ENTER IFRIT FIGHT
Me: "COME ON GUYS WE CAN DO THIS"
Plebs: "YEA WE GUN DO DIZ"
Plebs: "Shioban, avoid the patches on the ground, run quick!"
Me: "Okay!....wait...CASTING Curaga, STUCK IN ANIMATION LOCK. WTFrerw43242351211!!!1!"
Plebs: "NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!"
All plebs get stuck in animation lock casting spells and weapon skills and drop like a £1,000 vase on a tile floor.
Me: "Its okay, we can try 5,000 more times until we finally get it"



Note how I was talking about the start/stop animations we had for walking and running, not the animation lock we had on abilities. Those extra movement animations did not hinder your movement at all. Ever. Characters simply started running on a slightly different animation which then led to the normal one after a few steps (while keeping the same movement speed), and they stopped where they were meant to.ENTER IFRIT FIGHT
Me: "COME ON GUYS WE CAN DO THIS"
Plebs: "YEA WE GUN DO DIZ"
Plebs: "Shioban, avoid the patches on the ground, run quick!"
Me: "Okay!....wait...CASTING Curaga, STUCK IN ANIMATION LOCK. WTFrerw43242351211!!!1!"
Plebs: "NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!"
All plebs get stuck in animation lock casting spells and weapon skills and drop like a £1,000 vase on a tile floor.
Me: "Its okay, we can try 5,000 more times until we finally get it"


That is the case, Kleft, they didn't. Starting up into a run had a different speed from full tilt and stopping running had two extra steps. That wasn't noticeable when you were looking someone else run because of the lag, the entire process was a way of masking the laggy response to movement. I always noticed how the "You are moving" signal would stay active long (relatively) after I let go of the button, it made stopping to cast very problematic.Note how I was talking about the start/stop animations we had for walking and running, not the animation lock we had on abilities. Those extra movement animations did not hinder your movement at all. Ever. Characters simply started running on a slightly different animation which then led to the normal one after a few steps (while keeping the same movement speed), and they stopped where they were meant to.
What they ARE doing is changing and adjust the animations to mask as much as possible the occurance of the 'sliding', but they already admit a perfect job is impossible, people who are REALLY THAT WORRIED about it like you and like a dozen other people will notice, people who are really more worried about gameplay and other aspects like me and most others, won't.


This, gw2 as example, very well done start/stop animation without action lock (well tbh it has "falling animation", idle animation etc... it's very well done from this side.. )Note how I was talking about the start/stop animations we had for walking and running, not the animation lock we had on abilities. Those extra movement animations did not hinder your movement at all. Ever. Characters simply started running on a slightly different animation which then led to the normal one after a few steps (while keeping the same movement speed), and they stopped where they were meant to.

i don't get why future MMORPG had bad decision about sliding animation while doing WS.As you have noticed from watching the Letter from the Producer Live video, when a player starts running from the standing position, they will start drifting. The development team is currently making adjustments to enhance how this looks aesthetically. While this will improve the current animation, it will not completely remove the sliding animations.
Example : Warrior's Steel Cyclone makes him circled the opponent while flying 180 degree or more through the air.




Thanks for the official answer Okipuit. It's a bid sad to hear this, because ARR is a "triple A" MMO, and one of his pillar as Yoshi P. said many time is the graphic. This is an issue that neither f2p mmo have.. I wonder why ARR with his new engine / servers will have this issue?As you have noticed from watching the Letter from the Producer Live video, when a player starts running from the standing position, they will start drifting. The development team is currently making adjustments to enhance how this looks aesthetically. While this will improve the current animation, it will not completely remove the sliding animations.
Because they think it was a good idea to make the game suitable for a 8 year old end of life console. For the PC this game became a console port and the promised DX11 client wont change much other than some extra post-processing effects and better performance.Thanks for the official answer Okipuit. It's a bid sad to hear this, because ARR is a "triple A" MMO, and one of his pillar as Yoshi P. said many time is the graphic. This is an issue that neither f2p mmo have.. I wonder why ARR with his new engine / servers will have this issue?
Sadly I fear you're right, "PS/2 limitations" that seriously impacted the quality of the PC version of FFXI seem to be dragging down FFXIV as well in the form of "PS/3 limitations".
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