Results 1 to 10 of 288

Hybrid View

  1. #1
    Player
    Issachar's Avatar
    Join Date
    Mar 2011
    Posts
    526
    Character
    Astraea Starsong
    World
    Alpha
    Main Class
    Gladiator Lv 100
    1.0 WS processing:
    [START] Click WS -> instruction sent to server -> damage algorithm processed and damage dealt -> server instruction sent back -> WS animation activates and log updated [END]

    This is why animation lock sucks.

    2.0/ARR WS processing:
    [START] Click WS -> clientside sees if conditions are met -> WS animation activates [END]

    Meanwhile, behind the scenes...

    (if clientside conditions are met) -> instruction sent to server -> damage algorithm processed and damage dealt -> server instruction sent back -> log updated [END]


    These two paths happen simultaneously when the button is clicked. Combine it with a non-locking animation, and it just works out much better than before.

    If ARR were to use animation locks combined with the branching process tree that they introduced, it'd still work much better than 1.0's.
    (3)
    Last edited by Issachar; 01-13-2013 at 12:55 PM.

  2. #2
    Player
    Messenger's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    170
    Character
    Messenger Aetherbreak
    World
    Hyperion
    Main Class
    Carpenter Lv 80
    Animation lock is okay, thanks to that i was forced to be cautious and timed my skill activation effectively. Not sure about you guys but this adds challenge to my personal gameplay. For those who complains that it sucks, they are probably the ones who like just to sit down, relax and spam their attacks to kill the boss faster. Next thing they know, theyr probably complaining how the game is boring that there arent any tactics to it :P
    (5)