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  1. #1
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,522
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    I know this is an unpopular opinion but I miss 1.0's shroud. When you think of a thick forest away from the cities, you think of plenty of trees and an ease of getting lost. 1.0 shroud did this very well, with its winding trails and such it was easy to lose your way even with a map up.
    (7)

    http://king.canadane.com

  2. #2
    Player
    LisSquid's Avatar
    Join Date
    Jan 2021
    Posts
    1,366
    Character
    Mother Kos
    World
    Hyperion
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Canadane View Post
    I know this is an unpopular opinion but I miss 1.0's shroud. When you think of a thick forest away from the cities, you think of plenty of trees and an ease of getting lost. 1.0 shroud did this very well, with its winding trails and such it was easy to lose your way even with a map up.
    Not unpopular at all. I have very few memories of 1.0, but wandering through the Shroud was probably the fondest. There's something magical about a big, expanse of forest that we lost in the 2.0 redesign.
    (3)

  3. #3
    Player
    Mikita's Avatar
    Join Date
    Mar 2011
    Posts
    1,136
    Character
    Mikita Nightsong
    World
    Anima
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Canadane View Post
    I know this is an unpopular opinion but I miss 1.0's shroud. When you think of a thick forest away from the cities, you think of plenty of trees and an ease of getting lost. 1.0 shroud did this very well, with its winding trails and such it was easy to lose your way even with a map up.
    It was fittingly dangerous and spooky, especially with its original music "Emerald Labyrinth".

    I just went through some of my recordings and put together a short video from the old Black Shroud in case anyone wants to see what it was like to run through:
    https://www.youtube.com/watch?v=lW0MJ1rHHoE

    I loved the animation and weight our characters had in their movements -- you can see it when we come to pause a during our running.

    At the end of the video, we probably had several dozen people together to take down a treant -- of course you couldn't see everyone, but I think there were many more people there. lol
    This was back when Mog weapons were some of the strongest in the game, when Wrist Flick was a thing for stunning enemies, and the Level 99 treants could just one-shot anyone with 9999 damage.
    (4)

  4. #4
    Player
    DiaDeem's Avatar
    Join Date
    Jan 2014
    Location
    Ul'Dah
    Posts
    1,686
    Character
    Vivian Rysto
    World
    Leviathan
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Mikita View Post
    It was fittingly dangerous and spooky, especially with its original music "Emerald Labyrinth".

    I just went through some of my recordings and put together a short video from the old Black Shroud in case anyone wants to see what it was like to run through:
    https://www.youtube.com/watch?v=lW0MJ1rHHoE

    I loved the animation and weight our characters had in their movements -- you can see it when we come to pause a during our running.

    At the end of the video, we probably had several dozen people together to take down a treant -- of course you couldn't see everyone, but I think there were many more people there. lol
    This was back when Mog weapons were some of the strongest in the game, when Wrist Flick was a thing for stunning enemies, and the Level 99 treants could just one-shot anyone with 9999 damage.
    You didn't pet the Lalas
    Really cool vid though!
    (1)

  5. #5
    Player
    Fiel_Tana's Avatar
    Join Date
    Dec 2021
    Posts
    165
    Character
    F'iel Tana
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Mikita View Post
    It was fittingly dangerous and spooky, especially with its original music "Emerald Labyrinth".

    I just went through some of my recordings and put together a short video from the old Black Shroud in case anyone wants to see what it was like to run through:
    https://www.youtube.com/watch?v=lW0MJ1rHHoE

    I loved the animation and weight our characters had in their movements -- you can see it when we come to pause a during our running.

    At the end of the video, we probably had several dozen people together to take down a treant -- of course you couldn't see everyone, but I think there were many more people there. lol
    This was back when Mog weapons were some of the strongest in the game, when Wrist Flick was a thing for stunning enemies, and the Level 99 treants could just one-shot anyone with 9999 damage.
    I wish we could have those run and movement animations back, they look so good!
    (1)

  6. #6
    Player
    Lihtleita's Avatar
    Join Date
    Jan 2018
    Posts
    936
    Character
    Lihtleita Lonstyrmwyn
    World
    Lich
    Main Class
    Marauder Lv 100
    Quote Originally Posted by Fiel_Tana View Post
    I wish we could have those run and movement animations back, they look so good!
    while they are good looking keep in mind a slow starting run or stop animation like in 1.0 would cause a lot of grief while dodging aoes.
    they had a similar problem in tomb raider angel of darkness. gorgeous, lovingly animated movements.....that you got sick of waiting to play out and would kill you sometimes.

