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?
Hmm. I stand corrected. I still feel that animation lock, notwithstanding latency issues, can be used as a strategy on fights, like on the Ifrit fight someone mentioned. We've built strategies around this, which makes it fun and not just a hack and slash until it dies.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-yoshida
Guess it's just me.

Oh how wrong you are. Animation lock, especially in the fight which people complain about the most (the Ifrit fight), makes it so that you need to time and plan your weapon skills so that you aren't locked in place when plume or eruption happens. Taking animation lock away from the game takes away from realism, as well as some form of difficulty and extra level of strategy. Nobody wants to make this game any easier.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?
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
"OK Lionix, we can do this, time to Combo this Marmot"
Lionix uses WS1.
Marmot runs about 50 yalms away, because he can.
Lionix smashes his keyboard.


no one knows if they will have more fights like Ifrit where animation lock can get you killed, they very well could be planning other things that animation lock will not be such an issue. If that is the case then people can just avoid using combos for the Ifrit fight

As a lancer, while I'd like it to be a little smoother going from attack animation to running...there definitely needs to be a limitation to what I can do. I shouldn't be able to throw a DS II and start running away while I am in mid-jump. however, i also think that it would be cool if while in the air i wouldn't be hit by low/ground based attacks.
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