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Thread: Battle Motions

  1. #1
    Player
    Arcturus's Avatar
    Join Date
    Mar 2011
    Posts
    72
    Character
    Arcturus Knightscreed
    World
    Balmung
    Main Class
    Conjurer Lv 50

    Battle Motions

    I want to discuss about character motions in battle, as I currently feel that they are a bit too repetitive, lack variation, and are often wholly unimpressive. I personally was disappointed when I returned to the game and learned that the active guard/blocking stance had been removed. And I felt equally underwhelmed to come back and see that most enhancing abilities and such still used the same /psych motion.

    My question is, will we see greater variety in motion during combat, or are we stuck with what we currently have? It would be nice to see for example:

    • Black mages putting their hands together as to concentrate aether, a la Materia Conversion.
    • Provoke having a uniquely intimidating beckoning hand motion (much like Balthier when he calls to challenge enemies, for those familiar with XII).
    • Sleep actually making the character fall to the ground, with the additional downtime or animation lock to rise to your feet when woken. It would pose as a challenging consequence for players, especially tanks, or benefit them when casting it on enemies (though, I realize this particular example may be too fanciful and enrage many. I'm just brainstorming here ).

    I am of the opinion that implementing varying battle motions would give life to these characters that we have become attached to, and it would certainly lend to the Final Fantasy feel that Yoshida and his team are striving for. For the players, what are some of your suggestions, or actions you would like to change or see in the future?
    (4)

  2. #2
    Player
    Wevlum's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    399
    Character
    Tyler Wevlum
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Animations atm aren't bad and they seem to be tweaking them as they go (aura pulse got a makeover recently for example). Aside from that though I fully expect most animations will be tweaked/altered for 2.0 to look extra pretty with the new engine and stuff.

    As for what you're actually saying though... yeah it would be nice if animations were a bit more relevant to the skill. Like pounce on mnk is a punch, I'm hoping in 2.0 it might be something a bit more pounce-y. Don't expect to jump on the enemy's back but a jumping two footed kick or something maybe.
    (0)
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