    the little lean into turns would be nice to have back though
    (1)

  7. #7
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Lihtleita View Post
    while they are good looking keep in mind a slow starting run or stop animation like in 1.0 would cause a lot of grief while dodging aoes.
    they had a similar problem in tomb raider angel of darkness. gorgeous, lovingly animated movements.....that you got sick of waiting to play out and would kill you sometimes.

    the little lean into turns would be nice to have back though
    Technically speaking that's what animation canceling and blending are for. I'm not saying it HAS to be smooth when using such techniques, often in action combat games it's purposefully not to ensure a stronger sense of weight and commitment (with very choice animation canceling actions), just that you can have reaaaallly good movement animations and not feel like you're a freight train. One suggestion I had way back when was to use those two above techniques with also a minor amount of elasticity to your point of detection (SE uses a literal pixel for our "in the bad, not in the bad")- so when you're changing movement your pixel would be slightly elastic to the direction you're facing (if you're trying to u turn out of red for example your character is blending beautifully and your pixel would be 'leaning' with the direction you're intending to go rather than directly under the center of your character).

    In combination I strongly feel it would be possible to have high quality, grounded, slightly weighted, movement animations while also not making your character impractical to use. Another solution, but quite substantially changes gameplay and so probably for another game would be to use something like many other games with strong animations use.. a dodge roll. To see dodge roll in an mmo space you could look GW2 and how that adjusts combat, some interesting changes in that you can dodge 'through' a marker. Wouldn't suggest that now, but could be a future game option.

    The main issue in that being a quality blending and canceling on thousands of players at once would (or at least could) be impractical, so you yourself would likely look like buttery rich goodness but everyone else would need to be like as we are now (or less players displayed on screen).
    (0)
    Last edited by Shougun; 08-15-2022 at 10:31 PM.

  8. #8
    Player
    ReynTime's Avatar
    Join Date
    Jan 2015
    Posts
    1,677
    Character
    Princess Walk
    World
    Cactuar
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Lihtleita View Post
    while they are good looking keep in mind a slow starting run or stop animation like in 1.0 would cause a lot of grief while dodging aoes.
    they had a similar problem in tomb raider angel of darkness. gorgeous, lovingly animated movements.....that you got sick of waiting to play out and would kill you sometimes.

    the little lean into turns would be nice to have back though
    People bring this up from time to time but not only was the animation lock for walking or running NOT a thing, it's very trivial to prevent a lock from happening while still having it in. A lot of games do it.
    (0)

  9. #9
    Player
    Packetdancer's Avatar
    Join Date
    Oct 2019
    Location
    Gridania
    Posts
    1,948
    Character
    Khit Amariyo
    World
    Leviathan
    Main Class
    Sage Lv 100
    It's trivial now, with a limited number of characters, but you will see many many multiplayer games that potentially have like 30+ people in an area still skip doing IK locking.

    The game I'm building with a friend right now allows four players in online play; doing IK locking (both for foot placement and—as this game has parkour stiller movement—hand placement) and slope deformation is a no-brainer; it doesn't have a prohibitively high computational cost and makes everything look so much better.

    If I had an environment where I had the potential for 50+ characters in an area? I'd be a lot more careful about making that choice, as doing more than very basic dynamic IK (e.g. the sloppy and imprecise slope deformation many games use) would have implications for the minimum system requirements even today.

    When the ARR engine was put together, dynamic IK on that scale would've been an absolute non-starter on the PS3.
    (1)

  10. #10
    Player
    Espon's Avatar
    Join Date
    Aug 2013
    Posts
    984
    Character
    N'kilah Razhi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by ReynTime View Post
    People bring this up from time to time but not only was the animation lock for walking or running NOT a thing, it's very trivial to prevent a lock from happening while still having it in. A lot of games do it.
    Except that it was? I distinctly remember being amazed at seeing my character slow to a stop when I stopped moving, or doing a bit of a skid when suddenly trying to run in the opposite direction. I was so used to WoW's movement at the time that I thought this was so neat.

    I wouldn't want it back, though. I've skidded off enough ledges or into enemies in platform games, I wouldn't want to have to deal with it when this game now focuses heavily on avoiding AoEs.
    (1)

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