Only in the FF community would people actually be arguing for something as game breaking as animation lock.
I am pretty sure Yoshi-P is smart enough not to listen to you people.

Only in the FF community would people actually be arguing for something as game breaking as animation lock.
I am pretty sure Yoshi-P is smart enough not to listen to you people.







I hope they can or have already changed how cutting an animation short works. Rather then slide I should be running. Looks so awkward just sliding around. It's one of the things i'll be looking for in beta.





In the Souls Games, your survival depends a great deal on your understanding of animation locks for both you and everything that wants to kill you horribly.
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I know how to play Dark Souls.. I have a level 300 lol.. >.<
New Game + + +..
But Dark souls was nothing like FFXIV's system, you would have died anytime you did any action if FFXIV system was in dark souls - dark souls is much more of a weighted system. Not only that but Dark Souls has a different take on action and art style, if you've ever seen a SE game or video (and I know you have) you'd know SE has a much broader stroke of what the body can do - like using friends to jump up towers and kill giant dragons with a sword.
Btw, the person in the gif took a nice gif but also sucks at dark souls.. :P Why would you ever ever let the enemy look at your back in that game.. or not roll out / shield up lol.
With animation blending if you are running and attacking it will blend the two animations together, that way it doesn't look so bad. Blending hasn't been shown yet.
Last edited by Shougun; 01-14-2013 at 04:20 PM.





I agree. Like I said earlier, it's a tool that was used in the wrong place.


Ifrit is my only complaint
They are not enjoyable BECAUSE of animation lock, they're simply enjoyable whilst happening to have it.Animation Lock do not ruin PVP in any way at all, See LoL, see HoN, see DOTA2 they have animation lock and they are still enjoyable, giving more challenge than any PvP games out there.
The animation lock in those games is BARELY noticeable. It does not have a great impact on the gameplay. It doesn't disable your character for a couple seconds- on top of that, you can cancel animaitons on many actions- so they don't really even have animation lock on everything.
Animation lock NEVER has a positive impact. It can either not impact anything because the animations are too fast to be noticeble or you aren't completely locked down, or it can have a negative impact if it's any worse than that.
No. he's not talking about queuing actions. You could perform other actions while you were locked by an animation- just not MOVING AROUND. and in certain battles where you need to move around a lot, that is a major, major hinderance. Yes, you can work around it and yes you can still beat those contents. But that doesn't mean it's good game design- I can assure you of that, as someone who has some experience interacting with the industry.That was queuing a skill.
Why do people keep talking about animation lock and global cooldown as if you have to have one or the other of these things?B) Limit your movement in battle and have animation lock in place of the visual global cool down on your skill bar.
ANIMATION LOCK IS NOT INTENTIONALLY PLACED IN MOST GAMEs AS A GAME MECHANIC. It is there for visual quality purposes only. Some games that have an emphasis on realism will have an unobtrusive animation lock intended to keep the player's actions looking realisitc. However, there is NOTHING realistic about being frozen in place because someone cast a buff on you or you finished casting a spell 3 seconds ago.
There are many games that have neither animation lock or global cooldowns.
MMORPGS tend to have global cooldowns not because they limit actions, but for network performance reasons- by limiting most nonmovement actions to 1 per server 'tick', the server is able to handle a greater number of simultaneous players.
By the way, many here seem to be forgetting something:
The ORIGINAL POSTER of this thread was advocating animation lock on AESTHETIC grounds.I prefer Animation Lock for aesthetics in most cases, but I recall it being a problem for many in general.
That I can understand and respect (whilst disagreeing, but still, I respect it). Personally, I don't feel animation lock compromises my immersion enough to be worth having to deal with.
Last edited by Alhanelem; 01-14-2013 at 05:28 PM.


Yes, we're talking about the same thing. You could not perform actions on top of each other. In ARR, your GCD starts when the animation starts. In legacy, while you can que the action and perform the skill, it was a few seconds apart from each other. You always had a global cool down.No. he's not talking about queuing actions. You could perform other actions while you were locked by an animation- just not MOVING AROUND. and in certain battles where you need to move around a lot, that is a major, major hinderance. Yes, you can work around it and yes you can still beat those contents. But that doesn't mean it's good game design- I can assure you of that, as someone who has some experience interacting with the industry.
Some animations would be interrupted because they were lengthy. For instance, Bloodletter. After using that WS, then queuing up another WS or Skill you had to wait a certain amount of seconds after the animation had started. It's the same thing in that sense, but it just looks different and the way it functioned was to lock you in place.
The problem is how people perceive the function of the two. All people are seeing is the visual, but those cannot be compared because the visuals and blending are not complete. I think some people are confused about what they want and how either of them actually function. Some people want something visually that they are already getting when the game is complete and some just have no clue at all what they are talking about.
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