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  1. #41
    Player
    Bloodclaw's Avatar
    Join Date
    Aug 2013
    Posts
    410
    Character
    Bloodclaw Talon
    World
    Hyperion
    Main Class
    Marauder Lv 100
    Quote Originally Posted by Jinko View Post
    You do realise that animations have to be stored into memory so they are easily on hand when the game requires them, it's also a known fact that many of the animations from 1.0 were removed to give the game a smaller memory footprint (and I assume fit into PS3 memory).

    So yes .. just yes, this how games work and the sad truth of it is PS3 will be holding this game back in many ways from now on.
    They can cut out the animations for PS3 version just like they cut up Giggle physics. So no. If that is the problem it can be fixed.
    (0)
    Last edited by Bloodclaw; 04-24-2014 at 01:18 AM.

  2. #42
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Bloodclaw View Post
    They can cut out the animations for PS3 version just like they cut up Giggle physics. So no. If that is the problem it can be fixed
    w
    Didn't I say this in my previous post.

    "If it is to do with PS3 limitations they should at least give different animations for PS4 and PC users."
    (0)
    Last edited by Jinko; 04-24-2014 at 01:23 AM.

  3. #43
    Player
    Bloodclaw's Avatar
    Join Date
    Aug 2013
    Posts
    410
    Character
    Bloodclaw Talon
    World
    Hyperion
    Main Class
    Marauder Lv 100
    Quote Originally Posted by Jinko View Post
    Didn't I say this in my previous post.

    "If it is to do with PS3 limitations they should at least give different animations for PS4 and PC users."
    Sorry got a little lost there mixing up conversations. XD
    (0)

  4. #44
    Player
    Bloodclaw's Avatar
    Join Date
    Aug 2013
    Posts
    410
    Character
    Bloodclaw Talon
    World
    Hyperion
    Main Class
    Marauder Lv 100
    Buming, because I am not letting this topic die.
    (0)

  5. #45
    Player
    Ecks007's Avatar
    Join Date
    May 2013
    Location
    Limsa Lominsa
    Posts
    1,064
    Character
    Ecks Grimoirath
    World
    Diabolos
    Main Class
    Arcanist Lv 90
    I spent a good while trying to find the thread or post I made about this, but apparently that was back in the beta forum and is now gone.

    I'm kind of over it now at this point. It does not seem like it will ever change, and I just kinda shrug and accept it. The current LB system works fine, even if it does lack any kind of sense (meaning classes doing abilities they shouldn't be able to do just for the sake of "role fulfillment").

    Honestly though, all they have to do is change the animations per class/job. They don't even have to change the end result of the LB (meaning, single target LB for melee dps, AOE LB for ranged caster, Tank defensive LB ((which is hardly ever used)), and Healer LB healing/rez'ing people ((also hardly used)) ). That can all stay the same, but the animations a player does should match their class/job and be related to the class/job preforming the LB.

    And while I can somewhat understand that Bard has a healing LB (they are traditionally support class), if Archer were to get a second job that was pure dps focused I would expect a new type of LB for ranged physical dps to be implemented. This would/could also be used for other physical range dps (with the current system) or with additonal styled LBs per job/class it would still work pretty much the same way. In many ways it would be pretty much like the current caster LB, only there shouldn't be any summoning Meteor if you're not even a caster, right? So you get some kind of large single or aoe (doesn't really matter which) physical ranged dmg LB.

    I may have accepted the current system, but that doesn't mean I don't want unique per class/job animations. It really shouldn't be that complicated to assign a new animation per class. Devs already know how much time (length of animation) they have to work with if it's going to fit the current system, so why not change/fix this.

    This is what should have been in the game from launch. I totally do agree with the OP on that, and have since Beta.
    (1)

  6. #46
    Player
    Endemerrin's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    487
    Character
    Sylve Lowen
    World
    Balmung
    Main Class
    Gunbreaker Lv 90
    I'm more or less of the mind that they're fine as is, at least as far as animations are concerned. I think the healer LBs need to be tweaked mechanically, as they feel entirely useless 90% of the time, but that's another topic entirely.

    I'd rather they devote resources towards making more unique class and job specific abilities than personalizing the LB animations. Also, changing Monk's LB3 would be silly. It's technically already a monk ability.
    (1)

  7. #47
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Which is why it looks silly on Dragoons Endemerrin.
    (2)

  8. #48
    Player Fluttersnipe's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    162
    Character
    Reziel J'uerny
    World
    Midgardsormr
    Main Class
    Gladiator Lv 50
    I've gotten over it now, but I completely agree. At the very least give the Jobs specific limit breaks and keep the ones now for the classes.It's gonna even sillier when we get a THF class and he/she whips out an enormous sword to chop stuff up!

    Only recommendation I have is that the SMN should actually, oh, I don't know? SUMMON SOMETHING!?
    (1)

  9. #49
    Player
    chocomaid's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    426
    Character
    Temis Altera
    World
    Odin
    Main Class
    Archer Lv 50
    Level 3 LB available

    Dragoon:
    "I can feel the power surge through me. I can do this. I must!"
    "Gae Bolg, my friend, you have stood by me in the hardest of times, and in the good. But screw you for now!" --*throws Gae Bolg to the side*
    "I HAVE THE POWWWWWWWWWWWWWWWWWWWWEER *Casts lvl3 LB*"

    Gae Bolg:
    :'( *dramatic reach*
    (0)

  10. #50
    Player
    Bloodclaw's Avatar
    Join Date
    Aug 2013
    Posts
    410
    Character
    Bloodclaw Talon
    World
    Hyperion
    Main Class
    Marauder Lv 100
    Quote Originally Posted by Endemerrin View Post
    I'm more or less of the mind that they're fine as is, at least as far as animations are concerned. I think the healer LBs need to be tweaked mechanically, as they feel entirely useless 90% of the time, but that's another topic entirely.

    I'd rather they devote resources towards making more unique class and job specific abilities than personalizing the LB animations. Also, changing Monk's LB3 would be silly. It's technically already a monk ability.
    The game needs more people not less. Limit break re-work would help all aspects of team play aesthetically. Maybe even draw in some more FF fans.
    (0)

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