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  1. #151
    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 Klefth View Post
    Whoa, look at them move around all over the place while they do those WS!

    Really, those WS do look cool, but at least try to imagine one of them while the characters are running backwards or strafing or whatever. ESPECIALLY that PLD WS. The animations would make absolutely no sense. They would look completely retarded. Do you seriously think they'd purposefully show you something that looks bad in a trailer?
    well when you havent played the alpha or havent seen it yet.. the discussion is just senseless..


    this discussion should be shelved.. you say the abillity animations look good in 2.0. but you are afraid of them to look bad while moving.. its all about what you >>"think"<< its going to look like. when there is a good blending option between moving and doing a ws it shouldnt need any discussion.

    and it also it is not even all about Weapon skill animation lock. as the same for casting spells. when i healed in 1.0. and wanted to abort healing and ran away.. but had almost finished casting and got rooted by animation lock for 2-3 seconds in the end ... it was just too bad to be true.. this isnt in 2.0. you REALLY can abort spells while running, at EVERYTIME. which just feels good. and not like the crappy system in 1.0. where you could cancel your spell in the end of 1.0. by just moving.. but did it work for 100%? no it didnt.. because of animation lock!! it was a very crappy gameplay mechanic in 1.0.
    END of discussion

    this should not be a reason to cry for animation lock to get back into the game.. because.... you havent seen it yet. thats just absurd. its like crying for the game to flop again. because animation lock isnt up-to-date


    i myself dont want to have back that crappy, slow and choppy gameplay experience back.


    And while they're at it, why don't they remove casting times for any sort of spells altogether? That would certainly make everything much faster and fun!
    there is a difference between a gameplay mechanic which feels like a bug (like animation lock), because it did not work accuratley, especially for mages. and a gameplay style.

    have you seen what happened to casters in GW2 or TERA doing that? they spam 1 spell over and over every second and almost doing no damage.

    i say it shouldnt become one of those action hack and spam games out of there, because it is still a final fantasy game. your matter of taste is badly just saying.

    Quote Originally Posted by Niqote View Post
    Honestly to me it's also an issue of fairness. A mage can't move while performing a task (a spell) but a DD can (a Weapon skill) that is truly unfair.
    well a mage isnt bound to the ground while casting like it was in 1.0. (in the end) ... it feels just soo good, that the spell is canceled for 100% everytime you move.. even its 5% before you finish the spell.. and thats the difference to 1.0.

    where you still got rooted although you moved 1-2 seconds ago.


    that casters needs to concentrate on a spell while melee chars can hit there opponents isnt a bad thing for me.. im used to it since Dark Age of Camelot. I mean therefore Mages have the advantage of range and different ullities like crowd controll spells, mezz skills (sleep etc), healing and damage.. i think these are their advantages, having more strategy options.. it really does not need a spell system to cast all instant "on the fly" like TERA or GW2.. and where mages ended up with doing not that much more damage than a melee character.
    (0)
    Last edited by Tonkra; 01-16-2013 at 01:26 AM.

  2. #152
    Player
    Ruisu's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    1,164
    Character
    Rui Oran
    World
    Faerie
    Main Class
    Pugilist Lv 76
    Quote Originally Posted by Dragonheart View Post
    k bye.

    (Bad designed game, now undermine challenge... lol)
    Excuses for being bad at an easy game. Even with the horrid lag and animation lock, nothing was really as difficult as it could have been.
    (1)

  3. #153
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    I don't get why people talk about both animation lock (note that in many cases, animation lock is an engine flaw rather than something that was consciously put into the game as a feature) and global cooldowns in the same breath. There is really no reason why a game has to have either one or the other. I can see global cooldowns as a mechanism to improve stress on the servers but beyond that, there's nothing really necessary about either of these things. Just have individual cooldowns only.

    Excuses for being bad at an easy game.
    No, it's not an excuse for being bad at an easy game. I love this- whenever someone argues that something is designed poorly, the first thing anyone says is "ur just bad gtfo."

    No, he's not bad. He learned to deal with it, as did all of us- but that doesn't mean it's good game design.

    Many of us have beaten all the primal fights dozens of times- that doesn't mean that animation lock is a good or acceptable as a mechanic, nor does it mean that we are "bad" because we don't like it.

    In fact, if we are able to beat these things in spite of the poor functions that affect them, I would argue that we as players are pretty darn good.
    (5)
    Last edited by Alhanelem; 01-16-2013 at 01:44 AM.

  4. #154
    Player
    reefo's Avatar
    Join Date
    Jun 2012
    Posts
    69
    Character
    Reefo Greenleaf
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Animation lock was absolute shit, I don't even understand how anyone could defend it's usefulness. Immersion is not an excuse for a poor design that inhibits players so greatly. You can not have a battle that requires mobility with very quick reaction times and then have players locked into animations for 3 seconds. It's absolutely asinine.

