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  1. #1
    Player
    OJtheLIONKing's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    245
    Character
    Ojay Lionking
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Gameplay's more important than an (admittedly very nice) little turn animation. I'd rather avoid a wipe than have a nice little turn that slows my character down every time. This kind of focus on graphics and style over gameplay and substance is exactly what FF and JRPGs in general get criticized for.
    (0)

  2. #2
    Player
    Hulan's Avatar
    Join Date
    Jun 2011
    Posts
    866
    Character
    Alec Temet
    World
    Midgardsormr
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by OJtheLIONKing View Post
    Gameplay's more important than an (admittedly very nice) little turn animation. I'd rather avoid a wipe than have a nice little turn that slows my character down every time. This kind of focus on graphics and style over gameplay and substance is exactly what FF and JRPGs in general get criticized for.
    In the case of turning animations at least, this is something that they can safely improve without endangering gameplay. The animation could be calibrated to take a small amount of time (I'd estimate a 0.25-0.3 second animation would be more than sufficient) and by making the "launching step" on the turn move the character slightly more than usual, the animation can appear to take time, but actually be a null sum.

    Sever and client store your position as absolutes for the sake of damage and ability calculations, while the animation plays client side as graphical sugar.

    Honestly, during combat, I'm more than willing to forgo a little realism for the sake of smooth gameplay. For instance, after activating a WS, if I slide a bit when I move as the animation completes, that's a price I'm willing to pay. On the other hand, smooth turning animations, pivots, jumps, running; these are things that can be greatly improved from where they are now without impacting gameplay.
    (3)

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