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  1. #1
    Player
    Kirth's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    26
    Character
    Kirth Azureblade
    World
    Excalibur
    Main Class
    Paladin Lv 80

    Movement and animation blending.

    One of the things that keeps making combat frustrating for me, is the lack of mobility during combat. When there are certain mob TP moves that are conal, or area of effect, and have a build time that gives you ample warning to start moving, it's absurd that I'm in the middle of casting a cure, and I have to stand there while the rest of the animation wraps up, after the spell has already cast and taken effect. Or, when I start to move out of range, and my shield drops, so my character has to stop dead in his tracks to lower his arm, and then get hit with the TP move. Can the devs please look into this and make mobility better during combat? The animations are gorgeous in this game, but playability should be first priority.
    (2)

  2. #2
    Player
    Zhinse's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    113
    Character
    Zhinse Sanwa
    World
    Excalibur
    Main Class
    Marauder Lv 50
    The animations are a holdover from the Alpha Phase battle system. All the attack animations in this game have movement stun properties. A lot of amazing games with great actions have the same property of not being able to move while the animation was busy looking pretty, such as Street Fighter, which is an example of some of the best video game combat around. The difference is the speed and and values of start up, hit and recovery frames.

    None of the animations were designed for a system of this pace, and they were definitely not designed from the ground up for this system. They were just shoehorned in. The best thing for them to do is to change the values of the animation frames, since creating totally new animations is a long and expensive process (i know. i'm studying animation).

    But the current battle system is going to be thrown away anyways. We can only hope that they build the new system to better use the animation assets they already have, or build new animations from the ground up that wont inhibit the new system.
    (0)
    Hello Everyone!I am a studying animation student at the Unversity of the Arts in Philadelphia. I am originally from southern California.

  3. #3
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    Yes, this needs to be addressed. This is even more important than the particle effects IMO.

    Make skills execute faster + unlock basic attack and some buff animations as well as the engage/disengage animation + create transition animations for a smoother visual game experience.

    To show an example to the representatives, look at this video:

    http://www.youtube.com/watch?v=0DTvf...ailpage#t=179s

    The animations do not blend properly, as limbs disappear and reappear somewhere else later. The motion capture technique is the culprit, I think.

    Now let's show an example of something more acceptable:

    http://www.youtube.com/watch?v=z_F8Bt5cfYg

    The animations are precise and go off quick. The character still stops to execute every skill but they are so fast that it really is no issue. The movement is also faster and 'sharper'. I'm sorry for the lack of proper terms.

    But this problem needs more attention, we need to discuss it!
    (0)
    Last edited by Betelgeuzah; 04-05-2011 at 03:12 PM.

  4. #4
    Player
    Xquiel's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    450
    Character
    Xquiel Kun
    World
    Hyperion
    Main Class
    Weaver Lv 50
    the problem is the low mobility in battle!! the animations are less important.... but that needs to be improved too, specially the animation's bugs... like run while stunned and sleeping but staying in the same place...
    (0)