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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
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    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
    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)

  5. #5
    Player
    Vahlnir's Avatar
    Join Date
    Dec 2013
    Location
    Tent In the Middle of Nowhere
    Posts
    9,647
    Character
    Elan Centauri
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Eriane_Elis View Post
    You're eating food and drinking a potion in combat, of course it will take time to do. It shouldn't be instant.
    In WoW your character has to sit on the ground to eat/drink. At least we can move here after use, though damage suffers for a couple of seconds.
    (2)
    Quote Originally Posted by Naoki_Yoshida View Post
    Personal Housing
    While I cannot give a specific date on when personal housing will be implemented, I can say that prices will be completely separate from free company housing, and, naturally, far more affordable.

  6. #6
    Player
    Saraide's Avatar
    Join Date
    Jun 2021
    Posts
    3,042
    Character
    Saraide Derosa
    World
    Odin
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Eriane_Elis View Post
    You're eating food and drinking a potion in combat, of course it will take time to do. It shouldn't be instant.
    It taking time is fine, it being so ping dependant is not. Animation lock in this game is very strange where it's both client side and then again server side, leading to situations where you cant play MCH on on anything but low ping without heavily clipping and drifting. Yet that's something SE refuses to even acknowledge. Of course less of a problem in a country like japan with mostly great internet connection infrastructure but the world is larger than that of course.
    (3)

  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 Saraide View Post
    It taking time is fine, it being so ping dependant is not. Animation lock in this game is very strange where it's both client side and then again server side, leading to situations where you cant play MCH on on anything but low ping without heavily clipping and drifting. Yet that's something SE refuses to even acknowledge. Of course less of a problem in a country like japan with mostly great internet connection infrastructure but the world is larger than that of course.
    I don't think I ever experienced any problem but I don't drink tinctures or whatever in the middle of combat, just the initial food buff at the beginning if it has ran out. I don't see a purpose to food buffs in the middle of a fight since the party is either familiar with the fight or they're not. I do use echo drops and other potions though and I never had issues. The game ping is steady at 68/69 and never 70 or above. I'm not saying what you're experiencing doesn't exist, I have played BDO and animation lock is part of what killed that game so I understand how horrible it can be.

    I do miss being able to butt drift using animation bugs though.
    (0)

  8. #8
    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 Eriane_Elis View Post
    You're eating food and drinking a potion in combat, of course it will take time to do. It shouldn't be instant.
    The problem is it's not tied only to eating or poting while fighting, as i said earlier, it's a whole animation codes and techniques problem that permiates even into skills, ogcd's, that are using overlaps / layers of priorities over other animations that are ment to be more flexible / can be "interpolated" into each others, there are types of animations of ogcd's that prevent to use a GCD right after for more then half a second, some of these are tied to how the animation system takes "host" of the whole character's anims from head to toe, locking this character in it's animation until completion before you are even allowed to activate the next skill. But root motion animations mix - matches between gcd's and ogcd's are also a big problem if you don't allow both of them to smoothly interpolate into each other to prevent this "lock" / hard "stop" before you can activate your gcd.

    From the shader updates and slight reach for stylized subtle semi graphical realism, how some of the characters still behave in combat, it feels like they allways wanted some of the 1.0 animation / "fantasy" simulation kinda into the game, so adding back root motion systems for lower body/ legs and heels/feet with weight adaptation to swings would make it that step closer to homogeneity with graphic fidelity they are aiming/ going for.

    Even tho players are probably not asking for an "overhaul" of the whole system, even tho there are areas that are lacking, and combat could be transformed into something much more dynamic / nervous, especially in ARR , the combat system is a bit of a bore, or something seen and seen and seen again and again and you are still waiting for a bunch of ogcd's to pop to be fillers of your boredom in combat, especially in ARR. But at least make it look like character movement has a bit more sense , and nice weight when characters move around using their heavy hitting skills. Add impact, add the gravitas / severity of it, without impeding at all on the character's movement speed.
    (3)

  9. #9
    Player
    LystAP's Avatar
    Join Date
    Mar 2015
    Posts
    335
    Character
    Aigiarn Kha
    World
    Balmung
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Eriane_Elis View Post
    You're eating food and drinking a potion in combat, of course it will take time to do. It shouldn't be instant.
    They should make it instant in combat, but with a % chance for your character to start choking and incapacitate themselves.

    Joking aside, I'm sure it's fine as it is. No need to overoptimize.
    (2)

  10. #10
    Player
    Fredco191's Avatar
    Join Date
    Dec 2013
    Location
    Within your device
    Posts
    1,654
    Character
    Magni Henriksson
    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)

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