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  1. #1
    Player
    Mirage's Avatar
    Join Date
    Mar 2011
    Posts
    488
    Character
    Mirage Askai
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Estellios View Post
    They mean it's the same thing as 11 in that the HP gets reduced from the target's HP bar once the action is initiated, regardless of the animation.
    Yes, that's what I meant. Damage dealt is shown in the log after the animation, but the monster's hp bar is reduced right as you initiate the command.

    The clients not showing the monsters as dead before the animation is over would also lead to other players continuing to deal damage to a mob with 0 hp. Unless you would show the mobs with remaining HP but disallow other players to keep attacking it, which would give away the "secret" about it already being dead the second they tried to attack it and got a message such as "invalid target" or something like that.
    (0)

  2. #2
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    I believe they said that there is actually a "switch" they can flip to make it so hp bars and such move at the end of animations, when the numbers pop up, but apparently a lot of the dev team felt that it felt really laggy or something and they were still testing it to see how viable it would be. There was talk about showing a video with the two options so people could see which was better.
    (1)

  3. #3
    Player
    Soukyuu's Avatar
    Join Date
    Mar 2011
    Posts
    2,086
    Character
    Crim Soukyuu
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Estellios View Post
    I believe they said that there is actually a "switch" they can flip to make it so hp bars and such move at the end of animations, when the numbers pop up, but apparently a lot of the dev team felt that it felt really laggy or something and they were still testing it to see how viable it would be. There was talk about showing a video with the two options so people could see which was better.
    This. Though actually the talk was about letting us test the other version, but it never happened.

    Also, the damage should be displayed and dealt not at the end of the animation, but at the moment it is visually dealt.
    (0)

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  4. #4
    Player
    Join Date
    Mar 2011
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    4,948
    For the damage to be dealt after the animations, I'd be demanding that the speed of those animations be at least doubled.
    (0)

  5. #5
    Player
    Jocko's Avatar
    Join Date
    Mar 2011
    Posts
    404
    Character
    Cecilia Amor
    World
    Gilgamesh
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Alhanelem View Post
    For the damage to be dealt after the animations, I'd be demanding that the speed of those animations be at least doubled.
    Why so? Combat would flow the same as it does now, you'd just have to make decisions at a different speed because you wouldn't know the outcome until the event transpired
    (0)

  6. #6
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    Quote Originally Posted by Jocko View Post
    Why so? Combat would flow the same as it does now, you'd just have to make decisions at a different speed because you wouldn't know the outcome until the event transpired
    Because it would suck having to anticipate the end of the animations, especially when we're used to the current setup.
    (0)

  7. #7
    Player
    Gokulo's Avatar
    Join Date
    Mar 2011
    Location
    Limsa-Lominsa
    Posts
    462
    Character
    Teisha Linne
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Not true, they have siad numerous times that with the way current game has been written it's almost impossible to improve on some stuff without serious reworkings which would take more work than just doing 2.0.

    Also, they did not really do many improvements of the type you are talking about here. Optimization has not been improved, (what issues with gfx engine? really? XIV is one of the worst optimized MMOs ever) UI lag has been only slightly relieved, they can't do anything about retainer lag, problem with objects loading and so on and so on. All improvements are basically contents-side, with changes to battle and classes (yes, still nothing engine wise).
    (0)

  8. #8
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    What we have currently:
    You attack an enemy with a WS -> client get dmg calculation from the server -> Enemy hp bar get smaller -> WS animation start

    This was the first I noticed during the beta and thought that should be a bug.

    What I want:
    You attack an enemy with a WS -> client get dmg calculation from the server -> WS animation start -> Enemy hp bar get smaller (during or after the animation)

    The showed dmg should not be before the showed attack

    Quote Originally Posted by Mirage View Post
    The clients not showing the monsters as dead before the animation is over would also lead to other players continuing to deal damage to a mob with 0 hp. Unless you would show the mobs with remaining HP but disallow other players to keep attacking it, which would give away the "secret" about it already being dead the second they tried to attack it and got a message such as "invalid target" or something like that.
    The enemy can die during the animation.
    (0)
    Last edited by Felis; 08-11-2012 at 11:18 PM.

  9. #9
    Player
    Mirage's Avatar
    Join Date
    Mar 2011
    Posts
    488
    Character
    Mirage Askai
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    Yeah, and that would require more server-client communication than we currently have. Which is probably why stuff dies instantly as we use a high damage attack now. It's convenient and more efficient, programming/network wise.
    (0)

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