I actually liked it for "realism" which 1.0 had loads of...
But let's be honest gameplay comes first.
I actually liked it for "realism" which 1.0 had loads of...
But let's be honest gameplay comes first.
But having failed previously SE needs to release a 'more then usual' polished mmorpg. SE shouldn't let or at least let obvious there was compromise in the product - "We designed gameplay first, thats why our aesthetics (or other X feature) look like shit now". Specially there should be no literal compromise between 1.0 and 2.0, I say literal because there are many subjective things like "I liked not being able to jump", but literals like "there was more detail in 1.0's animations". With animation blending being added later the animation quality might not be a thing anymore - it was just an example.
While gameplay should be developed first (to ensure fun) our release product shouldn't have this statement "gameplay first", the product should say "quality comes first". Gameplay is important, but so very important is aesthetics. If you give me a 10 score in gameplay and then a 10 in aesthetics I give you a 100, you give me a 5 in aesthetics I give you a 50 - HUGE difference.
I wont defend 1.0 animation lock, because I disagree with true locks (you cant convince me I "cant" modify my spells like stopping a multi-hit combo midway (or being stunned to spot), fail sense of realism lol) but I think influence action and reactive limitations is ok (basically, gtfo FFXIV ani-locks).
Maybe I'll start another thread like Shurrikhan suggested (reactive weighted animation system, which can handle limiting actions intelligently - pure locking isn't an intelligent solution). Though I dont think many people are looking for that much action oriented gameplay - you've got the ATB crowd and then lightning combo smashers.. right now its in the middle(ish).That and I bet a lot of response will be resource polices magically knowing the resource availability for Yoshida![]()
Last edited by Shougun; 01-18-2013 at 04:31 AM.
A weighted animation system really should be versatile enough by itself to appease either crowd. It's just a matter of active timing vs. preparatory triggers, both of which are essentially realistic as well. (Just got myself bruised pretty badly in my sword matches last night until I started thinking things through in sequences of triggers instead; especially in nighttime combat there isn't enough time for sense-by-sense reaction. For reasons like that, I don't see why people would say that an ATB-style or prepared-string-of-actions use of such a system is unrealistic.)(reactive weighted animation system, which can handle limiting actions intelligently - pure locking isn't an intelligent solution). Though I dont think many people are looking for that much action oriented gameplay - you've got the ATB crowd and then lightning combo smashers.. right now its in the middle(ish).That and I bet a lot of response will be resource polices magically knowing the resource availability for Yoshida
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