 did it before GW2, I doubt that would be the case. Parametric animation and blending have been around for a while and most games these days use them without issue, including online multiplayer action games like Team Fortress 2. They got rid of it because the system was attached with the lag on the skill and weapon use. It can still be introduced under a new system.
    1.0 did it before GW2 but did it wrong...1.0's animations were created for very slow and steady combat which is boring now-a-days
    are those games you talk about MMORPGs? you answer yourself with the issue they come with
    (0)

  6. #6
    Player
    Gramul's Avatar
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    Eisen Gramul
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    Hyperion
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    Blacksmith Lv 90
    Quote Originally Posted by Warlock View Post
    1.0 did it before GW2 but did it wrong...1.0's animations were created for very slow and steady combat which is boring now-a-days
    are those games you talk about MMORPGs? you answer yourself with the issue they come with
    I know 1.0 did it wrong, which is why I would like for ARR to do it right. I doubt it would take them a full year to implement something like that when they reconstructed the entire game in two.
    The ones that can use it well are fast paced multilayer online games like, as I said, Guild Wars 2 and Team Fortress 2.

    Do you not want more natural looking animations?
    (1)

  7. #7
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    Quote Originally Posted by Gramul View Post
    Do you not want more natural looking animations?
    I don't want people to think that's the most important thing about a RPG enough to make multiple threads about it.. this genre doesn't revolve around real animations as main concern ...its just a good bonus with the new tech at making games at best
    (1)

  8. #8
    Player
    KiriA500's Avatar
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    Aug 2011
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    Doctor Beatbox
    World
    Excalibur
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    Pugilist Lv 90
    Quote Originally Posted by Gramul View Post
    Team Fortress 2
    Quote Originally Posted by Gramul View Post
    natural looking animations



    Oh. You.
    (2)
    Last edited by KiriA500; 12-18-2012 at 10:53 PM.

  9. #9
    Player
    Gramul's Avatar
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    Eisen Gramul
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    Hyperion
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    Blacksmith Lv 90
    Quote Originally Posted by KiriA500 View Post



    Oh. You.
    I'm using it as an example of blending being possible. You can still enact limitations for more subtle movements and considering our jumping is based on a single play through of 1 animation, this won't happen.

    Quote Originally Posted by Linkurrra View Post
    Well, I can't say that I know how hitboxes work in games as well as you do. However I thought hit boxes were used for Collision detection not animations.

    I've heard about blended animations. However I believe they suffer from the same problem the other animations do.
    Where when your in a high latency situation (far away from the server) The character just won't react to your button presses until the data leaves your computer and reaches the server and back again! Which is part of the reason why you see a character keep running for a bit after you let go of the keys.

    In 1.0 it was because the animation was completing it's sequence when the client detected that you let go of the keys.

    With blended animations you just see it abruptly catch up when it gets the information.
    Your character is a shell. Your movements, your gear, your race, they're all just visual representations of what you're really controlling, the hitbox. Once you release a key, the walking animation will blend to the stop animation without moving position. If you press another movement key before the stop animation completes, you blend into another walking animation.
    (1)
    Last edited by Gramul; 12-19-2012 at 04:31 AM.

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