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  1. #1
    Player
    Avatar von Jocko
    Registriert seit
    Mar 2011
    Beiträge
    404
    Character
    Cecilia Amor
    World
    Gilgamesh
    Main Class
    Hermetiker Lv 50

    UI and animation sync issues - Will 2.0 fix this?

    These are two very large issues (Well, for me at least) that I never see discussed here, and was curious as to if they planned on being changed

    The first is that the UI does not sync with battle animations. What I mean is, when executing a skill (particularly one with a longer animation, say, Simian Thrash), the server calculates whether the attack succeeds and how much damage it does, and the UI displays the result by depleting the mob's HP bar...all before the animation even starts. It takes a lot of the excitement and tension out of combat when you know the result before it actually happens. I believe the UI should sync with combat, not displaying the results until the animation actually strikes

    My other problem is that there seems to be a universal and standard delay between all weapon skills. A sort of cooldown period to prevent you from doing WS instantaneously, one after another. The issue is that it appears to be the same for skills with animations that take one second, and others (Again, like Simian Thrash) that take significantly longer. So what happens is, I execute Simian Thrash, and as the animation is playing, I can already execute another skill. The UI will show the mob's HP depleting from the damage the second skill did, while still playing the animation for the first skill, often times not even playing the second animation at all

    I hope all of that makes some sort of sense
    (5)

  2. #2
    Player
    Avatar von Zyph
    Registriert seit
    Aug 2011
    Ort
    Hecking my bed
    Beiträge
    804
    Character
    Zafeira Zhalwann
    World
    Sargatanas
    Main Class
    Dunkelritter Lv 90
    Sounds like a server-client thing. I think we all experience it. FFXIV 1.0's architecture is famously poor:

    http://www.youtube.com/watch?v=hIJCQs-R7X4

    Since they've got a completely new and improved architecture for 2.0, I'd immagine that the issues will be fixed, at the very least improved upon.
    (1)

  3. #3
    Player Avatar von Alerith
    Registriert seit
    Jul 2011
    Ort
    Ul'dah
    Beiträge
    2.187
    Character
    Alerith Rayneheart
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    It all makes sense, but honestly, I think it's better this way.

    Honestly, how would it feel if you pushed your Simian Thrash ability, and the animation starts going, then the mob kills you? Now what if you would have won by that weaponskill?

    Another example is Chaos Thrust. What if you push the button, you reel back to deal the attack, and you get stunned.

    I'm all for damage as it gets hit, but there would have to be different animations depending on if you get interrupted, stunned or killed.

    That's a bit much for me.
    (2)

  4. #4
    Player
    Avatar von Jocko
    Registriert seit
    Mar 2011
    Beiträge
    404
    Character
    Cecilia Amor
    World
    Gilgamesh
    Main Class
    Hermetiker Lv 50
    Zitat Zitat von Alerith Beitrag anzeigen
    It all makes sense, but honestly, I think it's better this way.

    Honestly, how would it feel if you pushed your Simian Thrash ability, and the animation starts going, then the mob kills you? Now what if you would have won by that weaponskill?

    Another example is Chaos Thrust. What if you push the button, you reel back to deal the attack, and you get stunned.

    I'm all for damage as it gets hit, but there would have to be different animations depending on if you get interrupted, stunned or killed.

    That's a bit much for me.
    I think you're misunderstanding the point. I'm not asking for the adjustment of when damage is calculated, but when it's displayed. It can function how it does now, the outcome already decided, but sync the visual cue to what's actually happening on screen instead of ruining the grandeur. In other words, add a little immersion, make it less an obvious number game

    Now the second issue, involving how WS can be used while other WS are currently playing their animation...that would require a bit of an adjustment to how combat works
    (2)

  5. #5
    Player
    Avatar von Mirage
    Registriert seit
    Mar 2011
    Beiträge
    488
    Character
    Mirage Askai
    World
    Sargatanas
    Main Class
    Pikenier Lv 50
    This behavior is actually identical in FF11, and I think it's intentionally left that way, perhaps because it would require a lot extra work and network overhead to do.
    (0)

  6. #6
    Player
    Avatar von Estellios
    Registriert seit
    Mar 2011
    Ort
    Ul'dah
    Beiträge
    4.250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Mönch 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)

  7. #7
    Player
    Registriert seit
    Mar 2011
    Beiträge
    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)

  8. #8
    Player
    Avatar von Jocko
    Registriert seit
    Mar 2011
    Beiträge
    404
    Character
    Cecilia Amor
    World
    Gilgamesh
    Main Class
    Hermetiker Lv 50
    Zitat Zitat von Alhanelem Beitrag anzeigen
    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)

  9. #9
    Player
    Avatar von Jennestia
    Registriert seit
    Mar 2011
    Ort
    Gridania
    Beiträge
    3.039
    Character
    Kanikou Escaflowne
    World
    Sargatanas
    Main Class
    Waldläufer Lv 50
    Zitat Zitat von Mirage Beitrag anzeigen
    This behavior is actually identical in FF11, and I think it's intentionally left that way, perhaps because it would require a lot extra work and network overhead to do.
    No -- In FFXI when I pop off a WS the damage, effect and reaction is all in sync and if the monster happen to die and I blink for example it will only kill the animation, but not delay the actual damage and reaction. In FFXIV you will get your damage return after the monster dies as well as it's reaction sometimes.

    Also according to this:

    http://forum.square-enix.com/ffxiv/t...damage-display

    They essentially did have a fix in mind/implemented but it would have strained the server.
    (0)

  10. #10
    Player
    Avatar von Estellios
    Registriert seit
    Mar 2011
    Ort
    Ul'dah
    Beiträge
    4.250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Mönch Lv 77
    Zitat Zitat von Jennestia Beitrag anzeigen
    No -- In FFXI when I pop off a WS the damage, effect and reaction is all in sync and if the monster happen to die and I blink for example it will only kill the animation, but not delay the actual damage and reaction. In FFXIV you will get your damage return after the monster dies as well as it's reaction sometimes.

    Also according to this:

    http://forum.square-enix.com/ffxiv/t...damage-display

    They essentially did have a fix in mind/implemented but it would have strained the server.
    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.
    (0)

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