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  1. #1
    Player
    Kallera's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,160
    Character
    Etoile Kallera
    World
    Mateus
    Main Class
    Dark Knight Lv 60
    I've wanted variations on this and the damage animations. given the size and force of some of the attacks, barely flinching seems a bit off, even if it is for low damage.

    As far as death animations, synchonized dying looks silly. In a perfect scenario there should be different ones based on how hard the last hit was, but even just changes in how we fall or collapse would be a welcome sight.
    (0)

  2. #2
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Kallera View Post
    I've wanted variations on this and the damage animations. given the size and force of some of the attacks, barely flinching seems a bit off, even if it is for low damage.

    As far as death animations, synchonized dying looks silly. In a perfect scenario there should be different ones based on how hard the last hit was, but even just changes in how we fall or collapse would be a welcome sight.
    Even enemies have the same flinch, but I think imps recoil harder for harder attacks or maybe I am seeing things.
    (0)

  3. #3
    Player
    Kallera's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,160
    Character
    Etoile Kallera
    World
    Mateus
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by MilesSaintboroguh View Post
    Even enemies have the same flinch, but I think imps recoil harder for harder attacks or maybe I am seeing things.
    nah, the flinch is there for imps and you are right, it does change, the full animation only takes place for attacks that take about a third of hp or more(you would see a boss imp would nudge only a little from your attacks, but a low level imp would be reeling from the 1-2 hits it would take before going down. likewise with player characters) course this is why for large enemies or bosses with their loads of hp all you will ever see is something akin to fidgeting as we attack, even for our largest attacks(Nidhogg is a good example of this). That same thing occurs to us when we take minor damage, regards of if its a bee sting, a beastman spear or a magitek cannon blast to the face. I'm not a fan of it.
    (0)
    Last edited by Kallera; 08-23-2016 at 05:19 AM.

  4. #4
    Player
    Alberel's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,852
    Character
    Alberel Lindurst
    World
    Phoenix
    Main Class
    Summoner Lv 70
    Rather than every race getting their own KO animation why not just add a couple of new ones for all races to use at random? All we need is some added variety and this would be easier than making unique ones for each race.
    (1)

  5. #5
    Player
    CookieMonsta's Avatar
    Join Date
    Jul 2015
    Posts
    478
    Character
    Shirayuki Kova
    World
    Tonberry
    Main Class
    Dragoon Lv 66
    Ragdoll effects and explosion physics. Nuff said.
    (1)

  6. #6
    Player
    marewa's Avatar
    Join Date
    Nov 2013
    Posts
    256
    Character
    Jadzia Dolet
    World
    Ultros
    Main Class
    Arcanist Lv 90
    Reminds me of rag doll Lara Croft and swan-diving off the highest point possible.
    (0)

  7. #7
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    While I do agree, I prefer to be on this side of the KO status:

    (0)

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