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  1. #21
    Player
    Iromi's Avatar
    Join Date
    Sep 2012
    Location
    Gridania
    Posts
    2,059
    Character
    Tilla Eversong
    World
    Siren
    Main Class
    Marauder Lv 50
    FFXI did have lag and some animation problems lol I remember not being able to cast another spell until my characters hand would go down. Also on dancer I would get locked in a ton of stuff, after doing steps or a waltz..you couldn't move. I love FFXI but I can't forget this stuff haha. Not sure if its the same thing you are referring to though..

    I agree though, as a SMN main..its dumb how the bio doesn't transfer..and you have to wait for the server to "tick" the dots all together for it to count. That was supposed to be fixed in Heavensward (There are plenty of interviews of them saying the way the dots tick will be fixed finally)...guess like so many other things, that didn't happen. Last night it happened to me, I baned instantly and only Miasma and Bio II transferred...boo.
    (2)

  2. #22
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,477
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    Quote Originally Posted by dragonseth07 View Post
    I will grant you that, but everything else under the sun doesn't have to be.

    There's no reason why all the abilities in this game have to have unclippable animations. All it does is keep you from using abilities exactly when you want to.

    Let me use 5 buffs at once if I want to. Let me stack a bunch of oGCD's into one window. It's not the end of the world if people don't see the whole animation for a spell. Let my stuff hit when I hit the button instead of a second later and let me move on to the next button.
    Yeah that's certainly annoying.
    Though I do enjoy the idea of each skill having it's own animation. Back in 1.0 99% of them just had this strange half-squat animation. It's pretty nice now, very FF-esque. But it's a hard trade off.
    (0)

    http://king.canadane.com

  3. #23
    Player
    Ama_Hamada's Avatar
    Join Date
    Jan 2017
    Posts
    1,210
    Character
    Ama Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Iromi View Post
    FFXI did have lag and some animation problems lol I remember not being able to cast another spell until my characters hand would go down. Also on dancer I would get locked in a ton of stuff, after doing steps or a waltz..you couldn't move. I love FFXI but I can't forget this stuff haha. Not sure if its the same thing you are referring to though..I agree though, as a SMN main..its dumb how the bio doesn't transfer..and you have to wait for the server to "tick" the dots all together for it to count. That was supposed to be fixed in Heavensward (There are plenty of interviews of them saying the way the dots tick will be fixed finally)...guess like so many other things, that didn't happen. Last night it happened to me, I baned instantly and only Miasma and Bio II transferred...boo.
    For spell casting, both FFXI, and FFXIV work in the same way. You have a split second where you can't cast anything, and during this time you can run without a DPS loss.
    For when a monster dies, in FFXI, that is instant, you can't cast/ use abilities on something that was dead in FFXI, but you can here. FFXI did not allow you to use something and place it on CD and have it not work

    No clue about dnc but I believe you could clip that with gear change macros.
    (1)
    Last edited by Ama_Hamada; 04-27-2017 at 02:01 AM.

  4. #24
    Player
    SpiritMuse's Avatar
    Join Date
    Feb 2015
    Location
    Ul'dah
    Posts
    1,012
    Character
    Lelane Lavellan
    World
    Cerberus
    Main Class
    Red Mage Lv 100
    I've never considered this game particularly "fast pace", really. So the slowness of certain skills doesn't bother me overmuch.

    Except of course when Benediction goes on cooldown and your tank still dies. -_-
    (1)

  5. #25
    Player
    SokiYagami's Avatar
    Join Date
    Jan 2014
    Posts
    1,272
    Character
    Soki Yagami
    World
    Tonberry
    Main Class
    Samurai Lv 70
    Quote Originally Posted by SpiritMuse View Post
    I've never considered this game particularly "fast pace", really. So the slowness of certain skills doesn't bother me overmuch.

