Were they in the raise animation? if so that's probably why no one was active to aggro her and she didn't have aggro on anyone cause they had died so the fight reset.My favorite example of this was during a HM Garuda fight.
DF group was having a hard time, a wipe was imminant, but we had lv3 LB and I was a BRD and still near full health. (<3 Quelling Strikes)
2nd to last player dies, leaving only me. I pop Healer LB3, see everyone start to get up, party's health bars all white... Garuda kills me... fade to black and resets the fight.
The whole party still has raise sickness except for me.
So, the game knew they were raised. But still reset the grid. Why?
Said every forum poster ever who was unable to clearly articulate and defend an argument.
Care to explain why the animation lockout exists as it does? Do you *really* think that was a development CHOICE? Or is it a side-effect of server infrastructure?
They were, but agro or no, it either should have continued the attempt (she was at 3%) or NOT given the party raise sickness.
You encountered a rare scenario. The more common thing happens on Titan HM when the party wipes and you are stuck in a gaol.
If the boss is unable to immediately target a party member, the fight restarts. This will be a bit worse when invulnerability is applied to the res animation (depending on how its implemented).
I've made my defense for my argument. I also tried not to tout that I have some deep understanding. I do understand the basics of what's going on, but as I said early in the thread, I'm no professional at game programming.
There is no reason animation lockout exists beyond choice. Literally, the data transmission for notifying the server of an ability is very small. Animation lockouts exist literally because they think we're actually watching our animations in combat. I'm certainly not and I can't imagine that anyone is very intently. Everyone is watching their feet and boss casting bars. Everyone should be periodically checking the chat log, at least, and healers and tanks keep an active eye on player health bars.
The packets, apparently, are even smaller than other mmos, which means they should be faster. The skimpiness of the packets is how some of the hacking is done, apparently.
Assuming no animation lock, the client<->server transmission time means I could press two abilites back to back and see one animation start .2 (or whatever re-press time) seconds into the other. The game is not incapable of sending multiple packets and receiving them at the same time. Animation lock is nothing but flavor. Sardine ice cream is nothing but flavor, doesn't mean it's good.
Last edited by Steeled; 11-19-2013 at 02:55 AM.
Shield Lob (Can change red text to Tomahawk and it will work perfectly Warriors)
/macroicon "Shield Lob"
/ac "Shield Lob" <t>
/marking attack1 <t>
Better "macro switching", give it a read: http://tinyurl.com/ffxivhotbars
I had hoped you'd have a counter to my argument, Bagel. (An argument bagel is like a compliment sandwich)
While not what I want, imagine if abilities like Bene and HG still had their uninterruptible (><) animation but the effect went of immediately. This changes nothing for the people that think animations are important, but changes everything for the people that don't want to die even though it was used in time.
Shield Lob (Can change red text to Tomahawk and it will work perfectly Warriors)
/macroicon "Shield Lob"
/ac "Shield Lob" <t>
/marking attack1 <t>
Better "macro switching", give it a read: http://tinyurl.com/ffxivhotbars
If this was a game like WoW, a skill that's used "in time" would be anywhere before the moment that it is absolutely required.
For FFXIV, to use something "in time", you have to take into account the preparation action animation.
If you fail to account for it, you did not use the skill in time.
Case in point, the tank LBs are instant (at least up to level 2, never had the chance to use tank LB3).
Healer LB and attacker LB have that preparation because it was designed to have it.
Note the word "instant" in the skill tooltip refers to the cast time.
For some games, that means you press you get. But not so in FFXIV.
In FFXIV, you get a cast time, and before that cast time you have a preparation motion.
(Limit Break doesn't even have a cast time categorization on its tooltip, so it was never presented to be instant anyway)
Again, this is a design choice.
I have no problems with people lobbying to wipe this design out, it's up to the developers to decide.
But please don't keep saying "instant should be instant", because it is instant cast.
Please stop saying it is flawed or is bugged or due to server infrastructure or that "its common sense" etc.
Attacking the implementation is no way to lobby a change to a core design.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway
Nothing about not being instant is bugged, I realize it's a design choice, however it is flawed. It's a bad design choice, and thus it is flawed.
Take bene for example. This is to be used when a healer is losing control of a situation, needs a second. They're chaincasting spells. The time they take to pop a bene, they expect it to go off.
And like I said, the warrior stun doesn't appear to connect until the axe-roundhouse lands. That's either intentional or part of network delays.
I just think... when you mimic so much of a game because they did it so right that you want to copy it, you should consider why they made each of their choices. This game has extremely fast-paced combat, and as such, the interface should be the pinnacle of smooth reactions.
Can't sleep, clowns will eat me.
Shield Lob (Can change red text to Tomahawk and it will work perfectly Warriors)
/macroicon "Shield Lob"
/ac "Shield Lob" <t>
/marking attack1 <t>
Better "macro switching", give it a read: http://tinyurl.com/ffxivhotbars
who you calling "we" i care about animation =.=
Finally! A game that doesnt make me look like my character TWITCH from all the abilities i blaze off!
Sigh i tell u kiddies are asking stuff to get thing more and more easier, when the game it self is too easy already.
Yes, I apologize, some people seem to really like animations. I can't imagine you're truly seeing animations for what they are in all the combat. You're seeing a blend of it all.
Still, asking for abilities to properly take effect is not asking for easier, it's asking for reliable.
When I start pressing the brakes in my car, I want to start slowing down. If I slam on them, I want my car to stop as close to immediately as it can, and I especially want the breaks to work every time I press them. These kids today, wanting driving to be reliable, right?
Shield Lob (Can change red text to Tomahawk and it will work perfectly Warriors)
/macroicon "Shield Lob"
/ac "Shield Lob" <t>
/marking attack1 <t>
Better "macro switching", give it a read: http://tinyurl.com/ffxivhotbars
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