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  1. #1
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    Quote Originally Posted by Ama_Hamada View Post
    If animation locks makes us do things so slow
    In my opinion, if they remove animation lock they should also adjust the animations.

    As we stand, characters already are clipping animations.

    Abilities that do not do actual attacks, such as Mudra, or Sheltron, the character themselves shouldnt need to perform a physical body animation. They could show the "magical" part of the animation, but I highly suggest they remove the "physical body" animation the character performs.

    If not...

    and they remove animation lock..

    the character will look absolutely ridiculous. Especially come level 99 with skill speed being as high it will be. Your character will never ever ever finish an animation, and will look completely absurd.
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  2. #2
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    Quote Originally Posted by Daniolaut View Post
    In my opinion, if they remove animation lock they should also adjust the animations.

    As we stand, characters already are clipping animations.

    Abilities that do not do actual attacks, such as Mudra, or Sheltron, the character themselves shouldnt need to perform a physical body animation. They could show the "magical" part of the animation, but I highly suggest they remove the "physical body" animation the character performs.

    If not...

    and they remove animation lock..

    the character will look absolutely ridiculous. Especially come level 99 with skill speed being as high it will be. Your character will neverever ever finish an animation, and will look completely absurd.
    Does not matter, being able to play and function > looks. No reason people should die because whatever is causing heals to be processed too slowly, happen. Also I do not get why monsters do not suffer from this. Things hit is that shouldn't be, and sometimes we should got hit and don't because of weird processing delays. Something should be done to address this issue.
    Quote Originally Posted by JunseiKei View Post
    Again, skills all follow a 3 second server tick for registering if something was applied or not. This is the same for popping tank cooldowns (and why you can [sometimes] Ironjaw 2 seconds after DoTs "vanished" from a mob and they will be refreshed [because of server tick]). If you want to know when the tick is, pop sprint and watch your TP come back or watch your MP ticks (this was used in Alex 4 to have 1 person die to 2 mobs and effectively by-pass the mechanic, raising the raid with healer LB3). Bio follows this rule: you need to have the server tick register Bio was placed before you can Bane; depending on the tick, you may be able to do this immediately. However, most cases will have you wait a small amount of time before using Bane.

    Skills like Benediction, Hallowed Ground, Living Dead, etc. effectively have a 1 second animation cast. Just because they say instant doesn't mean they are instantly cast. It only means you can move and use it at the same time without it being interrupted. Even when using swiftcast (the oGCD that removes casting and makes the move "instant"), you still suffer the animation for swiftcast AND the skill (still giving swiftcast + the skill a 1-2 second animation that will always need to be done).

    Jump and Assassinate both suffer from animation. The difference being their animations are noticeably longer due to moving forward to their target and back to their original positions. Most skills do not require you to return to your starting position like these two skills and therein lies the real issue. If you could move your original/starting position, you'd probably remove the issue people have with these two skills killing them. Unless, of course, they don't realize they are in two places at once.

    FFXIV is not a game with animation-cancelling like you would see in another game like Black Desert Online or TERA. You will always do the animations.
    First off you can never ironjaw dropped dots if you cast after they dropped, meaning 2 seconds is not possible. Pretty sure that has more to do with the slow processing delays. Second off, some dots do show instantly regardless, bio is just slow for whatever reason.
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    Last edited by Ama_Hamada; 04-29-2017 at 11:24 PM.

  3. #3
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    Quote Originally Posted by Ama_Hamada View Post
    Does not matter.
    Maybe it doesnt matter to you, and/or a portion of the player base, but considering this is in fact a role playing game. A game based on playing a role, a story, an experience, a world, I think it should be very important.

    This is probably the only Final Fantasy in the entire franchise where the combat system clashes with animations. I would like to see it work properly.

    If youre content with poor design, why are you suggesting that they adjust a poor design? (you say it doesnt matter that animations clip, but you arent accepting of the fact that you activate your skills prior to it being literally too late, due to the delay?)
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  4. #4
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    Quote Originally Posted by Daniolaut View Post
    Maybe it doesnt matter to you, and/or a portion of the player base, but considering this is in fact a role playing game. A game based on playing a role, a story, an experience, a world, I think it should be very important.

    This is probably the only Final Fantasy in the entire franchise where the combat system clashes with animations. I would like to see it work properly.

    If youre content with poor design, why are you suggesting that they adjust a poor design? (you say it doesnt matter that animations clip, but you arent accepting of the fact that you activate your skills prior to it being literally too late, due to the delay?)
    Did you... like read my post in full? I think we are on the same page. I said LOOKS do not matter, your last line in your post, if it interferes with playability too much. What you said in bold, is exactly what this thread is about. Things do not work properly, for whatever reason. Some call it "animation lock"
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  5. #5
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    Quote Originally Posted by Ama_Hamada View Post
    Did you... like read my post in full? I think we are on the same page. I said LOOKS do not matter, your last line in your post, if it interferes with playability too much. What you said in bold, is exactly what this thread is about. Things do not work properly, for whatever reason. Some call it "animation lock"
    Yup, I was adding that, from your request, they should bring animations in line with the battle system.

    So they should not only fix animation lock, but the animations themselves, so that both your characters movements are fluid, the players commands input are fluid.

    The the reason for my response, is you said it doesnt matter what animations look like.

    I feel both animations and the battle system should work in tandem, instead of response>aesthetics, it should be response=aesthetics, because again, as we currently stand, we have animation lock, yet we have animation clipping, as well as slow response for actions. The lesser of both.
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