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.
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?
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.
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