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  1. #1171
    Player
    IveraIvalice's Avatar
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    Apr 2011
    Location
    Gridania
    Posts
    595
    Character
    Ivera Ivalice
    World
    Sargatanas
    Main Class
    White Mage Lv 90
    Quote Originally Posted by KiriA500 View Post
    I'm indifferent to the animations. I frankly only really notice them when I'm trying to stand in a particular place, such as the White Mage spots in Ifrit, Coincounter, etc. It's apparent because I'm trying to nudge forward just a little bit, but my character makes a huge, unnecessary animation for the process.

    I like the inertia animations, as they're animated well, but their presence feels sluggish, so I couldn't care less if they were removed. If Square-Enix somehow decides to keep them, whatever, but they still make me have awful control over my character, then it's a problem.
    Quote Originally Posted by Rannie View Post
    He's got a point I play as a mage and that stumble portion is very annoying because you're trying to cast as quickly as possible and seeing the whole "you can't cast while moving" gets to be a pain in the ass (especially as a whm trying to run through a dungeon keeping the tank alive)
    i understand what you both are saying. i main whm and am asked to do it on almost everything i do, and i prefer it so i know all the things whms have to do. i agree when fighting ifrit it is alittle difficult to find your spot because of the little extra step especially on the left side. however in dungeons, the whole move to cancel system is what makes that difficult, im fine with move to cancel or not but that has definatly made it more difficult to be a whm in dungeons, i dont see it as much as a animation thing. i have not noticed the problem with stoping and casting a spell and it says that your still moving.
    but as you can see in the gameplay videos, the character is stoping completely, the addition of a polish animation that stops you doesnt have to make you continue moving. i believe it was a server thing that caused that issue.
    but with the new engine it should be nothing but a visual of you stoping, meaning that when you stop moving, the character actually doesnt move any more, but the animation will look like he or she is slowing to a stop when techniqually its not.
    these are all things that they can do with the new engine
    (1)

  2. #1172
    Player
    Rannie's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,076
    Character
    Rannie Lfey
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by IveraIvalice View Post
    i understand what you both are saying. i main whm and am asked to do it on almost everything i do, and i prefer it so i know all the things whms have to do. i agree when fighting ifrit it is alittle difficult to find your spot because of the little extra step especially on the left side. however in dungeons, the whole move to cancel system is what makes that difficult, im fine with move to cancel or not but that has definatly made it more difficult to be a whm in dungeons, i dont see it as much as a animation thing. i have not noticed the problem with stoping and casting a spell and it says that your still moving.
    but as you can see in the gameplay videos, the character is stoping completely, the addition of a polish animation that stops you doesnt have to make you continue moving. i believe it was a server thing that caused that issue.
    but with the new engine it should be nothing but a visual of you stoping, meaning that when you stop moving, the character actually doesnt move any more, but the animation will look like he or she is slowing to a stop when techniqually its not.
    these are all things that they can do with the new engine
    I honestly don't know on that seeing as how I'm not a programmer or anything but to me it always seemed that the movement was the animation and it still showed you as moving. I'll agree if they can seperate the two that would be fine but *shrugs* I don't know how exactly that could be done given the limited space they would have especially incorporating it all into the ps3 version. But Like I said I'm not a programmer or a game designer so I don't know
    (0)
    I have a secret to tell. From my electrical well. It's a simple message and I'm leaving out the whistles and bells. So the room must listen to me Filibuster vigilantly. My name is blue canary one note* spelled l-i-t-e. My story's infinite Like the Longines Symphonette it doesn't rest- TMBG Birdhouse in your Soul
    A huge THANK YOU!!!! For FINALLY selling the Meteor Survivor Polo on the store. AND a huge thanks to my friend who bought it for me while he was at Fan Fest!!! YES I finally have my POLO!!!

  3. #1173
    Regardless though, the main problem was the useless amount of server checks and shaders used. All they had to do was fix that and everything is peachy, I mean, not even in an MMO they created in 2001 have you ground to a stop to check someone's bazaar.
    (0)

  4. #1174
    Player

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    Mar 2011
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    Ul'dah
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    3,208
    an update, few more people posted

    https://forum-en.guildwars2.com/foru...rst#post141750
    (0)

  5. #1175
    Player
    Zaireeka2025's Avatar
    Join Date
    Mar 2011
    Location
    Sirius B
    Posts
    397
    Character
    Sirius Dogstar
    World
    Goblin
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Rannie View Post
    I honestly don't know on that seeing as how I'm not a programmer or anything but to me it always seemed that the movement was the animation and it still showed you as moving. I'll agree if they can seperate the two that would be fine but *shrugs* I don't know how exactly that could be done given the limited space they would have especially incorporating it all into the ps3 version. But Like I said I'm not a programmer or a game designer so I don't know
    Not a hard to thing to code actually since ARR already shows a separation of legs and torso movement independent of each other. All the devs have to do is allow the legs to animate a fluid stop while the stop is already registered, allowing for the upper torso to already begin its casting animation while the feet are in mid-stop animation. Done.
    (0)

  6. #1176
    Player
    IveraIvalice's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    595
    Character
    Ivera Ivalice
    World
    Sargatanas
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Zaireeka2025 View Post
    One thing I want to convey to this community is the simple fact that the missing animations do matter. Why should they, right?

