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  1. #21
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by Skull_Angel View Post
    Speculation is normally backed by some evidence. Just saying~
    It dosn't seem like a far stretch. We already have a physics animation toggle, so a transition animation toggle dosn't seem so foreign.

    Totally not woth calling anyone out for.
    (1)

  2. #22
    Player
    Keres's Avatar
    Join Date
    Mar 2011
    Posts
    615
    Character
    Taja Shin
    World
    Excalibur
    Main Class
    Samurai Lv 70
    It's all opinion of course, but I personally am not a huge fan of inertial movement. It looks great in motion, absolutely, but from a gameplay control perspective it's really frustrating sometimes, such as during boss fights.

    Say you need to run away from a crack in something like Ifrit. I push the movement key, and my character starts moving slow, then faster gradually. When I get to the spot where I want to stop, I have to compensate for the inertia by letting go of the key a little bit before I reach the point where I want to stop. If I release the key on top of the spot where I want to stop, I overshoot it. On top of that, I can't cast any spells until my movement (including inertia) has completely ceased.

    Perhaps the current behavior is also due to server lag reasons, but in any case, "crisp and clean" feeling movement is always something that I will prefer, even if it doesn't look quite as pretty. Gameplay trumps graphics any day for me. Just my opinion though.
    (3)

  3. #23
    Player
    Orophin's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,446
    Character
    Orophin Calmcacil
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Webster View Post
    The backpedling is rather disturbing. It seems to be worse when something is targeted. Everything else looks awesome! Hope people are right when they say it's a matter of early build and will be fixed for release.
    I'm guessing you've never locked onto a monster and walked backwards while still locked on?
    (3)

  4. #24
    Player
    VanillaLatte's Avatar
    Join Date
    Aug 2012
    Posts
    63
    Character
    Vanilla Latte
    World
    Aegis
    Main Class
    Pugilist Lv 50
    I wish they keep all the inertia animations. That's how final fantasy feels more natural and real compare to every other game pretty much.
    (7)

  5. #25
    Player
    Viritess's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    499
    Character
    Viritess Vonschalt
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    Personally i enjoy having some inertia movements. I wonder why people prefer going from standing to run speed in 0.0001 seconds. But i don't understand why people think you should be able to do half the combat actions we have while jumping and backpeddling either.

    I agree with animation lock holding you in place for a long period of time is not good when they design bosses that drop aoes you need to leave in an instant. I don't belive you should be able to attack and move for all attacks just because you don't have a cast bar.

    I'd like to keep some sembalence of movement we currently have. Things like combat should be tuned with that in mind. AOE damage could start from the centerpoint and move to the edge of the max area. this your "walk" to run doesn't have much impact.

    Issue is despite the move to a more mainstream style of MMO, i'd rather not have the cartoony MMO style controls and animations with FF dressing. I'd like to have FF14 with updated controls and server code, with a more manageable UI. I don't see a reason to remove animations, if they did so, that made fairly charming in its own right.
    (5)

  6. #26
    Player
    Tonkra's Avatar
    Join Date
    May 2011
    Posts
    2,084
    Character
    Quichy Sturmbruch
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 59
    Finally:

    "Final motion blending animations are not implemented in the alpha. [this should calm down a lot of people, including myself]"


    4Gamer
    (9)

  7. #27
    Player
    Majidah's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,889
    Character
    Majidah Sihaam
    World
    Balmung
    Main Class
    Archer Lv 50
    Quote Originally Posted by Roukiz View Post
    As many people have noted in the most recent gameplay footage, there seems to be a certain lack of animated inertia in character motion.
    For example, in the current 1.0 build, stopping suddenly after having ran a short distance would result in a more aesthetically pleasing (subjective) animation to be played out, though this didn't appear to be the case in the demo.

    Of course this being a pre-alpha build, there is a chance of it having not been implemented yet, due to its low priority. However, if it has been removed, I'd like to understand the reasoning behind the decision.

    Perhaps there's a chance it hindered movement responsiveness too much?
    yoshi said it was removed because the pace on 2.0 is much faster
    (0)

  8. #28
    Player
    Join Date
    Sep 2012
    Posts
    1,462
    Quote Originally Posted by Roukiz View Post
    As many people have noted in the most recent gameplay footage, there seems to be a certain lack of animated inertia in character motion.
    For example, in the current 1.0 build, stopping suddenly after having ran a short distance would result in a more aesthetically pleasing (subjective) animation to be played out, though this didn't appear to be the case in the demo.

    Of course this being a pre-alpha build, there is a chance of it having not been implemented yet, due to its low priority. However, if it has been removed, I'd like to understand the reasoning behind the decision.

    Perhaps there's a chance it hindered movement responsiveness too much?
    And each of them made their own thread to QQ about it..so why should you?
    (1)

  9. #29
    Player

    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    422
    Quote Originally Posted by Roukiz View Post
    As many people have noted in the most recent gameplay footage, there seems to be a certain lack of animated inertia in character motion.
    For example, in the current 1.0 build, stopping suddenly after having ran a short distance would result in a more aesthetically pleasing (subjective) animation to be played out, though this didn't appear to be the case in the demo.

    Of course this being a pre-alpha build, there is a chance of it having not been implemented yet, due to its low priority. However, if it has been removed, I'd like to understand the reasoning behind the decision.

    Perhaps there's a chance it hindered movement responsiveness too much?
    You already said that it's a Alpha build, so I won't stress the point. Yoshi spent words about how water should be represented in game because he's satisfied about it, talk a lot about graphics and enviromental realism, I really would be surprised if they didn't make body animation more fluid and natural. One of the best aspect of Final Fantasy is its physical realism, and I don't think that Yoshi will throw it away. Said it, I would wait for the Beta to have a more defined idea about how animation will be changed in ARR.
    (1)

  10. #30
    Player
    odintius's Avatar
    Join Date
    Mar 2011
    Posts
    901
    Character
    Odintius Baelsar
    World
    Coeurl
    Main Class
    White Mage Lv 80
    I going to wait and see once beta start since ive now read the interview see how it goes from there.
    (0)

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