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  1. #1
    Player
    Gentaro's Avatar
    Join Date
    Feb 2012
    Posts
    281
    Character
    Kupli Koop
    World
    Twintania
    Main Class
    Conjurer Lv 100
    I like the animation lock more than being able to run around while using abilities+ a global cooldown as we've seen it in 2.0.

    You can see it as bad programming, because it stops you from running from cracks on iffy for example - you can also see it as a combat mechanic. And it is/was possible to do ifrit anyways, plus without the huge latency differences for US/EU players the impact wouldnt have been that big.

    Of course I complained about it as well then I died to eruptions, but that doesn't mean i would want it removed - I liked the animation lock and I wish it was still there in 2.0...
    (4)

  2. #2
    Player
    Pseudopsia's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,078
    Character
    Kare Ruhts
    World
    Gilgamesh
    Main Class
    Archer Lv 57
    A system where you're bound during animations of skills can work if it's implemented correctly.

    FFXIV 1.0 was very bad example because you had to wait till your weapon skill animation completed before being able to move your character. In Ifrit fight this caused a good player to watch the log for Ifrit's combat skills, only after you know what Ifrit's combat skill was then you know if you need to run or can attack. This is not my idea of a fun combat system.

    Tera bounds you during animation of skills, however you don't see anyone complaining about it. The reason why Tera's bound animation works is each class has abilities to be able to breakout of the animation such as skills to dodge, jump back, and block.

    ARR is heading in direction where you can move and attack, this is similar to GW2 combat system. Without animation lock doesn't mean you need a GCD. There has to be a cool down to prevent you from spamming of attacks, especially in a game that will have PvP. Each skill can have different cooldowns such as what is done in GW2 as well as similar skills having their cool downs linked.
    (3)
    Last edited by Pseudopsia; 01-13-2013 at 12:57 AM.

  3. #3
    Player
    Tonkra's Avatar
    Join Date
    May 2011
    Posts
    2,084
    Character
    Quichy Sturmbruch
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 59
    Quote Originally Posted by Rau View Post
    topic.


    I prefer Animation Lock for aesthetics in most cases, but I recall it being a problem for many in general.

    I am curious to hear why it is seen as inferior to global cool downs, in terms of immersion/battle/etc.
    the combat feels very unfluent, not really active and it does not make fun.

    why should i be bound for 2-3 secs on the ground after successfully casting a cure spell? how awful is that?!


    Quote Originally Posted by Pseudopsia View Post
    Animation lock can work if it's implemented correctly.

    FFXIV 1.0 was very bad example because you had to wait till your weapon skill animation completed before being able to move your character.
    well and thats the definition of animation lock.. congrats..

    animation lock -> bound on the ground till animation is finished


    Quote Originally Posted by Gentaro View Post
    You can see it as bad programming, because it stops you from running from cracks on iffy for example - you can also see it as a combat mechanic. And it is/was possible to do ifrit anyways, plus without the huge latency differences for US/EU players the impact wouldnt have been that big.

    Of course I complained about it as well then I died to eruptions, but that doesn't mean i would want it removed - I liked the animation lock and I wish it was still there in 2.0...
    "game mechanic"... sorry... if a so called "game mechanic" which it wasnt .. is so annoying from preventing to play the game without any delays .. this isnt a game mechanic.. ask thousands of players who left the game.

    the gameplay till the end of 1.0. was just horrible. you fought the gameplay and not the boss itself very often.. and THATS NOT A GOOD THING. you just should listen to yourself what you are talking..
    (3)
    Last edited by Tonkra; 01-13-2013 at 12:29 AM.

  4. #4
    Player
    Alaltus's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    938
    Character
    Mementus Veventus
    World
    Sargatanas
    Main Class
    Lancer Lv 60
    Being bound to the ground wasnt so bad if its for aesthetics i think its fine. What really sucked was the animation lock that lagged behind your actions unseen till ifrit's cracks and plumes got you. Because even though the animation lock had finished for you and you were moving again the game still had you where you were stood x seconds ago.
    (7)

  5. #5
    Player
    Pseudopsia's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,078
    Character
    Kare Ruhts
    World
    Gilgamesh
    Main Class
    Archer Lv 57
    Quote Originally Posted by Tonkra View Post
    well and thats the definition of animation lock.. congrats..

    animation lock -> bound on the ground till animation is finished
    You should read my full post, you're taking my comment out of context.

