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  1. #1
    Player
    Klefth's Avatar
    Join Date
    Apr 2012
    Posts
    617
    Character
    Klefth Reinhart
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Okipuit View Post
    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.
    I don't get why they couldn't just keep the start/stop animations we had.
    (13)

  2. #2
    Player Denmo's Avatar
    Join Date
    Jun 2011
    Location
    The Inn Room
    Posts
    1,498
    Character
    Denmo Mcstronghuge
    World
    Excalibur
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Klefth View Post
    I don't get why they couldn't just keep the start/stop animations we had.
    they were set animations that had a set movement speed. which required slow starts/stops to your running. Players complained (rightly so), because it, and other realistic animation problems caused locking issues.

    SE has never been one to trust a computer to smoothly blend animations either, from what I've seen. So unless they adopt a system like what you saw in say, Jak and Daxter, don't expect this to fully go away.

    Edit: Also, 1.0 wasn't flawless about sliding either~~~~~
    (26)

  3. #3
    Player
    fusional's Avatar
    Join Date
    Nov 2011
    Posts
    1,170
    Character
    Veto Bahamut
    World
    Fenrir
    Main Class
    Archer Lv 1
    and on this day, the thread was won
    (7)

  4. #4
    Player
    Alaltus's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    938
    Character
    Mementus Veventus
    World
    Sargatanas
    Main Class
    Lancer Lv 60
    o.O

    Never came across that whilst i was playing, i just hope sliding doesn't become the norm in battle... that i wouldn't be able to avoid.
    (2)

  5. #5
    Player
    ShinigamiKayla's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    615
    Character
    Aitheria Crimson
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Denmo View Post
    they were set animations that had a set movement speed. which required slow starts/stops to your running. Players complained (rightly so), because it, and other realistic animation problems caused locking issues.

    SE has never been one to trust a computer to smoothly blend animations either, from what I've seen. So unless they adopt a system like what you saw in say, Jak and Daxter, don't expect this to fully go away.

    Edit: Also, 1.0 wasn't flawless about sliding either~~~~~
    I LOVED Jak and Daxter : <
    (0)

    "Thy life is a river to bear rapture and sorrow
    To listen to suffer to entrust until tomorrow
    In one fleeting moment, from the land doth life flow
    Yet in one fleeting moment for the new leaf doth grow"

  6. #6
    Player
    Klefth's Avatar
    Join Date
    Apr 2012
    Posts
    617
    Character
    Klefth Reinhart
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    rofl

    /tendamnedletters
    (1)

  7. #7
    Player
    Kavaskous's Avatar
    Join Date
    Sep 2011
    Location
    Gridania
    Posts
    136
    Character
    Se'rahr Kavaskous
    World
    Excalibur
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Denmo View Post
    they were set animations that had a set movement speed. which required slow starts/stops to your running. Players complained (rightly so), because it, and other realistic animation problems caused locking issues.

    SE has never been one to trust a computer to smoothly blend animations either, from what I've seen. So unless they adopt a system like what you saw in say, Jak and Daxter, don't expect this to fully go away.

    Edit: Also, 1.0 wasn't flawless about sliding either~~~~~
    That's hilarious - You win a cookie.

    On the matter of Animations from 1.0 being replaced in 2.0 - All I really want is the best of both worlds; make the animations as realistic as you can, but make sure they're also not going to get us killed.

    Watching someone attempt to kite, run for their lives while attacking, or try to dodge skills is hilarious when they're rooted to the ground because their skills say so, likewise, watching crafters and players drift about like they're Iceman defies the point of having realistic movement anyways.

    You know, even more problematic is the fact that they also have to account for the fact that we can jump now to, so there's the issue of the Z-Axis in animations; It's not my job to worry about this type of work though, I honestly could not care so long as the animations work and I won't get killed because it.

    Quote Originally Posted by Klefth View Post
    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.
    EXACTLY - The little things are always there to improve on the bigger things... like Tessellation on stairs that aren't quite realistic enough, or Ifrit rubbing his butt after I've stuffed my spear up it for the 100th time.
    (1)
    Last edited by Kavaskous; 04-25-2013 at 03:17 AM.


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  8. #8
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    Quote Originally Posted by Klefth View Post
    I don't get why they couldn't just keep the start/stop animations we had.
    because it was clunky and obstructive.
    (2)

  9. #9
    Player Shioban's Avatar
    Join Date
    Sep 2012
    Location
    Bastok
    Posts
    1,564
    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Klefth View Post
    I don't get why they couldn't just keep the start/stop animations we had.
    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"
    (0)

  10. #10
    Player
    Klefth's Avatar
    Join Date
    Apr 2012
    Posts
    617
    Character
    Klefth Reinhart
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Shioban View Post
    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.
    (0)

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