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  1. #61
    Player
    Tahldon's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    489
    Character
    Tahldon Boyoikoh
    World
    Hyperion
    Main Class
    Conjurer Lv 80
    I'm definitely interested in an answer from the devs about this as well.

    As you all have stated in prior posts, the actual spell-caster's animations, the animation of the spells themselves, and the sound effects all need a little more emphasis. Personally, I've noticed that all of the spells form and flow in an inward circular motion, which causes them all to look the same (this is probably enhanced given the fact that it scales to whichever enemy the spell is being cast on). Either way, all of the spells seem to be spheres, which is quite underwhelming considering what spells in other Final Fantasy games have looked like in the past.

    Were it up to me, I would have the Spell-caster's animations go hand-in-hand with whichever spell he/she is casting along with new "type-casting" animations as well besides the CON "purple hand" and the THM "red hand". I don't mind the palette swap, but I think the gathering of the magical energies should be a little more grander. Such animation could be, for example, an Astral (white) or Umbral (purple/black) sigil appearing under the feet of the caster and white or purple/black light flowing up from the sigil with white or purple/black particles floating around the caster during the process. Or at least something to that effect.

    And being as though there are dozens of different skills for DoW characters, I think the DoM users should at least have different character animations for the type of element they are casting.

    For instance: For Fire elemental magic, the caster could stand as normal with staff/wand in hand then pull their right arm back with the weapon in it then thrust their arm forward in which would signify forcing fire upon the opponent. That could be for all Fire class elements. Also the Fire spell's animation could be redone as to have the opponent burst into an explosion of flame that washes over the monster's front and kinda of "splashes" to both sides of their flanks leaving them covered with remnants of flame.

    For Wind Elemental Magic, being as though air is everywhere, the caster could start casting with both his hands and the weapon in front of him, then bring his weapon arm out towards his side, arm extended, then swing it forward, horizontally across his/her chest drawing magic from the air all around them as the spell is cast at that moment. As the caster's arm flies across horizontally, the enemy is slammed in a tornado vortex that rotates around them for a brief moment then disperses into random circling shreds of wind (kind of like how Aero looks currently, actually).

    For Lightning Elemental Magic, the caster can draw both hands in front of them then lift their weapon up to the sky (for obvious reasons), in which a bolt of lightning streaks down from the sky and crashes into the enemy, surrounding the creature in a small dome of electricity in the process (not quite like the current Thunder spell, but somewhat similar).

    And so on and so forth, I won't bore you guys with a wall of text details. But higher level spells should obviously have a little more "oomph" than that of these descriptions. But these are the sort of things, I think, would make magic better all around. Not so keen on the sound effects though, but like Buckles said, I could do without the loud "swa-shiiiiiiiink" sound effect during magic.

    Also, ditto for the lack of Raise effects as well. Other magics, not just the offensive ones, should have different animations also. I've just listed a few for the sake of references.
    (3)

  2. #62
    Player
    Roll's Avatar
    Join Date
    Mar 2011
    Posts
    361
    Character
    Roland Starwind
    World
    Adamantoise
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Tahldon View Post
    I'm definitely interested in an answer from the devs about this as well.

    As you all have stated in prior posts, the actual spell-caster's animations, the animation of the spells themselves, and the sound effects all need a little more emphasis. Personally, I've noticed that all of the spells form and flow in an inward circular motion, which causes them all to look the same (this is probably enhanced given the fact that it scales to whichever enemy the spell is being cast on). Either way, all of the spells seem to be spheres, which is quite underwhelming considering what spells in other Final Fantasy games have looked like in the past.

    Were it up to me, I would have the Spell-caster's animations go hand-in-hand with whichever spell he/she is casting along with new "type-casting" animations as well besides the CON "purple hand" and the THM "red hand". I don't mind the palette swap, but I think the gathering of the magical energies should be a little more grander. Such animation could be, for example, an Astral (white) or Umbral (purple/black) sigil appearing under the feet of the caster and white or purple/black light flowing up from the sigil with white or purple/black particles floating around the caster during the process. Or at least something to that effect.

    And being as though there are dozens of different skills for DoW characters, I think the DoM users should at least have different character animations for the type of element they are casting.

    For instance: For Fire elemental magic, the caster could stand as normal with staff/wand in hand then pull their right arm back with the weapon in it then thrust their arm forward in which would signify forcing fire upon the opponent. That could be for all Fire class elements. Also the Fire spell's animation could be redone as to have the opponent burst into an explosion of flame that washes over the monster's front and kinda of "splashes" to both sides of their flanks leaving them covered with remnants of flame.

    For Wind Elemental Magic, being as though air is everywhere, the caster could start casting with both his hands and the weapon in front of him, then bring his weapon arm out towards his side, arm extended, then swing it forward, horizontally across his/her chest drawing magic from the air all around them as the spell is cast at that moment. As the caster's arm flies across horizontally, the enemy is slammed in a tornado vortex that rotates around them for a brief moment then disperses into random circling shreds of wind (kind of like how Aero looks currently, actually).

    For Lightning Elemental Magic, the caster can draw both hands in front of them then lift their weapon up to the sky (for obvious reasons), in which a bolt of lightning streaks down from the sky and crashes into the enemy, surrounding the creature in a small dome of electricity in the process (not quite like the current Thunder spell, but somewhat similar).