    I'll reword it to fit your tight definition of animation lock.
    (1)

  6. #6
    Player
    Arkine's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    889
    Character
    Arkine Vanrien
    World
    Balmung
    Main Class
    Gladiator Lv 70
    I agree that the game is too flashy and the effects are too big, I would also like to add that even giant powerful looking mobs shake and twitch from regular attacks as if they're weightless balloon animals.
    (1)

  7. #7
    Player
    Tonkra's Avatar
    Join Date
    May 2011
    Posts
    2,084
    Character
    Quichy Sturmbruch
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 59
    Quote Originally Posted by Arkine View Post
    I agree that the game is too flashy and the effects are too big, I would also like to add that even giant powerful looking mobs shake and twitch from regular attacks as if they're weightless balloon animals.
    they already said, that they are adjusting (decreasing) these "being hit" animations in the beta.. regarding the amount of damage is taken.. and for bigger monsters........

    !!!


    Quote Originally Posted by Alaltus View Post
    Being bound to the ground wasnt so bad if its for aesthetics i think its fine.
    i think the animations in 2.0. are VERY fine too.

    http://www.youtube.com/watch?v=XxAVvM8kyEQ

    the paladin slash attack looks great.. the monk's and that of the dragoon, too.. without animation lock..


    i say yes to dynamic battles which make fun.. and no to animation lock, stupid delays and unfluent gameplay..


    People, let 1.0. go!! fucking damn. its a game that flopped because of this.. really paradoxic to see a thread like that. your memories seem to blend you.
    (1)
    Last edited by Tonkra; 01-13-2013 at 12:43 AM.

  8. #8
    Player
    VoltaAsura's Avatar
    Join Date
    Feb 2012
    Posts
    533
    Character
    Volta Asura
    World
    Excalibur
    Main Class
    Thaumaturge Lv 61
    Quote Originally Posted by Arkine View Post
    I agree that the game is too flashy and the effects are too big, I would also like to add that even giant powerful looking mobs shake and twitch from regular attacks as if they're weightless balloon animals.
    That was in alpha, it has been mentioned on the forum and a dev commented that they are looking into changing it for beta....
    also the flashy graphics thingy has its own thread...

    just sayin
    (0)

  9. #9
    Player
    Zezlar's Avatar
    Join Date
    Mar 2011
    Posts
    1,618
    Character
    Athalia Hartfell
    World
    Excalibur
    Main Class
    Lancer Lv 85
    I don't like being stuck in animation if I have to move, but I also don't like the cheesy breaking of an animation either. I don't think they can satisfy me either way.
    (2)

  10. #10
    Player
    Delsus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah, where else?
    Posts
    3,697
    Character
    Delsus Highwind
    World
    Odin
    Main Class
    Red Mage Lv 86
    The issue with animation lock is how you hit one long weapon skill, Chaos Thrust for example, if at any time during that skill Ifrit used an eruption you would not get away, then you link this in with the bad 1.xx latency you had about 1 second to react to seeing eruptions in the log to avoid them.

    Animation lock, I don't think was designed to avoid you spamming skills, I think it was more to do with Crystal Tools sucking for MMOs, look at FFXIII and FFXIII-2, they didn't have to worry about whether you could move whilst using a skill, so it probably wasn't possible.

    The skill with Ifrit shouldn't be only stick to short animation skills, and it shouldn't be to stare at the log, I want to enjoy the graphics whilst I am playing and animation lock along with latency requires that, miss time a Chaos Thrust (which we all know is a powerful weapon skill) by 1 or 2 seconds it could mean being hit, remove the animation lock and it means you can use skills whenever you want.
    (1)

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