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.
I'm guessing you've never locked onto a monster and walked backwards while still locked on?
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.
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.
Finally:
"Final motion blending animations are not implemented in the alpha. [this should calm down a lot of people, including myself]"
4Gamer
yoshi said it was removed because the pace on 2.0 is much fasterAs 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?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.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?
I going to wait and see once beta start since ive now read the interview see how it goes from there.
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