A lot of the animations definitely feel a bit stiff.
I went back to Au'Ra and the animations are so much smoother imo than on Highlander and Elezen.
It changes how it feels to play a lot my character kinda just feels more responsive.
A lot of the animations definitely feel a bit stiff.
I went back to Au'Ra and the animations are so much smoother imo than on Highlander and Elezen.
It changes how it feels to play a lot my character kinda just feels more responsive.
7.0 is about 2 years out and you're expecting them to give you all the possible things they will work on this far out when they almost undoubtedly don't have anything to show you yet even if they wanted to? Show a little patience.
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.
There are also some limitations with not having a physics engine (like Microsoft's Havok or Nvidia PhysX), as YoshiP mentioned clipping can't be prevented without one, as you need some sort of collision detection to determine things like hair #50 is colliding with that chest piece and model. Imagine real explosions and changes not in a cut scene, or handling real items in NPCs hands instead of empty things. They could sort of 'cheat' by simulating collision and animations calculations, like a template for these scenarios so the client and servers don't have to do complicated math for X amount of players at the same time. That's the main reason why they don't have such an engine, a lot of effort for little benefit but I can imagine once they get past the graphics dev cycle, it could be in a roadmap especially in a 10 year plan and if they really want to blow the lids off and make it a complete FF experience.
Updated animations are already making it into the game. When I put away my WHM cane in the new cutscenes or duty complete scene at the end of an instance, it’s a much smoother and more natural animation. It’s not used outside of CS though, I wish it was but not yet.
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