    The arguments that it made for tactical gameplay are completely wrong and simply white knighting a terrible terrible terrible system. The only way you could possibly defend it, is if the battle was a stationary battle and moving was not required but timing of attacks was. This is not how the game was designed however and so the animation lock system was absolute garbage and that is why we won't be seeing it in ARR. Animation lock + Mobility Fights = Full retard Battle System.

    It's gone for good and the game is 100% better because of it.
    (4)

  5. #155
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by reefo View Post
    Animation lock was absolute shit, I don't even understand how anyone could defend it's usefulness. Immersion is not an excuse for a poor design that inhibits players so greatly. You can not have a battle that requires mobility with very quick reaction times and then have players locked into animations for 3 seconds. It's absolutely asinine.

    The arguments that it made for tactical gameplay are completely wrong and simply white knighting a terrible terrible terrible system. The only way you could possibly defend it, is if the battle was a stationary battle and moving was not required but timing of attacks was. This is not how the game was designed however and so the animation lock system was absolute garbage and that is why we won't be seeing it in ARR. Animation lock + Mobility Fights = Full retard Battle System.

    It's gone for good and the game is 100% better because of it.
    I'm curious how some people thought it was immersion though.

    I can punch and run, I can swing a sword and run, I can even shoot a bow and run (though honestly I can't hit shit then lol).

    Animation lock (on everything) is NOT immersion, in fact its anti-immersion.

    There are however some moves that would make sense you couldn't alter while in action, in particular leaps and jumps - if I dash jump into the air it really doesn't make sense I can turn around at the same time or alter course of the jump except for tiny tiny tiny tiny tiny amounts of mid air adjustment for landing.
    (2)

  6. #156
    Player
    GodseijuroHiko's Avatar
    Join Date
    Sep 2011
    Posts
    123
    Character
    Godseijuro Hiko
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Tonkra View Post
    well when you havent played the alpha or havent seen it yet.. the discussion is just senseless..


    this discussion should be shelved.. you say the abillity animations look good in 2.0. but you are afraid of them to look bad while moving.. its all about what you >>"think"<< its going to look like. when there is a good blending option between moving and doing a ws it shouldnt need any discussion.

    and it also it is not even all about Weapon skill animation lock. as the same for casting spells. when i healed in 1.0. and wanted to abort healing and ran away.. but had almost finished casting and got rooted by animation lock for 2-3 seconds in the end ... it was just too bad to be true.. this isnt in 2.0. you REALLY can abort spells while running, at EVERYTIME. which just feels good. and not like the crappy system in 1.0. where you could cancel your spell in the end of 1.0. by just moving.. but did it work for 100%? no it didnt.. because of animation lock!! it was a very crappy gameplay mechanic in 1.0.
    END of discussion

    this should not be a reason to cry for animation lock to get back into the game.. because.... you havent seen it yet. thats just absurd. its like crying for the game to flop again. because animation lock isnt up-to-date


    i myself dont want to have back that crappy, slow and choppy gameplay experience back.




    there is a difference between a gameplay mechanic which feels like a bug (like animation lock), because it did not work accuratley, especially for mages. and a gameplay style.

    have you seen what happened to casters in GW2 or TERA doing that? they spam 1 spell over and over every second and almost doing no damage.

    i say it shouldnt become one of those action hack and spam games out of there, because it is still a final fantasy game. your matter of taste is badly just saying.



    well a mage isnt bound to the ground while casting like it was in 1.0. (in the end) ... it feels just soo good, that the spell is canceled for 100% everytime you move.. even its 5% before you finish the spell.. and thats the difference to 1.0.

    where you still got rooted although you moved 1-2 seconds ago.


    that casters needs to concentrate on a spell while melee chars can hit there opponents isnt a bad thing for me.. im used to it since Dark Age of Camelot. I mean therefore Mages have the advantage of range and different ullities like crowd controll spells, mezz skills (sleep etc), healing and damage.. i think these are their advantages, having more strategy options.. it really does not need a spell system to cast all instant "on the fly" like TERA or GW2.. and where mages ended up with doing not that much more damage than a melee character.
    This seems more like crying to me.

    Saying over and over how much you hate something.

    I've seen many comments say that they didn't mind the lock/no lock.

    I have no idea what you're really trying to say to be honest. All anyone is saying that animation lock isn't a foreign concept and it just exists naturally.

