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  1. #71
    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)

  2. #72
    Player
    Momita's Avatar
    Join Date
    Jun 2011
    Location
    Ul'dah
    Posts
    552
    Character
    Momo Ochita
    World
    Ragnarok
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Dragonheart View Post
    http://www.youtube.com/watch?v=BdA_WsroUCQ&t=66m30s

    Look from 1h6m30s to forward (the link should open already at that time btw)

    Just wondering if it'll be fixed for the release, cause in alpha videos and old live letters it was present, but ppl said: oh it's just alpha, it will be fixed for the beta.

    Now we've seen beta footage from the live letter and the "sliding" it's still very.. VERY persistent...

    It's really a shame IMHO for a "triple A" MMO like FFXIV, expecially considering that one of Yoshi's goal is the best graphics among all the mmos...

    I never seen so much sliding on the ground even in the worst of F2Ps ...
    Even FFXI or the old XIV didn't have this issue...

    What do you think guys?

    Goodbye Sloth
    (0)

    Momo Ochita From Ragnarok

  3. #73
    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)

  4. #74
    Player
    Skies's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
    Posts
    1,723
    Character
    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    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.
    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.

    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.
    (0)

  5. #75
    Player
    Dragonheart's Avatar
    Join Date
    Apr 2011
    Posts
    901
    Character
    Dragonheart Lux
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    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.
    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.. )
    (0)

  6. #76
    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.


    Proud member of the White Ravens Club.
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  7. #77
    Player
    Dragonheart's Avatar
    Join Date
    Apr 2011
    Posts
    901
    Character
    Dragonheart Lux
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Update:

    I was watching the live stream for ifrit battle, and the sliding it's still here .. Sadly, nothing has changed from alpha/beta1-2 ...

    http://youtu.be/737ePkbLfIc?t=20s

    look when they move around before entering in bowl of embers..
    (1)

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