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  1. #61
    Player
    Ama_Hamada's Avatar
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    Jan 2017
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    1,210
    Character
    Ama Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 80
    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"
    (0)

  2. #62
    Player
    Berethos's Avatar
    Join Date
    Sep 2013
    Posts
    1,195
    Character
    Celie Lothaire
    World
    Maduin
    Main Class
    Paladin Lv 90
    Quote Originally Posted by JunseiKei View Post
    However, most cases will have you wait a small amount of time before using Bane.

    You will always do the animations.
    The last is incorrect - there are a number of animations that you can cut short based on what you do next.

    The first point about it being variable is also incorrect - when I was testing Miasa versus Bio or Bio II for when you could activate Bane earlier, the time that I could activate Bane and have Bio/Bio II register was the same every single time. Now, unless I just happened to match up with the server ticks the exact same way over dozens of tests, then there is not a variable tick that you have to wait for when it comes to Bio that can let you cast it immediately.

    You do have to wait for it to register, but the time it takes to register that you put Bio on the target is the same every single time. It's just not an issue of the animation in this specific case, as it uses the same animation as Miasma, which applies immediately every single time. Other abilities do have the damage/effect tied to the animation - the Ninja silence, for example, where you have to wait for the blade to hit the ground. For whatever reason, Bio and Bio II don't.
    (1)
    Last edited by Berethos; 04-30-2017 at 01:40 AM.

  3. #63
    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 Berethos View Post
    The last is incorrect - there are a number of animations that you can cut short based on what you do next.

    The first point about it being variable is also incorrect - when I was testing Miasa versus Bio or Bio II for when you could activate Bane earlier, the time that I could activate Bane and have Bio/Bio II register was the same everysingle time. Now, unless I just happened to match up with the server ticks the exact same way over dozens of tests, then there is not a variable tick that you have to wait for when it comes to Bio that can let you cast it immediately.

    You do have to wait for it to register, but the time it takes to register that you put Bio on the target is the same every single time. It's just not an issue of the animation in this specific case, as it uses the same animation as Miasma, which applies immediately every single time. Other abilities do have the damage/effect tied to the animation - the Ninja silence, for example, where you have to wait for the blade to hit the ground. For whatever reason, Bio and Bio II don't.
    You are right, I did a swiftcast miasma and the bane hit it, no matter how fast I try hit bane right after, Bio and bio II the bane will not transfer if you hit it too fast.
    (0)

  4. #64
    Player

    Join Date
    Dec 2012
    Location
    Limsa Lominsa
    Posts
    1,066
    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.
    (1)

  5. #65
    Player
    Iromi's Avatar
    Join Date
    Sep 2012
    Location
    Gridania
    Posts
    2,059
    Character
    Tilla Eversong
    World
    Siren
    Main Class
    Marauder Lv 50
    It is not an animation lock problem its how our dots are timed and when they "tick" there is a universal dot ticker...that is what needs to be fixed when regarding the bio --> bane issue. Again, we were told it would be fixed in HW and that fix never came. Probably never will :x
    (0)

  6. #66
    Player
    Ama_Hamada's Avatar
    Join Date
    Jan 2017
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    1,210
    Character
    Ama Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Iromi View Post
    It is not an animation lock problem its how our dots are timed and when they "tick" there is a universal dot ticker...that is what needs to be fixed when regarding the bio --> bane issue. Again, we were told it would be fixed in HW and that fix never came. Probably never will :x
    No nono its more then that because try swiftcast Miasma, it does not do it, bane as fast as you like it gets transferred. Do that to Bio II (or the fact it does not really effect bio) the bane will not transfer it. If it was purely that server tic thing (that does needs to go out the window as well) then miasma would fail at times under swiftcast
    (2)

  7. #67
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by Iromi View Post
    It is not an animation lock problem its how our dots are timed and when they "tick" there is a universal dot ticker...that is what needs to be fixed when regarding the bio --> bane issue. Again, we were told it would be fixed in HW and that fix never came. Probably never will :x
    The animation "lag" is purely on where the dev's have the effect set to go off during the animation. If they wanted to, all effects could be instant as soon as you hit the button, they just haven't set it up that way by design.
    (3)

  8. #68
    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 Valkyrie_Lenneth View Post
    The animation "lag" is purely on where the dev's have the effect set to go off during the animation. If they wanted to, all effects could be instant as soon as you hit the button, they just haven't set it up that way by design.
    That is how things should be, why did they make it slow?
    (2)

  9. #69
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by Ama_Hamada View Post
    That is how things should be, why did they make it slow?
    Its a stylistic thing I believe. it makes more sense, from a realism standpoint, for the effect to take place after the animation goes off. I don't know, you'd have to ask that question during a live letter :P
    (2)

  10. #70
    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 Valkyrie_Lenneth View Post
    Its a stylistic thing I believe. it makes more sense, from a realism standpoint, for the effect to take place after the animation goes off. I don't know, you'd have to ask that question during a live letter :P
    It could fit other game styles but when things happen at split seconds at times, you have no room to put in processing lag/animation lag, and whatever else. This is more then just bio vs swiftcast Miasma, but bloodteather, arrow dots > sidewinder, stuff dying when you see "2 seconds to go" then "time up" you doing gathering buff to go 95%> 100% then missing because you took a swing too fast, Benediction. lusterate, dodging things, being a mile away from melee LB in PvP but still get hit behind a wall, having your character in the game but can't trade/raise/ but can take hits get aggro, wipe floor 50 runs because of that because the game claims they are in the game, but still loading, etc...
    (2)
    Last edited by Ama_Hamada; 04-30-2017 at 10:09 AM.

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