1.20 info! sweet sweet info...sweet sweet precious info, where have you been all week.
1.20 info! sweet sweet info...sweet sweet precious info, where have you been all week.
Did you not read this?Thanks for the info Bay, however it still doesn't help with animation lock. I mean yes we will be able to cue our weapon skills faster but doesn't change the fact that we will still be stuck in one positioning for a short period no?
Oh and one more thing, Thanks so much Dev team for bringing back queueing.
Animation lock is not a bug that needs fixing.We're planning on allowing around 10 seconds (5 seconds + the time for the animations) between actions to pull off a combo.
I would rather my character just be unanimated, like a cut and paste sheet of paper just moving around the screen, than be glued/bound everytime I do a weaponskill. It completely kills "fun" battle mechanics, and introduces an alternative mechanic called fighting the game.
Content's difficulty level should not be determined by the dangers of animation lock, but rather by smart design.
Animation lock can be part of that smart design. And it is.I would rather my character just be unanimated, like a cut and paste sheet of paper just moving around the screen, than be glued/bound everytime I do a weaponskill. It completely kills "fun" battle mechanics, and introduces an alternative mechanic called fighting the game.
Content's difficulty level should not be determined by the dangers of animation lock, but rather by smart design.
lol i see no answer or solution to the animation lock. is it the 5 seconds given to complete the combo the answer? ive had animation lock last at least that long many times. its killed me a handful of times in fact.
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?
I don't see how you can ignore the animation lock when you're trying to create dynamic battle content. It's very disturbing that for Ifrit, the only time you should be doing weaponskills is right after he does something, otherwise you don't have enough time to run away because of animation lock down.Animation lock is not a bug that needs fixing.
(>°°)D_->__(O°°)>-_ʕ•ᴥ•ʔ_C-(°°Q)__O~~_t(°°<)_(;o0)___ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ
im sorry dude but im gonna have to repeat it.
the devs said animation lock is due to faulty programming, it is not intentionally pat of the design, theyved opologized for its existance and said it will be fixed at 2.0.
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?
heres just one of the few times its been stated that animation lock is a flaw that will be fixed
http://pc.rpgsite.net/interviews/327...-naoki-yoshidaRPGSite: With the new server systems, will the major game breaking issues such as animation lock, server lag latency, positioning imprecision, and interface lag be greatly reduced?
Yoshida: Yes, all of these things will be fixed.
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.