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  1. #51
    Player
    Meta's Avatar
    Join Date
    Apr 2012
    Location
    Limsa Lominsa
    Posts
    52
    Character
    Meta Tron
    World
    Ultros
    Main Class
    Pugilist Lv 75
    I could go for a compromise - cheaper, less-powerful skills have a shorter recovery time while flashier, high-powered attacks might lock you into place for a third to a half a second longer.

    Regardless, only concern regarding this topic is the sliding. If SE could somehow creatively incorporate sliding/gliding as an intended aesthetic, I wouldn't mind it so much, but I don't think the fanbase is going to be happy with Advent Children/Dissidia air-dashes or DBZ-style levitation. Jehuty-skating, maybe?
    (3)

  2. #52
    Player
    KaiTBF's Avatar
    Join Date
    Dec 2011
    Location
    Gridania
    Posts
    107
    Character
    Kai Khada
    World
    Balmung
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Yrusama View Post
    Most of the animations I saw from the alpha videos looked fine. I think many of the LNC combos in particular were quick enough that I didn't really notice any sliding. The spear throw move in particular is a great example, as the character does a full-body leap as he performs the throw. It would look great if the character were charging the enemy. So it's a matter of animating the characters in such a way that they don't appear to slide.

    As for spells, I'm pretty sure they cancel when the player tries to move. This was a decisive change to 1.0's system for mages, and I'm sure they will leave it that way.
    Just as a heads up, everything I say regarding animation lock applies only to weaponskills. Casting is fine without animation lock since it cancels when you move anyhow. I wouldn't be against a similar system for weaponskills, a straight cancel would let you move if you had to but force you to abandon your damage. SE would have to calculate damage after the animation finished though, and I wouldn't be surprised if that turned into an issue.

    I'll agree the spear throw thing looks fine, what I'm concerned for is the flashy things like chaos thrust, dragon kick, simian thrash, etc. where moving in the middle of the animation would look terribly awkward.

    Quote Originally Posted by Meta View Post
    I could go for a compromise - cheaper, less-powerful skills have a shorter recovery time while flashier, high-powered attacks might lock you into place for a third to a half a second longer.

    Regardless, only concern regarding this topic is the sliding. If SE could somehow creatively incorporate sliding/gliding as an intended aesthetic, I wouldn't mind it so much, but I don't think the fanbase is going to be happy with Advent Children/Dissidia air-dashes or DBZ-style levitation. Jehuty-skating, maybe?
    A compromise would be nice to see. I'm afraid I can't offer any suggestions for the sliding though.
    (1)
    Last edited by KaiTBF; 01-13-2013 at 01:53 PM.

  3. #53
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 90
    Animation lock is bad.
    Removing animation in general is also bad.
    Cancel to blend animation is a much better solution.
    (7)

  4. #54
    Player
    AmyNeudaiz's Avatar
    Join Date
    Dec 2011
    Posts
    2,016
    Character
    Adahna Serafi
    World
    Excalibur
    Main Class
    Blacksmith Lv 80
    Quote Originally Posted by Gramul View Post
    Animation lock is bad.
    Removing animation in general is also bad.
    Cancel to blend animation is a much better solution.
    Animation lock doesn't have to be bad. It can be well done. Casting doesn't need it and nor do buffs but weaponskills should have it. Would it be as bad as 1.0? No.
    (1)

  5. #55
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    Quote Originally Posted by KaiTBF View Post
    Good gameplay with unfitting aesthetics is no better for many of us. A balance has to be found if you intend to make a good game.
    I haven't seen any "unfitting" aesthetics. When I do, I'll agree with you. Breaking animations in order to prevent forced delays in game input is an appropriate gameplay sacrifice. Animation blending to be implemented in the beta should alleviate any issues. This is the only extent to which the balance you desire will be struck. If animation lock were to exist I would be demanding that they make the animations faster so it doesn't slow the game down or impede the control of my character.

    The game will be perfectly "good" whether or not there is animation lock. I do not measure the "good' value of a fantasy game by how realistic the animations are. I measure the good value of a game by how strong its actual gameplay is, as that's what actually defines the game.

    Animation lock doesn't have to be bad. It can be well done.
    No, sorry, animation lock is always bad. it should awlays be minimized via animation blending, or not exist at all.
    (2)
    Last edited by Alhanelem; 01-13-2013 at 02:36 PM.

  6. #56
    Player
    Join Date
    Sep 2012
    Posts
    1,462
    Quote Originally Posted by AmyNeudaiz View Post
    Animation lock doesn't have to be bad. It can be well done. Casting doesn't need it and nor do buffs but weaponskills should have it. Would it be as bad as 1.0? No.
    It's sole purpose is to be bad... it is a lost case...lock will always be EVIL
    (2)

  7. #57
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by Warlock View Post
    It's sole purpose is to be bad... it is a lost case...lock will always be EVIL
    It's actually fine for stuff like non action oriented games like turn based strategies. Sometimes an animation needs to complete a cycle for full effect. It's not evil, it's just a tool that's been used in the wrong place.
    (2)

  8. #58
    Player
    KaiTBF's Avatar
    Join Date
    Dec 2011
    Location
    Gridania
    Posts
    107
    Character
    Kai Khada
    World
    Balmung
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Gramul View Post
    It's actually fine for stuff like non action oriented games like turn based strategies. Sometimes an animation needs to complete a cycle for full effect. It's not evil, it's just a tool that's been used in the wrong place.
    It's fine in action games too, look at combat in a game like Vindictus and you'll see what I mean. You're locked into the animation for your attacks but it still manages to be fast paced, high action combat. Animation lock just forces you to chose when to run and when to commit to the offensive.
    (5)

  9. #59
    Player
    Klefth's Avatar
    Join Date
    Apr 2012
    Posts
    617
    Character
    Klefth Reinhart
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Alhanelem View Post
    Aesthetics that get in the way of good gameplay are aesthetics I can do without.
    If I wanted that, though, I'd be playing WoW (though the good gameplay part there, at least imo, would be very questionable).
    (0)

  10. #60
    Player SkyeWindbinder's Avatar
    Join Date
    Aug 2012
    Posts
    1,256
    Character
    Skye Windbinder
    World
    Masamune
    Main Class
    Conjurer Lv 67
    Quote Originally Posted by KaiTBF View Post
    It's fine in action games too, look at combat in a game like Vindictus and you'll see what I mean. You're locked into the animation for your attacks but it still manages to be fast paced, high action combat. Animation lock just forces you to chose when to run and when to commit to the offensive.
    I see it more as a hindrance to combat, and that is not a good thing. Sure, it can be worked around, but then again, so can lag. Doesn't make lag a good thing. The challenge should come from the opposition in the battle, not from your inability to act and react due to some battle animation mechanic that keeps you rooted in place while you cast a spell/finish a move. It's actually not only frustrating, it's kind of stupid. Like a person who sees danger coming is really going to stay still long enough to finish some fancy move regardless of whether the danger is upon them or not. If needs be, incorporate a challenge in which the person has to be quick about moving or they die. But do not, do NOT, hinder their ability to move. It's a dumb idea.
    (2)

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