    As a FF fan since its first release in the 80's, I've grown with the series through its good times and its bad. I understand what a FF game is, as do many in this forum. SE knows this, and listens to its fans because we are the product of a multi-generational brand. SE also knows that part of what makes a FF game a FF game is the graphics. SE has prided themselves in amazing graphics ever since consoles could boast them. If the look and feel of the world of each FF game didn't appeal so strongly, they wouldn't ever bother and just focus on gameplay. But no, this is FF. And FF games have gorgeous visuals. It's so important, in fact, that in many of their surveys, one of the questions asking what you (the player) looks forward to most always contains an option to mark the graphics as a reason for enjoying the game. Example:

    What are you looking forward to most in FFXIV?

    a. Quests
    b. Storyline and Lore
    c. Graphics
    d. Gameplay
    e. Crafting and Gathering
    f. Partying
    g. etc etc etc

    Graphics are always considered as something as important to SE as the rest. The way their games look appeal strongly to their brand as a FF game.

    For those of you comparing NES games, let's not forget that although we did enjoy those games back then for their great gameplay, we are living in 2012 now, not 1985. It is unlike a FF game to release a game with corners cut in the graphics department.

    *Another reminder: I am not saying ARR looks bad. It looks beautiful and has wonderful graphics, but along with those graphics, the visuals in the animation department are lacking compared to what FFXIV 1.xx spoiled us with. SE, don't copout with a lame excuse of gameplay vs animation. You can do both.
    exactly, FF is a series know for its graphics and also its story telling. the animations and graphics were things that were done amazingly in 1.0, without these in the current version its lacking a key part of what made FF a great series.
    gameplay is definetly important and its difficult getting that from an mmo when other things are more demanding then a single player game, but graphics and animations are things that can and should remain true in single player and mmos.

    its also true that graphics and animations are not everything, and they are not what makes a game fun, but they do play a big part in the overall game. in the older days that was not expected of us because of technology at the time, but since that has evolved so has our expectation of games with this reputation.

    i will say that i dont have much mmo experience, i tried a few and i didnt like almost any of them, but i did like ffxi because it was the only one that gave me what i was looking for. because mmos are an entire world to explore and adventure in, i always wanted a believable world, and only ffxi gave me that experience. i think if it wasnt for the animations and the attention to detail of characters and the world, im not sure i would have stuck with it either.
    even knowing that graphics and animations aren't everything and they dont affect "fun" it was definatly something that played a part in my overall enjoy-ability in the game i played as an mmo
    (3)

  7. #1177
    Player
    Rannie's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,076
    Character
    Rannie Lfey
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Rokien View Post
    What does this have to do with the price of tea in china?
    (1)
    I have a secret to tell. From my electrical well. It's a simple message and I'm leaving out the whistles and bells. So the room must listen to me Filibuster vigilantly. My name is blue canary one note* spelled l-i-t-e. My story's infinite Like the Longines Symphonette it doesn't rest- TMBG Birdhouse in your Soul
    A huge THANK YOU!!!! For FINALLY selling the Meteor Survivor Polo on the store. AND a huge thanks to my friend who bought it for me while he was at Fan Fest!!! YES I finally have my POLO!!!

  8. #1178
    Player
    Rannie's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,076
    Character
    Rannie Lfey
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Zaireeka2025 View Post
    Not a hard to thing to code actually since ARR already shows a separation of legs and torso movement independent of each other. All the devs have to do is allow the legs to animate a fluid stop while the stop is already registered, allowing for the upper torso to already begin its casting animation while the feet are in mid-stop animation. Done.
    Ok I'll take you at your word for it LOL. Like I said I honestly don't know anything about that... Connection and crap like that I know a fair amount but hell I tried to learn c++ on my own and couldn't even install the compiler/editor on my computer at the time. was really weird
    (1)
    I have a secret to tell. From my electrical well. It's a simple message and I'm leaving out the whistles and bells. So the room must listen to me Filibuster vigilantly. My name is blue canary one note* spelled l-i-t-e. My story's infinite Like the Longines Symphonette it doesn't rest- TMBG Birdhouse in your Soul
    A huge THANK YOU!!!! For FINALLY selling the Meteor Survivor Polo on the store. AND a huge thanks to my friend who bought it for me while he was at Fan Fest!!! YES I finally have my POLO!!!

  9. #1179
    Player
    KiriA500's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    2,434
    Character
    Doctor Beatbox
    World
    Excalibur
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Zaireeka2025 View Post
    Not a hard to thing to code actually since ARR already shows a separation of legs and torso movement independent of each other. All the devs have to do is allow the legs to animate a fluid stop while the stop is already registered, allowing for the upper torso to already begin its casting animation while the feet are in mid-stop animation. Done.
    Oh, it's that easy?
    (0)

  10. #1180
    Player
    IveraIvalice's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    595
    Character
    Ivera Ivalice
    World
    Sargatanas
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Rannie View Post
    I honestly don't know on that seeing as how I'm not a programmer or anything but to me it always seemed that the movement was the animation and it still showed you as moving. I'll agree if they can seperate the two that would be fine but *shrugs* I don't know how exactly that could be done given the limited space they would have especially incorporating it all into the ps3 version. But Like I said I'm not a programmer or a game designer so I don't know
    im not a programmer either, but i am a 3D artist for games. so im a game developer but on the art side not the tech side, but because of my job i do work with alot of programmers closely, and i can only tell you from my experience working with them directly.
    this should all be possible, the only problem is the time it takes to do it, which if it was up to me, i would say give them the time to have great polished animations and gameplay. since this is the last shot their going to have with this game and it needs to be perfect, in every way that it can, it needs to be done right, not like the first time
    in 1.0 they focused on graphics and visuals and lacked gameplay and tech. but this time there focusing on tech and lacking the animations. its all got to be there not one or the other
    (1)
    Last edited by IveraIvalice; 09-18-2012 at 10:22 AM.

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