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Thread: Delay Dilemma

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  1. #1
    Player

    Join Date
    May 2011
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    LIMSA
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    I suggest remembering the fact that auto-attack is supposed to supplement attacks between timers, if you feel like your attacking to slowly i advise buying/equipping you slot cost 0 attacks and use those as standard attacks. Its a strategy that i use for max dps and it works for me. I hope that helps everyone that rely on auto-attack =)
    (1)

  2. #2
    Player

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    Mar 2011
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    Uldah
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    i think its incorrect for SE to rely on auto attack so much for generating TP.
    in most games the combat is quicker because your auto attack is mostly just for show. some abilities generate TP while others use that TP generated.
    this way we wouldnt have to rely on such a slow auto attack.

    +1 faster combat.
    (0)
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  3. #3
    Community Rep Bayohne's Avatar
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    Spoke with the dev. team about the concerns being brought up here. Currently, a slight delay between auto-attacks and actions have been implemented so that animations do not overlap. We will think about reducing animation times and other battle choreography going forward.
    (31)
    Matt "Bayohne" Hilton - Community Team

  4. #4
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    Quote Originally Posted by Bayohne View Post
    Spoke with the dev. team about the concerns being brought up here. Currently, a slight delay between auto-attacks and actions have been implemented so that animations do not overlap. We will think about reducing animation times and other battle choreography going forward.
    im not quite so sure the developers standards of excellence in animations is what they should be worrying about when it comes to this >.<
    the reason why is because their standards are already much higher than that of other MMOs. according to the interviews it seems to me they are sooooo pressed on making sure animations are so tight nit perfect as possible that they arent paying any attention as to how similar the pace of battle is compared to FFXI and other MMOs.
    appeal to a wider range of players SE, a wiiiiider range.
    (0)
    Last edited by Dreadnought; 08-12-2011 at 05:06 AM.
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  5. #5
    Player
    Phenidate's Avatar
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    Apr 2011
    Location
    Windurst
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    344
    Character
    Autumn Lovelace
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    I like games with great animations sure, but I like games with responsive and tight controls more so!

    If we're going to have to wait on animations, at least extend the amount of time we need to react to things like interupts or evade/parry/block activated abilities. Nothing sucks worse than missing a critical move because your character is still executing that fancy maneuver when the monster decides to explode.
    (0)

  6. #6
    Player
    Reika's Avatar
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    Mar 2011
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    Limsa Lominsa
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    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    Quote Originally Posted by Bayohne View Post
    Spoke with the dev. team about the concerns being brought up here. Currently, a slight delay between auto-attacks and actions have been implemented so that animations do not overlap. We will think about reducing animation times and other battle choreography going forward.
    I'd rather they just overlap... or the auto attack animation cancel the skill animation, and skill animation cancel the auto attack animation. Speeding up skill and ability animations at the same time would be awesome.
    (0)

  7. #7
    Player
    Roaran's Avatar
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    Mar 2011
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    Character
    Ajax Sol
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Bayohne View Post
    Spoke with the dev. team about the concerns being brought up here. Currently, a slight delay between auto-attacks and actions have been implemented so that animations do not overlap. We will think about reducing animation times and other battle choreography going forward.
    I'm not sure how complicated this might be, considering each skill has a different animation time, but why not incorporate the delay of specific skills into the delay of the next attack.

    In other words, if you're weapon is a 3.5 second delay and you use a WS that has a 1 second animation time, instead of playing the animation for 1 second and then adding 3.5 seconds on top of it, have the weapon skill play its one second then subtract the animation time froming the next attack giving it a delay of 2.5 seconds. Then just force any attack to always fire off after any current animation. So a minimum delay of whatever the animation time is of a current skill would be the fastest you could attack after a skill. For example if you had a delay of 0 seconds, and you used the same skill that lasts for 1 second, the Skill would fire, play for 1 second and then once the animation is done the next auto attack would fire immediately afterwards.
    (0)

  8. #8
    Player
    Betelgeuzah's Avatar
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    Mar 2011
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    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    Granted XI had some pretty high delay weapons, but nearly every weapon in this game exceeds 3+ seconds.
    The fastest weapon in FFXI, the beestinger, has 150 delay. That equals to 2.5 seconds.

    Scythes on the other hand? You'd be lucky to get below 9 seconds without stacking haste.

    Currently, a slight delay between auto-attacks and actions have been implemented so that animations do not overlap. We will think about reducing animation times and other battle choreography going forward.
    Smoother transition animations (instead of our limbs disappearing and reappearing somewhere else a second later)? Not have the actual effects (not just the animations) be cut from the middle if you happen to start a new animation before the old one ends?

    The current mechanics are remnants from the good ol' Alpha battle system where you simply couldn't overlap your skills. It's completely unacceptable with the new system and the number of frames per animation is so inferior to that of XI's it's rather sad. It's not smooth and it looks off-putting.
    (5)
    Last edited by Betelgeuzah; 08-12-2011 at 04:10 AM.

  9. #9
    Player
    Petori's Avatar
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    Mar 2011
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    Character
    Livi Fi
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Betelgeuzah View Post
    Scythes on the other hand? You'd be lucky to get below 9 seconds without stacking haste.
    Missing you attack was so annoying as DRK ><
    (0)

  10. #10
    Player
    Keftenk's Avatar
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    Mar 2011
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    Uldah
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    Character
    Keftenk Duras
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Ooohh yeaaa a response! Ty Bayohne
    (0)

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