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  1. #1
    Player
    Xeonerable's Avatar
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    Apr 2011
    Location
    Limsa Lominsa
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    270
    Character
    Xeonerable Fenrir
    World
    Balmung
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    Lancer Lv 90
    It will be a huge upgrade if it doesn't randomly crash like this current client does.. lol
    (2)

  2. #2
    Player
    Vydos's Avatar
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    Mar 2011
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    Gridania
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    865
    Character
    Ronberku Vantarius
    World
    Balmung
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    Gladiator Lv 93
    I'm afraid those animations are intended to be like that. Although I'm pretty sure that they are going to polish it as good as possible. I really want them to keep the current smooth animations but if they saw no better way to do this with the gameplay in mind. Then I'll simply accept their choice. It's probably a compromise they had to make for the sake of gameplay.

    Will I be happy about it? Not really, but at least I get to enjoy my game in another way during combat. You gain some, you lose some. Is what comes to mind
    (0)
    My gallery of regulart art and random drawings: http://www.dropbox.com/gallery/10502152/1/New%20sketchbook?h=7762c3


  3. #3
    Player
    Shougun's Avatar
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    Jan 2012
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    Ul'dah
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    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Animations are not done by the server*, how we got onto "animation lock" and only solution is losing quality is wild.. I'm going to have to run through some pages....

    Animations are client side*, their engine having to play one animation after another and having server side lag (only data center is in japan) has made animation lock - redoing their engine code appropriately will fix this (server side lag will help reduce what used to appear as animation lock).

    *I say animations are client side (not done by server) because it means that your delays are all based on -their- programming and -your- systems strengths (or weaknesses). Play any FPS worth its pennies and you will see thousands of possible animations on each character transferring and rendering seamlessly - no "cant move while reloading" messages.

    There is no reason to be talking about "work around" when they are working from the ground up, thats basically saying "Its ok if you do a bad job on your engine code". No, they are writing their code now - lets make sure they do it right this time. Dont be an excusing fan please, let's instead be courteous pushers for greatness ..

    That being said - if they made some wonky code again and have to rewrite it to include 2 more movement animations I'd live with this new system. However, if they have any general sense of programming it shouldn't be set in stone yet (changing it - if not already possible should only be a few pages of code).

    Edit: Yoshida has previously talked about animation lock and that they are adding animation blending - this is to improve combat looks and to fix what animation lock intended.
    (That is animation blending, blends two distinct animations together getting a new animation - in theory if they made a good enough system they could also make characters feet actually stand on steps.... animation lock was originally in as a way to ensure characters couldn't break animations on different actions and then therefore look stupid - however this made fights like Ifrit hard for a bad reason (its also a cheap fix.. - animation blending is the way to go)).
    (4)
    Last edited by Shougun; 09-07-2012 at 06:26 PM.

  4. #4
    Player
    Zaireeka2025's Avatar
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    Mar 2011
    Location
    Sirius B
    Posts
    397
    Character
    Sirius Dogstar
    World
    Goblin
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Shougun View Post
    Animations are not done by the server*, how we got onto "animation lock" and only solution is losing quality is wild.. I'm going to have to run through some pages....

    Animations are client side*, their engine having to play one animation after another and having server side lag (only data center is in japan) has made animation lock - redoing their engine code appropriately will fix this (server side lag will help reduce what used to appear as animation lock).

    *I say animations are client side (not done by server) because it means that your delays are all based on -their- programming and -your- systems strengths (or weaknesses). Play any FPS worth its pennies and you will see thousands of possible animations on each character transferring and rendering seamlessly - no "cant move while reloading" messages.

    There is no reason to be talking about "work around" when they are working from the ground up, thats basically saying "Its ok if you do a bad job on your engine code". No, they are writing their code now - lets make sure they do it right this time. Dont be an excusing fan please, let's instead be courteous pushers for greatness ..

    That being said - if they made some wonky code again and have to rewrite it to include 2 more movement animations I'd live with this new system. However, if they have any general sense of programming it shouldn't be set in stone yet (changing it - if not already possible should only be a few pages of code).

