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  1. #1
    Player
    Klefth's Avatar
    Join Date
    Apr 2012
    Posts
    617
    Character
    Klefth Reinhart
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Shioban View Post
    ENTER IFRIT FIGHT
    Me: "COME ON GUYS WE CAN DO THIS"
    Plebs: "YEA WE GUN DO DIZ"
    Plebs: "Shioban, avoid the patches on the ground, run quick!"
    Me: "Okay!....wait...CASTING Curaga, STUCK IN ANIMATION LOCK. WTFrerw43242351211!!!1!"
    Plebs: "NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!"
    All plebs get stuck in animation lock casting spells and weapon skills and drop like a £1,000 vase on a tile floor.
    Me: "Its okay, we can try 5,000 more times until we finally get it"
    Note how I was talking about the start/stop animations we had for walking and running, not the animation lock we had on abilities. Those extra movement animations did not hinder your movement at all. Ever. Characters simply started running on a slightly different animation which then led to the normal one after a few steps (while keeping the same movement speed), and they stopped where they were meant to.
    (0)

  2. #2
    Player
    Skies's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
    Posts
    1,723
    Character
    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Klefth View Post
    Note how I was talking about the start/stop animations we had for walking and running, not the animation lock we had on abilities. Those extra movement animations did not hinder your movement at all. Ever. Characters simply started running on a slightly different animation which then led to the normal one after a few steps (while keeping the same movement speed), and they stopped where they were meant to.
    That is the case, Kleft, they didn't. Starting up into a run had a different speed from full tilt and stopping running had two extra steps. That wasn't noticeable when you were looking someone else run because of the lag, the entire process was a way of masking the laggy response to movement. I always noticed how the "You are moving" signal would stay active long (relatively) after I let go of the button, it made stopping to cast very problematic.

    What they ARE doing is changing and adjust the animations to mask as much as possible the occurance of the 'sliding', but they already admit a perfect job is impossible, people who are REALLY THAT WORRIED about it like you and like a dozen other people will notice, people who are really more worried about gameplay and other aspects like me and most others, won't.
    (0)

  3. #3
    Player
    Dragonheart's Avatar
    Join Date
    Apr 2011
    Posts
    901
    Character
    Dragonheart Lux
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Klefth View Post
    Note how I was talking about the start/stop animations we had for walking and running, not the animation lock we had on abilities. Those extra movement animations did not hinder your movement at all. Ever. Characters simply started running on a slightly different animation which then led to the normal one after a few steps (while keeping the same movement speed), and they stopped where they were meant to.
    This, gw2 as example, very well done start/stop animation without action lock (well tbh it has "falling animation", idle animation etc... it's very well done from this side.. )
    (0)