    And so on and so forth, I won't bore you guys with a wall of text details. But higher level spells should obviously have a little more "oomph" than that of these descriptions. But these are the sort of things, I think, would make magic better all around. Not so keen on the sound effects though, but like Buckles said, I could do without the loud "swa-shiiiiiiiink" sound effect during magic.

    Also, ditto for the lack of Raise effects as well. Other magics, not just the offensive ones, should have different animations also. I've just listed a few for the sake of references.
    Awesome ideas. I hope the developers seriously take this into consideration.
    (0)

  3. #63
    Player
    PEANUT's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    444
    Character
    Dawn Nova'nuru
    World
    Excalibur
    Main Class
    Conjurer Lv 90
    Im just keeping this thread going so a dev can see this and hopefully reply tomorrow or tuesday ^-^
    (1)

  4. #64
    Player
    Tibian's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    379
    Character
    Tibian Rahm
    World
    Excalibur
    Main Class
    Leatherworker Lv 60
    Quote Originally Posted by PEANUT View Post
    Im just keeping this thread going so a dev can see this and hopefully reply tomorrow or tuesday ^-^
    Agreed, I'd like to see a dev response and/or some concept art, ideas, or even a demo of what they have been working on. We know some animations are being redone, would be nice to see some stuff to comment on.
    (1)

  5. #65
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    45
    SE needs to do something before pay to play. I dont know many people that would keep playing a pay to play game with the current casting and spell effects.
    (1)

  6. #66
    Player
    Tibian's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    379
    Character
    Tibian Rahm
    World
    Excalibur
    Main Class
    Leatherworker Lv 60
    I just wanted to add that in addition to the "casting animations" the regular spell animations themselves are lack luster -- even compared to FFXI.

    Here are some of the more recent spells (in smaller sized icons unfortunately) that the same team(s)/people have been working on.

    http://killingifrit.com/forums/uploa...1313769504.jpg
    http://killingifrit.com/forums/uploa...1313769516.jpg
    http://killingifrit.com/forums/uploa...1313769522.jpg
    http://killingifrit.com/forums/uploa...1313769534.jpg
    http://killingifrit.com/forums/uploa...1313769541.jpg

    While these spells still suffer from the same unfortunate syndrome of "I can only originate on the target instead of from the caster or the environment," they still somehow look far superior to the spells currently available in FFXIV... why?
    (2)

  7. #67
    Player
    Stilzkin's Avatar
    Join Date
    Apr 2011
    Posts
    15
    Character
    Delita Guildenstern
    World
    Moogle
    Main Class
    Gladiator Lv 17
    Agree,Make casting effects more Final Fantasy
    (1)

  8. #68
    Player
    Roll's Avatar
    Join Date
    Mar 2011
    Posts
    361
    Character
    Roland Starwind
    World
    Adamantoise
    Main Class
    White Mage Lv 70
    Here's an example of a good casting animation I liked:

    http://www.youtube.com/watch?v=1_C_sJJbgLM

    Rotating magic circle under the caster, floating cubes circling the caster. They look like the cubes when white magic is used in FFIV(In some FF's it's orbs/bubbles).
    (1)

  9. #69
    Player
    Elros's Avatar
    Join Date
    Aug 2011
    Location
    Gridania
    Posts
    42
    Character
    Elros Minyatur
    World
    Balmung
    Main Class
    Gladiator Lv 84
    I want to just chime in here and agree. The lackluster effects and animations are honestly one of the main reasons that I don't use a magic class that much. They don't have that final fantasy flare and therefore aren't that much fun to use.

    I'm looking for those effects that make you blurt out "Whoa yes! did you see that?" then realize your talking to yourself in your room, but you don't care because it was so awesome!
    (1)

  10. #70
    Player
    Aravou's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    27
    Character
    Aravou Voruva
    World
    Balmung
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Tibian View Post
    I just wanted to add that in addition to the "casting animations" the regular spell animations themselves are lack luster -- even compared to FFXI.

    Here are some of the more recent spells (in smaller sized icons unfortunately) that the same team(s)/people have been working on.

    http://killingifrit.com/forums/uploa...1313769504.jpg
    http://killingifrit.com/forums/uploa...1313769516.jpg
    http://killingifrit.com/forums/uploa...1313769522.jpg
    http://killingifrit.com/forums/uploa...1313769534.jpg
    http://killingifrit.com/forums/uploa...1313769541.jpg

    While these spells still suffer from the same unfortunate syndrome of "I can only originate on the target instead of from the caster or the environment," they still somehow look far superior to the spells currently available in FFXIV... why?
    I'm in complete agreement. From a design standpoint, the casting animations and spell animations in FFXI are far superior to what we have in FFXIV. It's a terrible shame to be able to type that, because we should be able to type the exact opposite.

    It's painfully obvious that many, if not the majority, of the casting animations and spell animations in FFXIV were designed as place-holders for further revision in the future. This revision was most likely scheduled to occure during the games alpha and beta stages, but never happened due to the game being heinously rushed to its launch.

    That being said, it's startling that the dev team hasn't taken the time to directly address this issue with the community. The Final Fantasy franchise is well know for its rich history of amazing magical spell animations. That this lack off quality is so apparent in FFXIV, and that the dev team hasn't specifically taken the time to assure it's players that they are aware of the problem and have plans to resolve it in the future; well, it's startling.

    Devs; please take the time to acknowledge this issue. Also, please let us know if it will be fixed, or not.
    (1)

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