    Jabs in boxing have very low animation lock, while hay-makers carry longer ones. Simply put, the more powerful a blow the more animation lock it carries. It's why boxers use jabs to feel out their opponents. Also, why counters exist. It's a counter because it's faster.. (ie, less lock!) If we could just throw out powerful punches while completely running away.... Actually never mind, keep pretending you don't understand just because animation lock was annoying during Ifrit. It was never an issue till that fight. I call bs on hating animation lock on just principle. It exists naturally. I'll save you the trouble of lecturing me on games not being real life. Animation lock wasn't as bad as people crying out it was.

    It's gone now. I don't mind, as long as animations don't look silly.
    (4)

  7. #157
    Player
    nokinator's Avatar
    Join Date
    Mar 2011
    Posts
    170
    Character
    Nok Nokinator
    World
    Excalibur
    Main Class
    Fisher Lv 100
    RAAAAAAAR!!!
    (1)

  8. #158
    Player
    KiriA500's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    2,434
    Character
    Doctor Beatbox
    World
    Excalibur
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by GodseijuroHiko View Post
    Jabs in boxing have very low animation lock
    (6)

  9. #159
    Player SkyeWindbinder's Avatar
    Join Date
    Aug 2012
    Posts
    1,256
    Character
    Skye Windbinder
    World
    Masamune
    Main Class
    Conjurer Lv 67
    Quote Originally Posted by reefo View Post
    Animation lock was absolute shit, I don't even understand how anyone could defend it's usefulness. Immersion is not an excuse for a poor design that inhibits players so greatly. You can not have a battle that requires mobility with very quick reaction times and then have players locked into animations for 3 seconds. It's absolutely asinine.

    The arguments that it made for tactical gameplay are completely wrong and simply white knighting a terrible terrible terrible system. The only way you could possibly defend it, is if the battle was a stationary battle and moving was not required but timing of attacks was. This is not how the game was designed however and so the animation lock system was absolute garbage and that is why we won't be seeing it in ARR. Animation lock + Mobility Fights = Full retard Battle System.

    It's gone for good and the game is 100% better because of it.
    ^^ I 100% agree with this post.

    I must also LOL at people who insist that the only reason people didn't like animation lock in this game was because of the Ifrit fight. Ifrit was easy sauce. Most of the people who did the fight really didn't have any problems with it, animation lock and all. I, personally, don't like animation lock because I believe it to be an extremely stupid mechanic. And Shougun is right as well. It doesn't help immersion in the slightest, so that is also a stupid argument.

    I also have to LOL at people who insist that without animation lock, people will just be able to constantly spam their biggest abilities over and over while moving. Of course, devs COULD do what other devs have done in games like these and program it so when you MOVE while casting such an animation, the casting is cancelled. (GASP) The very idea!

    No, that's crazy talk! Devs will simply make big moves overpowered by cancelling out animation lock. Because Yoshi doesn't know what the heck he's doing, right?

    lol Really, animation lock is a bad mechanic, and I'm glad to see the devs of this game understand that and are pulling the plug on it. Truth be told, it should have been dead a long time ago.
    (3)

  10. #160
    Player
    Klefth's Avatar
    Join Date
    Apr 2012
    Posts
    617
    Character
    Klefth Reinhart
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    No matter how good of a job they do with animation blending, stuff like Spirits Within, Ring of Talons, Doom Spike, Goring Blade or any PGL/MNK WS will make absolutely no sense at all. Seriously, I'd love to see how they'd manage to do that just with Spirits Within and Doom Spike. I wanna see those two while running backwards, because I can't even imagine how that would work at all.

    And that's just from an aesthetic point of view. Being able to do any move at all while moving around without a care in the world will be seriously broken. You can't just dodge and perform your most powerful move at the same time, that's pretty ridiculous.

    Quote Originally Posted by Tonkra View Post
    And while they're at it, why don't they remove casting times for any sort of spells altogether? That would certainly make everything much faster and fun!
    there is a difference between a gameplay mechanic which feels like a bug (like animation lock), because it did not work accuratley, especially for mages. and a gameplay style.

    have you seen what happened to casters in GW2 or TERA doing that? they spam 1 spell over and over every second and almost doing no damage.

    i say it shouldnt become one of those action hack and spam games out of there, because it is still a final fantasy game. your matter of taste is badly just saying.
    Wow... I guess some people are just really, really dense... I guess next time I decide to be sarcastic, no matter how painfully obvious it is, I'll have to throw something like [SARCASM]this[/SARCASM] in between...

    Of course I didn't mean that... your ideas regarding animation look and it's removal sound just as crazy to me as that. I play melee classes mainly, and the removal of animation lock would make it just way too simple. It'd be ridiculous and broken.

    For casting and buff animations, it's alright, I agree that it should be removed for that, but removing it from weaponskills, especially the stronger ones, is ridiculous.
    (4)
    Last edited by Klefth; 01-16-2013 at 05:12 AM.

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