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  1. #21
    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)

  2. #22
    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)

  3. #23
    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.

  4. #24
    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)

  5. #25
    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. #26
    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)

  7. #27
    Player
    stanleyyoung's Avatar
    Join Date
    Apr 2012
    Location
    ul dah
    Posts
    217
    Character
    Stanley Young
    World
    Excalibur
    Main Class
    Gladiator Lv 80
    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.
    (2)

  8. #28
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    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.
    (6)

  9. #29
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    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.
    (4)

  10. #30
    Player
    Ricky's Avatar
    Join Date
    Mar 2011
    Posts
    778
    Character
    Azran Hayat
    World
    Excalibur
    Main Class
    Marauder Lv 80
    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
    (0)

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