As opposed to the totally non-jarring feeling of seeing your character go from a full sprint to dead still instantly and visa versa. Or watching your chatter do the electric slide over rocks while his upper body does the Chaos Thrust.
True Strike! So we can't win either way it seems. However, our points in the long run, are silly. DX11 will only change visuals, not gameplay.
Personally I felt 1.0's "inertia" movement made the games horrendous lag feel even worse. The general unresponsivness of the controls was compounded by the aesthetic choice of inertia and made it feel like I could never properly control my character.
I won't say it didn't look nice, but I felt it was one of 1.0's many "Good ideas on paper, bad ideas in practice"
that's the thing though.
With visibly more movement, this is obvious.
Whenever you have animations recorded between 30-60fps, with a vast amount of detail, it relies heavily on a draw-speed and a decent frame-rate.
As for 1.23's lag, it varied from machine to machine, I ran the game on a £40 Quad-Core AMD processor, £80 GPU (GTX560) and the rest of the parts were very very cheap, and the game ran between 30-60fps, what shocked me when I played the game was the amount of the people who had the "Drawing Quality" set above 'Standard', alongside the people who had Ambient Occlusion turned on.
With minor adjustment the "horrendous" lag was actually quite manageable, it never ran perfectly but unless you were running on a particularly old machine the game was adjustable.
Once I had finally beaten the graphics settings into submission, I got the game running at what I thought was merely tolerable, About 3 months later I decided to run Fraps and finally kill this last vestige of lag I was getting in character movement. it was then that I realized, as my FPS were actually pretty good, that it was a feature, not a bug. By that time the damage was done. I didn't like it because for the longest time I thought it was lag. turns out it was designed that way.
Last edited by Pandastirfry; 05-19-2014 at 09:55 PM.
This has absolutely nothing to do with DirectX 11. It was an art choice.
I don't really see what this has to do with DX11. However, I could imagine it being brought back into the game (abliet with probably half the frames to it doesn't mess up dodge mechanics), once the support for the PS3 version ends.
When I stop pressing forward it's because I want my character to stop, not to take a few more steps to slow down (especially if I'm trying to dodge an AOE or cast). The problem with inertia and weighted animations is they sacrifice responsive gameplay for something that looks nice. Even Yoshi-P agreed 1.0 was too focused on looking nice and not enough on being fun to play; this is one perfect example of that. Coming to an instant stop can be immersion breaking, but it's far worse if you don't have full control of your character simply because it looked pretty.
This has literally nothing to do with DirectX 11. It was a game design decision, not a graphical compromise.
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