Well they did say they'll update animations as well. We just don't know if it's character movement animations or more.
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.
Last edited by Katt_Felista; 02-24-2022 at 02:08 AM.
You're eating food and drinking a potion in combat, of course it will take time to do. It shouldn't be instant.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.
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.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 do miss being able to butt drift using animation bugs though.
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.
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.
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