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.
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.
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.
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........
!!!
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.
Last edited by Tonkra; 01-13-2013 at 12:43 AM.
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.
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.
for me it wasn't so much that the animations duration being the main problem, it was the latency. using a ws that lasted maybe around 2-3 secs (taking a good guess) was kinda so so but the lag/latency was terrible which we can all agree. And personally i felt the lag/latency was the killing blow to why ppl wanted shorter ws animations which apparently happened in alpha then lead to ppl saying you barely see what happened along with ppl just spamming a few select abilities.
I didn't mind the lock for some ws but being locked for stuff like provoke and stuff was just silly. Chaos Thrust and such should lock you place.
Animation lock made perfect sense with the old fights and old combat system. People complaining about being locked while eruptions spawn under you are kind of missing the point of what others in the thread are saying. You were SUPPOSED to die if you carelessly used your abilities and weaponskills. Every boss with attacks that you needed to avoid had safe windows/ways of preventing death on lock.
They definitely had the ability to adjust/remove animation lock if they wanted (in fact I think that they increased it on Doomspike II at one point). Tons of single player games lock you in place while you attack, so I never really got why people hate it so much. Animation lock is the only thing that made the old fights and combat system actually work.
That said, I don't really care much that it's not in 2.0 as long as they make the combat system good and try to keep the pacing of fights similar. Everything bosses did in 1.0 had a lot of weight behind it and it made tanking fun.
it's a form of self crowd control
sure you have control over when it happens but even the best players mess up as a result of it
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