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  1. #1
    Player
    Katt_Felista's Avatar
    Join Date
    Oct 2013
    Location
    Rent Free in many heads.
    Posts
    219
    Character
    Katt Felista
    World
    Ragnarok
    Main Class
    Gladiator Lv 50

    Graphical upgrade is great and all that. But... Gameplay ? Animations ? It's Linked.

    But with due respect to everything else ...When do we see an uprade to this slightly dated combat system and it's animations, not allowing for much more reactivity while skating on ice during "none-root motion of the lower part body" If anything, 1.0 part of it's "spirit" was aiming for something that looked like a part "medieval" combat simulator, part turn by turn system, but it had it's lower body root motion simulation and dependancy of what does the upper body pretty on point (when the game wasn't laggy from it's intertwinement system blunders of functions and code piled on each other making it feel sluggish 80% of the time, and it was botched, the combat system was clunkey and botched, not because of this root motion to influence of the upper body part on what does the lower body, but a whole set of spaghetts.).

    Plenty of games have this lower body root motion of feets adapting to the direction you walk to with slightly added adaptation to speed and whatnot (and a bunch of them do it really nicely), in ffxiv it happens that in some animations during combat you have it, but... but in a lot of other animations, the whole body has a "set" and locked animation that will not WANT to adapt to your movement and stay stuck in ice skating mode, making it a lil harder to really appreciate momentum but also to figure out where your mass of center, or just "true" center for true location pin pointing, is.

    A much more defined situation of where and what your feet are at, at this very moment changes a lot in terms of precision of not only your actual "real" location (and not an approximate by measurement made by your own eyes about where your middle point may be) But also a slight de-coupling of what the upper body does with skills and what the lower body does to keep the character steady (aka having slight sidesteps of heels and feets readjusting for heavier swings, as a drk, adds so much more visual impact and is a nice touch) helps visually to feel more weight to attacks, but also this de-coupling of animations would also allow to entirely remove skill and abilities "lock ins" of attack animations that freezes the entire body, resolving 3 issues with one stone.

    Because SURELY if we get more detail and finesse visually, the systems like combat and animations need to follow for homogeneity of this upgrade, i don't see SE being the professionnals that they are not getting some serious buiseness in areas that really matters also for upgrading the gameplay ?
    (3)

  2. #2
    Player
    Starshower's Avatar
    Join Date
    Aug 2020
    Posts
    384
    Character
    Ares Stardust
    World
    Behemoth
    Main Class
    Gunbreaker Lv 90
    Well they did say they'll update animations as well. We just don't know if it's character movement animations or more.
    (1)

  3. #3
    Player
    Katt_Felista's Avatar
    Join Date
    Oct 2013
    Location
    Rent Free in many heads.
    Posts
    219
    Character
    Katt Felista
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Starshower View Post
    Well they did say they'll update animations as well. We just don't know if it's character movement animations or more.
    When Yoshi P said (in the interview about questions picked) he doesn't understand what players are talking about with ogcd's interfering sometimes with gcd's animations for around 0.5 seconds , he knows full well "full body motion" animations like throwing a potion or eating food "while" combat, are interfering with combat animations so much because it's "full body" and not "root motion" adaptable and flexible animations that would still allow for a natural flow of any other skills "smoothed" and faded in the following attack animation.

    I have this very obvious example of pot and food while combat taking"host" of the ALL body animation and taking it hostage for like 0.5 to 1 sec for food but, but but we have this for a lot of OGCD's just messing up GCD's activations for the same "full or mostly full body lock in animation", because of non decoupling and non fade in and fade out interpolation of these animations in between themselves and these fade in fade out animations are not "next gen" it's already current to past gen. So when Yoshi P plays innocent by not knowing what people talk about, i have a hard time believing it, because he also plays, he does savage, he can only know it and see it if noobs like me understand it and can feel it very much.
    (2)
    Last edited by Katt_Felista; 02-24-2022 at 02:08 AM.

  4. #4
    Player
    Rowde's Avatar
    Join Date
    May 2015
    Location
    Limsa Lominsa
    Posts
    1,146
    Character
    Willig Rowde
    World
    Hyperion
    Main Class
    Dark Knight Lv 100
    I'm somewhat of a /gpose fanatic... love the feature... and i'm withholding judgement on this graphical update til they show us full characters. While better lighting and textures are nice, like OP, I've noticed a lot of body jank over the years while taking screenshots mid animation. Particularly at the elbows and ankles (all joints can be sus, but those two points are the most egregious). Some of these things probably gonna require a few more triangles to fix rather than a shiny new coat of paint.
    (2)

  5. #5
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    I honestly have no idea what you're on about. I was recently talking to a buddy at work about how impressed I was with how my YoRHa dress responds to my movements while playing DNC. Granted, I played FF games when they were 8-bit, and picked up FFXIV after being away from gaming for two generations of consoles. I suppose my standards are just much lower than newer gamers.