    Edit: Yoshida has previously talked about animation lock and that they are adding animation blending - this is to improve combat looks and to fix what animation lock intended.
    (That is animation blending, blends two distinct animations together getting a new animation - in theory if they made a good enough system they could also make characters feet actually stand on steps.... animation lock was originally in as a way to ensure characters couldn't break animations on different actions and then therefore look stupid - however this made fights like Ifrit hard for a bad reason (its also a cheap fix.. - animation blending is the way to go)).
    This is EXACTLY what I was thinking on a more basic level earlier in this thread. Animation lock has to do more with battle and timing with ability animations vs. casting effect. Well explained, Shougun. I may not be a programmer myself, but the basic concept should be evident based on what's been said about FFXIV 1.xx's animation lock issues. A new animation code is being programmed in from the ground up. There's no reason why we can't have fluid movement if (and I know I sound like a broken record) Guild Wars 2 can do it.

    /justsayin
    (3)

  5. #5
    Player
    Firon's Avatar
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    Mar 2011
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    Ul'dah
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    Firon Veleth
    World
    Excalibur
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    Thaumaturge Lv 50
    Quote Originally Posted by Zaireeka2025 View Post
    This is EXACTLY what I was thinking on a more basic level earlier in this thread. Animation lock has to do more with battle and timing with ability animations vs. casting effect. Well explained, Shougun. I may not be a programmer myself, but the basic concept should be evident based on what's been said about FFXIV 1.xx's animation lock issues. A new animation code is being programmed in from the ground up. There's no reason why we can't have fluid movement if (and I know I sound like a broken record) Guild Wars 2 can do it.

    /justsayin
    Just saying they added /facetarget to stop the char cause the movements of the stop animation take forever.
    (0)

  6. #6
    Player
    Shougun's Avatar
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    Jan 2012
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    Ul'dah
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    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Firon View Post
    Just saying they added /facetarget to stop the char cause the movements of the stop animation take forever.
    With animation blending "taking" forever or what have you is not an issue.

    Blending the stopping with your next action (casting, moving again, WS) is completely possible (though it sounds a little bit like magic or a crazy number of animations required - it however is just really cool math going on with only a few animation sets).

    Back in the day you used to have to wait for animations or break them or create hundreds of transition animations. Now you dont have to, and its not unreasonable to expect this. Specially since Yoshida said they are adding it.

    Perhaps the system wasn't completed at showing of the video we've seen. But being cautious to make sure they didn't create a incomplete animation blender or give up on blending animations is not unwarranted. I just wish our English representatives or the development team could respond on issues, perhaps this is expecting too much in the developers extremely crunched time - but I hope community representatives can respond to unique threads at least once (and then leave it up to the players to propagate that info as questions repeat).
    (3)

  7. #7
    Player HiirNoivl's Avatar
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    Mar 2011
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    3,642
    Character
    Hiir Noivl
    World
    Mateus
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Firon View Post
    Just saying they added /facetarget to stop the char cause the movements of the stop animation take forever.
    The stop motion will probably be removed completely.
    (0)

  8. #8
    Player
    Pooky's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    233
    Character
    Skeksis Poloma
    World
    Leviathan
    Main Class
    Archer Lv 90
    While I have no issues with the trailer, looked beautiful imo and I understand that things change from beta to live, I think we all should be wary of using the "Its only alpha" or "Its only beta" excuses when it comes to this game too often. Got burned by it once.
    (1)

  9. #9
    Player

    Join Date
    Mar 2011
    Posts
    261
    I just finished watching FINAL FANTASY XIV Special Talk Session, and while other aspects of the game look promising, the animation looks even worse up close. Just by thinking this could be the animation of the final product, is really painful to watch.

    Look at this backpedaling :

    http://www.youtube.com/watch?v=_737h...ilpage#t=2280s

    Seriously, we need an answer.
    (1)

  10. #10
    Player
    Tonkra's Avatar
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    May 2011
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    2,084
    Character
    Quichy Sturmbruch
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 59
    Quote Originally Posted by Nemy View Post
    I just finished watching FINAL FANTASY XIV Special Talk Session, and while other aspects of the game look promising, the animation looks even worse up close. Just by thinking this could be the animation of the final product, is really painful to watch.

    Look at this backpedaling :

    http://www.youtube.com/watch?v=_737h...ilpage#t=2280s

    Seriously, we need an answer.

    but seriously.. it looks SO much better in all ways when watching the special talk session video.. cant be serious any longer that THIS is a downgrade.. really

    i can live with that "back pedaling" when it means, that it plays 100 times better and fluent like the "shitty" version we have now. in comparison to that, we have seen at the newest presenation

    you have no real problems if the only thing you can complain about in this video is "back pedaling".. seriously.
    (1)
    Last edited by Tonkra; 09-07-2012 at 08:49 PM.

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