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  1. #1
    Player
    Dragonhaven's Avatar
    Join Date
    Mar 2011
    Posts
    66
    Character
    Dragon Haven
    World
    Hyperion
    Main Class
    Armorer Lv 50
    How about calculating the damage you have done so far into a weapon skill before you move? So you do 3/6 hits it only does 3 hits of the dmg. If you think about it if I punch you in the head, kick you in the jaw and then move out of the way because I'm evading a punch, just because I was not able to finish the combo I was preforming on your doesn't mean it did nothing, your head still hurts and your jaw is still jacked!

    As far as being locked for a short amount of time for a WS that would be fine, however, coupled with the lag from the server and the fact that you cant move after a WS is over for a few seconds (happens to me all the time) the animation lock should be removed or set to a fraction of what it is and the lag will take care of the rest. I think Iffrits ability timers should be increased as well to compensate for the lag issue.
    (0)

  2. #2
    Player

    Join Date
    Mar 2011
    Posts
    28
    what has been said about keeping position for a certain skill or set of skills seems nice.

    personally, i am a player who viewed animation lock as something that needed to be completely removed before opening this thread, but the above posts have definitely opened my eyes. The is fact that when I start an attack like doomspike or chaos thrust, my damage appears roughly 1-3 seconds before I can select my next ability or move.

    the solution to this problem isn't to allow me to move when i perform the weaponskill. the solution is to make my damage appear when I am able to cast again, thus accurately signaling the duration of this period of manditory idleness.

    dev; give us some type of channeling bar, cast bar, or indicator on our action bar or in each skills description of time needed to perform each WS. chaos thrusts animation is.. what 2-3 seconds long? why not just use the current casting bar on all WSes?
    (0)

  3. #3
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    123
    Full Support OP, They can't make any kind of content that rely on avoid animation lock. that's it.
    (0)

  4. #4
    Player
    Dreamer's Avatar
    Join Date
    Mar 2011
    Location
    Balmung (USA, EST)
    Posts
    1,417
    Character
    Mocha Leporina
    World
    Balmung
    Main Class
    Conjurer Lv 90
    I think animation lock should stay for most skills. It makes no sense for me to be able to run around like a madwoman when I'm performing a 360 degree slash attack. For magic, musketeers, and abilities, sure. Definitely not for most weapon skills such as lancers, archers, gladiators, etc., however.
    (1)

  5. #5
    Player
    Krausus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Dreamer View Post
    I think animation lock should stay for most skills. It makes no sense for me to be able to run around like a madwoman when I'm performing a 360 degree slash attack. For magic, musketeers, and abilities, sure. Definitely not for most weapon skills such as lancers, archers, gladiators, etc., however.
    Think there might be 2 different views on this I for one think we should have animation lock for WS's but I think if we move it should cancel the ability or for multi hit WS cancel what is left at the time of movement. This allows you to move at a moments notice without exploiting the damage. A win win solution if you ask me.
    (0)

  6. #6
    Player
    Rowyne's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,527
    Character
    Rowyne Olde
    World
    Balmung
    Main Class
    Conjurer Lv 80
    /signed

    Please remove animation lock!

    Quote Originally Posted by Kymusashi View Post
    I just want to know if the people here really are expecting to be able to cast spells and shoot bows without any sort of animation lock.
    Yes. It's pretty simple, actually. Happens in other games all the time.

    If the spell has a 5 second cast time, after the 5 seconds is over and the casting bar is gone, you have successfully cast your spell and should be able to move immediately.

    In fact, you should be able to move any time before that 5 seconds is up, that just means you cancel your current spellcasting.

    There is nothing worse than being a healer, and watching someone in your party suddenly dying and being helpless to do anything until you're done doing the spell dance. It should be my decision whether or not I want to continue casting a spell with a long cast timer, or cancel and save someone. Or cancel and run away from an attack. That shouldn't be the game's decision.
    (4)
    Last edited by Rowyne; 11-29-2011 at 12:23 PM.

  7. #7
    Player
    Kymusashi's Avatar
    Join Date
    Sep 2011
    Posts
    38
    Character
    Valkirin Soryu
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Rowyne View Post
    /signed

    Please remove animation lock!



    Yes. It's pretty simple, actually. Happens in other games all the time.

    If the spell has a 5 second cast time, after the 5 seconds is over and the casting bar is gone, you have successfully cast your spell and should be able to move immediately.

    In fact, you should be able to move any time before that 5 seconds is up, that just means you cancel your current spellcasting.

    There is nothing worse than being a healer, and watching someone in your party suddenly dying and being helpless to do anything until you're done doing the spell dance. It should be my decision whether or not I want to continue casting a spell with a long cast timer, or cancel and save someone. Or cancel and run away from an attack. That shouldn't be the game's decision.
    I agree, that's why the rest of my post suggests that. I just don't think they should remove animation lock for the casting. Call me old fashioned, or a purist, or just old, but it just makes sense to me for the act of casting the spell to be stationary focus.

    But I agree, that runnign while casting should flat out just cancel the damn thing.
    (1)

  8. #8
    Player
    BadJoeRed's Avatar
    Join Date
    Mar 2011
    Posts
    124
    Character
    Theros Hiryu
    World
    Coeurl
    Main Class
    Warrior Lv 70
    lol, this is sad. There's nothing wrong with animation lock. Learn to play a little bit better and you'll want to delete your own thread in a month.
    (3)

  9. #9
    Player
    Vexerus's Avatar
    Join Date
    Mar 2011
    Location
    The Moon
    Posts
    111
    Character
    Vexerus Dracarys
    World
    Hyperion
    Main Class
    Arcanist Lv 23
    Here's the horse:

    http://forum.square-enix.com/ffxiv/t...+biggest+issue

    (btw I agree with OP)
    (1)

  10. #10
    Player
    Neptune's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,062
    Character
    Neptune Deepsea
    World
    Balmung
    Main Class
    Thaumaturge Lv 80
    I see a lot of people talking about animation lock as if it's a good thing. It's actually neither bad nor good. It's a tool to be used. Dark Souls is super animation locked, but in that game it's used in a good way to make combat super realistic. In FFXIV it's used in a bad, contradictory way because some animations can be interrupted and some can't, and you get animation locked while enemies don't. Not to mention not having enough time to respond to a prompt once you're halfway through an animation. It should be the case that you have thrice as much time (in case you start an animation right after being targeted) or your animation can be interrupted by you so you can respond in the short amount of time. Right now you have neither.
    (1)

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