    What should be clear though, is that they strive to make improvements to many of the game's features. I can't offer any assurances that they have updates to the combat system and animations in mind, especially when right now they are more concerned with the game's overall aesthetic. That being said, animations would likely be the next thing that does get some attention. The combat system is something else entirely. They've basically set their feet on the design changes that came with ShB, so I wouldn't get your hopes up.
    (0)

  6. #6
    Player
    SigmaOZ's Avatar
    Join Date
    Dec 2014
    Location
    Gridania
    Posts
    748
    Character
    Sigma Alpheratz
    World
    Faerie
    Main Class
    White Mage Lv 99
    1.0 had much better animations, beautiful ones that gave me the illusion of characters being more realistic.


    I wish they would bring back those original animations along with much higher polygon-count models, including thighs, elbows, knees, hands and feet for a much better look and overall game experience.


    It might have not been possible before because of hardware limitations as no one seemed to have enough graphics power to move the game but things have changed and GPUs are more powerful now and should allow for an increased quality.
    (1)

  7. #7
    Player
    Eriane_Elis's Avatar
    Join Date
    Apr 2018
    Posts
    583
    Character
    Eriane Elis
    World
    Exodus
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Katt_Felista View Post
    When Yoshi P said (in the interview about questions picked) he doesn't understand what players are talking about with ogcd's interfering sometimes with gcd's animations for around 0.5 seconds , he knows full well "full body motion" animations like throwing a potion or eating food "while" combat, are interfering with combat animations so much because it's "full body" and not "root motion" adaptable and flexible animations that would still allow for a natural flow of any other skills "smoothed" and faded in the following attack animation.

    I have this very obvious example of pot and food while combat taking"host" of the ALL body animation and taking it hostage for like 0.5 to 1 sec for food but, but but we have this for a lot of OGCD's just messing up GCD's activations for the same "full or mostly full body lock in animation", because of non decoupling and non fade in and fade out interpolation of these animations in between themselves and these fade in fade out animations are not "next gen" it's already current to past gen. So when Yoshi P plays innocent by not knowing what people talk about, i have a hard time believing it, because he also plays, he does savage, he can only know it and see it if noobs like me understand it and can feel it very much.
    You're eating food and drinking a potion in combat, of course it will take time to do. It shouldn't be instant.
    (5)

  8. #8
    Player
    Fredco191's Avatar
    Join Date
    Dec 2013
    Location
    Within your device
    Posts
    1,654
    Character
    Olafur Johannsson
    World
    Diabolos
    Main Class
    Viper Lv 100
    Quote Originally Posted by Starshower View Post
    Well they did say they'll update animations as well-
    Fingers crossed for unique death animations.
    (5)

  9. #9
    Player
    Atelier-Bagur's Avatar
    Join Date
    Jan 2022
    Posts
    3,980
    Character
    Cordelia Emery
    World
    Coeurl
    Main Class
    Marauder Lv 82
    Quote Originally Posted by SigmaOZ View Post
    1.0 had much better animations, beautiful ones that gave me the illusion of characters being more realistic.


    I wish they would bring back those original animations along with much higher polygon-count models, including thighs, elbows, knees, hands and feet for a much better look and overall game experience.


    It might have not been possible before because of hardware limitations as no one seemed to have enough graphics power to move the game but things have changed and GPUs are more powerful now and should allow for an increased quality.
    Same here, I love how smooth and fluid character animations were in 1.0

    However this cant be replicated anymore because back then, the combat was slow enough to allow those animations flow with the tempo of battle but in current game you have to take into account at the more snappier and quicker pace of battle flow that having smoother animations or in this case more frames would make the visual flow extremely jarring. Its a technique I see in fighting games where character models dont fully animate every single motion because they need to follow with the player's button presses and thus resort to instead make each character's "key poses" stand out to still sell the animation of an attack while not worrying about animation locks, which is probably the reason why this game is like that now.

    Granted we could use more motion capturing in cutscenes or at least in very important scenes. THATS what I missed the most from 1.0, not the gameplay animations but the smoother cutscene animations between characters and the superior camera work.
    (1)

  10. #10
    Player
    Misplaced_Marbles's Avatar
    Join Date
    Jun 2021
    Posts
    469
    Character
    Violent Saviour
    World
    Omega
    Main Class
    Monk Lv 90
    All i want is the ability to take off my boots without the magical sandals appearing.
    (7)

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