Quote Originally Posted by Daeriion_Aeradiir View Post
However, there is a crucial point that you get wrong about your shukuchi example - shukuchi is not an instantaneous movement, your character slides to the location quickly, on top of the camera follows you during the slide to match your character's movement. This is extremely important, as it creates the exact same seamless transition from one point to another that's pleasing to the eye. With raise being point A -> point B with absolutely zero interpolated locations inbetween, there is no opportunity to create the fluid motion from one location to another. That's also without factoring in that the theoretical highest distance for shukuchi is only 20yalms, whereas with raise you can get raised 30y away, creating an extremely jarring camera snap from point A to point B.
It's not important. The timing of the pre-move, move, and post-move can be adjusted so that the movement happens smoothly enough without affecting the total raise sequence timing. Of course an instantaneous camera movement from point A to point B that happens in a single frame would be jarring; that's obviously not what we're asking for here. Let's review the relevant portion of the timeline again.

Currently, here's what is involved in just the movement:
  1. The character model becomes invisible.
  2. The screen fades to black.
  3. The character's position is updated.
  4. The camera's position is updated. The camera instantaneously moves to the new poisition.
  5. The screen fades in.
  6. The character model becomes visible.

There is plenty of time between when character model becomes invisible and when it becomes visible again to move the camera smoothly to the new position instead of fading the screen in and out.

Quote Originally Posted by dspguy View Post
Maybe it is the way it is for the same reason you can't accept party invites while engaged with the marketboard. Spaghetti code that's been around probably since 1.0.
We really need to stop blaming everything on "spaghetti code". We're talking about a movement animation. That's all. We're not querying any database tables or making changes to the data structures that could be abused if done in an improper order.

Quote Originally Posted by Raven2014 View Post
Yeah, if you had ever played with some who lagging really bad, when they die their corpse would just rubber banding around the arena, very creepy and ackward. And rescue-res would be the same thing.
That's a non-issue: the character model is invisible during the movement portion of the raise. For everyone who is not the dead person, it wouldn't look any different than it already does. Removing the fade would affect only the dead person because the dead person is the only one who sees the screen fade anyway.

Quote Originally Posted by Raven2014 View Post
This is another valid point, outside of actual teleport, the game has no actual physical displacement, everything is just extremely fast movement masked with an illusionary animation. Case in point, you can't use DRG jump hope over a ground AOE (you still gonna get the tick even if you never land on it), nor you can use it to hop over a split platform (you just gonna fall down). Without teleportation, there would be no way for a healer to res someone that's not on the same platform of them if there are a split arena.
Diamond Weapon example clearly contradicts this. Terrain is irrelevant to the problem.