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  1. #1
    Player
    Jinko's Avatar
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    Mar 2011
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    Gridania
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    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Phobos View Post
    Animation lock is present in a lot of games, and coping with it properly is what defines a skilled player. In some games, dealing with animation lock means clipping yourself out of longer ones with shorter ones, or chaining them fast enough to clip 3 or 4 and only see the last animation. In FFXIV, you just have to deal with it. Not locking yourself at times you could get killed is a skill.

    There's things you need to get used to in any game. In FFXIV, it's just getting used to not killing yourself with animation lock.

    The only thing I can get behind removing would be the animation lock at the end of a spell - this does seem extra punitive because you had to stand there casting the whole time anyway, and if you're moving before the spell finishes but don't interrupt in time you get punished by the server delay letting your cast finish and lock you.
    Show me any modern game that suffers animation lock, I can't think of any and certainly not the newest MMO's around, which are moving more towards action based combat.

    I don't think dealing with animation lock is a skill... its more a necessity.
    (3)

  2. #2
    Player

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    Mar 2011
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    Quote Originally Posted by Jinko View Post
    I don't think dealing with animation lock is a skill... its more a necessity.
    I don't totally agree with this.

    For instance, dealing with mobs animation lock is a skill, it allows us to avoid some of their most punishing attacks. In this case the chance of being avoided is a trade-off to the strength of the attack, from the mob's perspective.

    It's the same for players. You could auto-attack the whole fight, or take the risk to launch greater damage at the expense of being hit by a mob special attack.

    What makes me further think that it is actually planned that way is the self combo system. That would have to be the most punishing animation lock. If you throw 2-4 WS in a row, you deal considerable damage in a short amount of time for a ridiculous amount of TP and more importantly, a large part of the combos include possibilities to alleviate the risk of animation lock, such as "stun" or "pacify" effects.

    So yeah, I think animation lock is part of the game design, and like some others say, the absence of animation lock for doomspike was "corrected" in the last patch.

    That said I would like it to be more fluid and less punishing, either by making it a bit faster, or by at least reducing, or removing, the lock before and after the actual animation
    (1)
    Last edited by northernsky; 04-03-2012 at 11:43 PM.

  3. #3
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    Feb 2012
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    Quote Originally Posted by Jinko View Post
    Show me any modern game that suffers animation lock, I can't think of any and certainly not the newest MMO's around, which are moving more towards action based combat.

    I don't think dealing with animation lock is a skill... its more a necessity.
    Animation lock is present in action based combat. Ever play a fighting game or the like? The concept is as northernsky points out:

    Quote Originally Posted by northernsky View Post
    ...You could auto-attack the whole fight, or take the risk to launch greater damage at the expense of being hit by a mob special attack...
    I've played DCUO which had animation lock. It's a much faster paced MMO than this with incredibly fast PvP and PvE content. IMO, the animation lock (even though you could clip many abilities) makes a fast paced action style game more strategic and similar to a fighting game.

    As I mentioned in my earlier post, and will expand upon here - some things should not lock you in animation. I mentioned spells; you're already forced to stand in place to cast, why force animation lock when all you're doing is raising your hand. This simply hurts when there is server lag because you can be moving but still finish a cast and lock yourself. There should also be some abilities/weapon skills that don't animation lock, based on the logistics of the move. For instance, on PGL/MNK - Haymaker seems to utilize the lower body for more power (there's a large torso twist and the character bends down a touch) while something like Aura Pulse has the character jumping in the air and could lend itself to not locking in place, but locking momentum. If some of the "locks" were more logical and nonexistent where it makes sense to be this wouldn't be much of an issue.

    That being said, coping with animation lock is a skill. In FFXI for me there were a lot off odd skills that seperated the excellent players from the good players - things like being able to judge your enmity as a BLM and not take hate but maximize damage, etc. Here, in FFXIV we have faster paced combat with animation locks. These locks have their place, though could be considered overused right now. As northernsky mentioned and I'll bring up again - the animation lock serves to make weapon skills dangerous for the user as well as the recipient.

    Just because you have to avoid something doesn't mean the ability to avoid it is not a skill.
    (0)