This game needs a lot of optimization.
This game needs a lot of optimization.
That is a bandwidth meter more than a latency meter.
Its only telling you how much information is coming in and going out.
learn to play correctly. I don't play any worse with 1.19 than I did before it. Maybe you're just really bad at this game...because you know, action queing was....what's the word..."broken."
Healer strike is ridiculously foolish and accomplishes nothing
Ayayay. I guess you would "adapt" to being fed crap, too.You could, you know, do what humans do best and ADAPT.
Actually I am experiencing similar problems as the OP;
I'm not so dramatic about it, but I agree that the change
left an annoying amount of re-presses necessary to
chain the simplest of actions (as strangely, and possibly
due to non-constant amounts of lag, the correct timing
seems to vary significantly).
Not pleased here either![]()
There is a serious problem with the current implementation. You don't really have to wait for the animation to finish, by simply mashing down the button multiple times, you can rapdily fire off multiple abilities. But, then you spend your entire time mashing down buttons which is NOT OK.
There is a very simple train of logic that will get you to various methods of implementation.
First, do you want to interrupt animations or allow them to play out before being able to use your next ability.
If you allow interruption, you can have the instant style play without action ques, but then gameplay looks choppy as player animations are consistently interrupted and followed by a distinctly different animation.
*NOTE* THIS IS COMPLETELY ARBITRARY CHOICE THAT RELIES SOLELY ON PLAYER AND DEVELOPER PREFERENCE
So, if the choice is that the choppy gameplay is undesireable, then the only solution is to force players to sit through and watch animations. This is the next important choice:
Either have players sit and wait for animations to finish before allowing them to successfully input commands OR allow them to que their actions.
_____________________
That said, for me the choice is so obvious . My first choice is to have smooth gameplay without animations being interrupted, my second choice is to allow queing of actions, because I do not like sitting around waiting for each skill to finish before I input the next skill.
The entire debate here lies on these two arbitrary choices. And they both are merely preferences. The queing of actions CAN be an addition optional configuration given to the players, but for balance reasons, the interruption of animations must be settled globally.
So if you wanted to present a completely clear representation of where the community lies you would need to make a poll of the following:
Do you want to actions to interrupt the animations of previous actions to allow for more fast-paced combat, or do you want to wait for actions to complete to allow for smoother/less choppy animations/gameplay.
If you want fast paced combat, then there's not much else to say, input would be instantaeneous, while animations would interrupted.
If you want animations to complete, the you have two choices:
- Allow queing of skills
- Wait for each skill to finish before input of the next skill
Nothing else has any relevancy whatsoever.
The animation lock is good, it creates a more challenging game, where players don't just spam 1-2 abilities over and over. It actually requires you to think and create your own ability rotation system to maximize your current job. Perfect example of this new challenge is on ifrit battle. If your a dps class for example spamming your abilities mindlessly you will die, cause ifrit will cast his ground attack and you will get stuck in animation thus not having enough time to move out of the way, solution is to think, use your noodle, as in yes use abilities but when ifrits window opens up for ground attack, don't spam your abilities but build your tp with auto attack, than when ifrit does his ground attack , you can move out of the way cause your not stuck in animation, than run back and burst damage using your tp. People just need to adjust, the game is not meant to be easy, boring spam spam ability type game......
So I know this was talking about the whole being unable to queue ability thing (which threw me off at first when I logged in 1.19 for the first time, not even gonna lie) but since the whole animation thing was mentioned...
You can definitely still interrupt your animations if the skill has gone off. I can't tell you how many times I've used Pummel in the middle of Simian Thrash's animation. There's no way in hell I'd use it if I had to wait for 9 flashy hits to go off first.
Animation locking is fine for physical skills because you just wait for the flashy effects.
But waiting 3 seconds to cast a fire spell than an additional 1.5 seconds so my character raises his hand is retarded. You either make the spell near instant with a long animation or a casted spell with an animation you can skip.
Animation locking is the only thing that make Ifrit (hard) hard. But I'm not sure if that's the intention.
Merlwyb is my wife~
http://na.finalfantasyxiv.com/lodestone/character/139657
http://www.youtube.com/user/ragzGT
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