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  1. #1
    Player
    Lionheart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    98
    Character
    Ariel Logos
    World
    Ragnarok
    Main Class
    Samurai Lv 70

    Is it just a feeling? [Suggestion: battle animations]

    I just watched the new video about darkhold and stuff. I was truly amazed by the scenario, the enemies, the little cinematic and musics too. But when battle scenes came I was a little confused and I finally realized what was that wierd feeling I had watching ffxiv battles. I can't get a hold of what's going on... I can barely follow distinguish skills thrown at enemy because too much is going on at the same time... and that's just for an 8 people party. I also noticed that every single skill animation happens either and only on the caster or the target or both so that's nearly impossible to backtrace an animation to understand which player threw it.

    So here is my suggestion: On some skills add an animated link between caster and target. For example an Archer's skill could draw the entire trajectory instead of just the begining and ending part. Conjurers elemental spells like fire, blizzard, thunder may as well be rendered as something actually threw by the caster.

    Also you could work more on vertical axes, from what I saw up till now is not very used. All animations are developed at the same height. Nearly nothing comes from above and really few things from below the target. Basically all the skills animations are the same in terms of space (besides scale).

    I hope I managed to gave you the idea of what I'm feeling about animations. Don't take my examples as something I want to be done as I said because I'm sure there are even better solutions. I just wanted to better define the issue I can see about that.

    Thanks for the time you spent reading
    (14)

  2. #2
    Player
    Rane's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    663
    Character
    Rane Farstrider
    World
    Excalibur
    Main Class
    Dragoon Lv 100
    I agree with you. It would be nice if some ranged skills or magic originated at the player and actually flew toward the target. It certainly wouldn't work for everything, but some abilities/magic might look better if the graphical effect included the entire trajectory from origin to target.
    (0)

  3. #3
    Player Wolfie's Avatar
    Join Date
    Mar 2011
    Posts
    2,237
    Character
    Wolfie Wu
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    I would like to see some sort of charge, like static charge, build up around a target as you're casting a spell. Maybe restrict it to ancient magic or other very powerful spells only.

    It would add a lot of cool flavor to casters.
    (2)

  4. #4
    Player
    Evangela's Avatar
    Join Date
    Mar 2011
    Location
    グリダニア
    Posts
    4,361
    Character
    Evangela Monterossa
    World
    Balmung
    Main Class
    Ninja Lv 90
    Agree, but do not make it like FF13 which people throwing magic to the mob but look more like throwing some shit

    magic need more epicness
    (2)

  5. #5
    Player
    zaviermhigo's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    1,820
    Character
    Zavier Mhigo
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    I could only follow the thm that was recording, so I do agree with this. Also love that attack for 8000 that just wiped the party. Can we get a blue type class lol?
    (0)

  6. #6
    Player
    Malakhim's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,545
    Character
    Eisen Marduk
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    It's more than a feelin'.
    (1)

  7. #7
    Player
    Tibian's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    379
    Character
    Tibian Rahm
    World
    Excalibur
    Main Class
    Leatherworker Lv 60
    Supported.

    I too have no idea what goes on in battles basically because everything originates and ends on the target.


    Magic trails would help immensely. With that being said, I don't think they should get carried away with it either.

    Cure, Protect, Shell, Sacrifice, Poisona, etc.. those types of spells don't need trails, but I would prefer to see more animation on the character side. When we cast spells, its just that generic wand flick and color waiting. That is incredibly boring. It is literally the same animation for every single spell. Im not demanding every spell has to have a unique casting animation (although it would be really nice...) but a variety of casting animations would be wonderful.

    I am going to link some spell casting suggestions for SE to look at and understand how they can make casters more unique.

    Priest of Mitra Spellweaving (A more advanced form of casting in general, but the animations are very nice. The particular video is a tag laggy.)
    http://www.youtube.com/watch?v=i9FBt...eature=related

    Tera Mystic Animations
    http://www.youtube.com/watch?v=zek0tCRNnIw

    If you look at the Tera animations, you notice there are a variety of unique "character casting" animations for several spells. FFXIV just has that one boring wand flick with some color.

    Overall, I believe casting and spell animations are still being looked at by the dev team, and if you watch the latest video there were a few additions/changes? If I am mistaken correct me.

    Regardless, battle animations (especially casters) need to be completely redone.

    I would appreciate trails on stuff like archer skills, phantom dart, fire, water. The aoe versions (granted they are getting redone) would just have multiple trails originate from the caster and attack the targets.
    (4)

  8. #8
    Player

    Join Date
    Mar 2011
    Posts
    837
    It's more a casualty of playing with several players at the same time against 1 target I think. If they toned down the size of spell graphics (even WoW's dev team has started thinking about this as of late XD), I think it would help some. It would also be nice for them to design some projectiles as well, given that (1) they look awesome and (2) this game has no projectile spell effects period

    Also, if they implement Ultima in the future as a "bloom" spell, I will literally uninstall.
    (0)

  9. #9
    Player
    Kailok's Avatar
    Join Date
    Apr 2011
    Location
    Ul'Dah
    Posts
    692
    Character
    Kailok Anarhin
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    If I remember correctly, SE plans on changing the animation styles for attacks and casting based on class and race. I know they mentioned Attacks at least. Perhaps I'm just being hopeful on the other part, and if so, then it needs to be done. I remember seeing BLMs in FFXI (yes, I made a reference to FFXI, calm down please.) they really looked like they were about to nuke the crap out of something the way their animation looked just from casting.

    Personally, if a CON starts casting something like Firaga II, I want their hands to be bursting with flames, growing up their arms, and then all of those flames get shot toward the Enemy. They could have different animations for different tiers of spells for casters.

    Fire I - Just hands are enveloped in fire, a small fireball is hurled toward enemy, along with an animation for the hit.
    Fire II - Hands up to elbows are covered in flame, and a larger fireball is hurled to the enemy, along with hitting animation on target.
    Fire III - Hands all the way up to shoulders are covered in flame, which is larger than the other two, hurled to mob, with a large explosion upon impact
    Flare (Ancient Magic) - Entire body is covered in flame, and then is sent towards the mob through a texture on the ground that looks like lava breaking stone (the texture could look like this: http://l.thumbs.canstockphoto.com/canstock5603779.jpg, in a straight path heading toward the enemy), hits the target and then explodes from the ground like a volcano.

    And each different type of element could have it's own stylizing toward it's tiers of magic. Just a thought.
    (2)
    Last edited by Kailok; 07-12-2011 at 08:33 AM.

    SacredDawnFC.enjin.com
    Insulting people in the counter argument isn't going to change their minds. It will make them stick harder to their opinion regardless of whether or not it's right, and think less of your opinion simply because you insulted them. In essence, if you want to try and change someone's mind, come up with a well thought-out response and don't be a dick.

  10. #10
    Player
    Volsung's Avatar
    Join Date
    Apr 2011
    Posts
    910
    Character
    Adell Raynes
    World
    Balmung
    Main Class
    Lancer Lv 50
    I think they mentioned 1.19 would be ushering in some animation changes. For example in the auto attack video chaos thrust and rage of halone (I think thats their sill names anyhow) looked very changed.
    (0)

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