Not saying this is 100% correct, but I'll take a stab at it.
I'm pretty sure it was removed because it was causing the server to figure out your position slower, as well as making movement feel... sluggish. Need to quickly move out of the way of Ifrit's Eruption? Hold on there... accelerating... moving... decelerating... BOOM! When fractions of a second count, sometimes you have to sacrifice some realism.
You're close, but you kind of got it backwards. The "inertia" we see in the 1.x version of the game is a graphical trick to hide the lag between the server and the client. Basically, the time it takes you to slow to a stop on your screen is about the same amount of time it takes for the server to register that you have stopped moving (hence, if you stopped on a dime, the server would say that you were further ahead than your client displayed).Not saying this is 100% correct, but I'll take a stab at it.
I'm pretty sure it was removed because it was causing the server to figure out your position slower, as well as making movement feel... sluggish. Need to quickly move out of the way of Ifrit's Eruption? Hold on there... accelerating... moving... decelerating... BOOM! When fractions of a second count, sometimes you have to sacrifice some realism.
With the faster, more responsive server code, that little trick isn't necessary anymore. On the other hand, as someone pointed out in another thread, SE likes to add little flares like start and stop animations to their running animations. Since we don't see those in evidence yet, I suspect (or rather agree, since this has been mentioned before), that the animation tables are not yet complete, and we'll see windup and cooldown animations appear sometime between now and release.

I believe your right! However an animation will not make the server take longer to figure your position in the game.Not saying this is 100% correct, but I'll take a stab at it.
I'm pretty sure it was removed because it was causing the server to figure out your position slower, as well as making movement feel... sluggish. Need to quickly move out of the way of Ifrit's Eruption? Hold on there... accelerating... moving... decelerating... BOOM! When fractions of a second count, sometimes you have to sacrifice some realism.
The extra animation, while visually pleasing, does take up extra time in a characters movement. And with players that are subject to high ping. These few milliseconds can add up to almost half a second or more. With players with 200ms pings this can be hard for players that are overseas.
Personally I am okay with the extra time to display the animation.
"It's a beta" I guess we should start this again.



I hope that its still there in 2.0. I found it to be very aesthetically pleasing to see my character make natural looking starts, stops, and turns.

Exaclty the way i feel. Some people might not even really think about it, but will notice something's not right if it's left out.
Less Reality makes for better Fantasy!
Support adding "6 Fulms Under" to gpose!
http://forum.square-enix.com/ffxiv/threads/376127-Request-for-gpose%21-Sinking%21
It's the same movement World of Warcraft uses. Why aren't you playing the World of Fantasy?



Not only that but I think they removed the ability to walk towards your screen by pressing back. I think it just backsteps you like WoW. So yeah they nerfed the animations.
In this link you can see he takes a few steps backward and the character does the awkard "MMO backstep" instead of the nice mocapped inertia turn we have now.
/sigh

I hope this is just the early version of the game and that it will return for 2.0.
If it's one thing I love about this game than anything else, is the fluid and realistic movement of the character. To me, it gives the character weight and dynamic.
Why go through all that work for motion-capture, if we're going to end up moonwalking all over the place?
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