    Except of course when Benediction goes on cooldown and your tank still dies. -_-
    What's worst is both PLD's HG and WHM's Beni failed at the same time. That's two long arse clunch cd wasted but your MT still died anyway. Happened to me before, really shitty feeling... -_-
    (1)

  6. #26
    Player
    Iromi's Avatar
    Join Date
    Sep 2012
    Location
    Gridania
    Posts
    2,059
    Character
    Tilla Eversong
    World
    Siren
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Ama_Hamada View Post
    No clue about dnc but I believe you could clip that with gear change macros.
    With dancer the only way to get past that annoying lock was to use a program that was against tos :x
    (0)

  7. #27
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Bene and HG are intentionally delayed because they're extremely powerful and allow you to avoid certain mechanics. For balance, they were given slight delays. Other skills like Disembowel, and Bio apply their debuffs at the end of the animation rather than the start. I believe any skill without a cast-time has this penalty intentionally since skills like Bio and Benediction can be cast while moving and are instant (no cast time) and can't be interrupted.
    (3)

  8. #28
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 90
    It sounds like the Bane issue is not an animation lock or server latency issue but a DoT state check issue.

    From what I can gather on the way DoTs work in this game, the initial use of the ability tells the DoT to be applied to the target but the actual state of the DoT being active upon the target is tied to the DoT timer/ticks and so is not registered as the target having the DoT until the first tick at which point the DoT is "active", starts it's timer, does it's damage, etc. Therefore if you use an ability such as Bane that checks to see if a certain DoT is active before the tick has happened and the DoT is actually set as active, the check fails and the ability doesn't take that DoT into account even though the player has applied it.

    As far as fixing the issue, well in a ways that is just the way DoTs work in this game and so potential different solutions would have to be attempted.
    Off the top of my head the two solutions that I can think of are either add a delay into Bane so that a tick is guaranteed to have happened between the time the player activates the ability and it goes off, although this would likely make SMNers very unhappy, or possibly add a secondary hidden "debuff" aspect to DoT's that doesn't have any affect (or effects) that gets applied immediately, is independent of the DoT timer/ticks and acts solely as something for the "active" check to work off of instead. I'm not fully certain if the latter would actually work though since I'm not too familiar with their engine, dev tools and the limitations of them.
    (0)

  9. #29
    Player
    Ama_Hamada's Avatar
    Join Date
    Jan 2017
    Posts
    1,210
    Character
    Ama Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Jonnycbad View Post
    Bene and HG are intentionally delayed because they're extremely powerful and allow you to avoid certain mechanics. For balance, they were given slight delays. Other skills like Disembowel, and Bio apply their debuffs at the end of the animation rather than the start. I believe any skill without a cast-time has this penalty intentionally since skills like Bio and Benediction can be cast while moving and are instant (no cast time) and can't be interrupted.
    There is no need for that when things are script anyway. You are basically punishing people for not knowing the fight inside and out in that case, and there is really no need for that. Plus I would also agure in getting rid of that just for the sake of transparency, it is not in the game, not explained, shouldn't be in it. Going from there, I could claim that system is bugged in adding that delay because it puts something on CD that is never used. There is no need for that. If it is "too powerful" with it being instant, then balance it to allow it to be. Stop confusing people with slow programing. The delay is not even constant on top of things, very clear with my attunement use.

    Quote Originally Posted by Iromi View Post
    With dancer the only way to get past that annoying lock was to use a program that was against tos :x
    Oh okay but still, FFXI was still quicker in a lot of other things, like ability use being on CD or not, and not hitting killed monsters with spells/abilities.
    (7)
    Last edited by Ama_Hamada; 04-27-2017 at 02:51 AM.

  10. #30
    Player
    Xlantaa's Avatar
    Join Date
    Feb 2015
    Posts
    1,000
    Character
    X'lantaa Lizhashen
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    The problem with bane after Bio is not the animation lock. It is the latency. Bio has not lock animation because you can cast it on movement. You need few milliseconds to let the buff "reach" the server and your client get the response. So if you use bane before the client get the response from server, you are sending to the server a Bio II-Miasma only Bane. It is a bit hard to explain, but I think is that. The only way to fix this is not allow the use of Bane while other action is being sending to server. But this can cause a real lock. It is a thing with complex fix, because you can have the best of the best connections, but you still will have a delay.
    (0)

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