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  1. #1
    Player
    MizoreShirayuki's Avatar
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    Mar 2011
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    187
    Character
    Mizore Shirayuki
    World
    Hyperion
    Main Class
    Goldsmith Lv 50

    [dev1037] Increasing Effect Size Doesn't Get Rid of the "Cookie-Cutter" Problem

    Greetings,

    As the title of the topic states, just increasing the size of the battle effects themselves will not get rid of the problem that myself, my linkshell, and I would assume the vast majority of players think is wrong with battle effects currently: They are all cookie-cutter.

    Something that is "cookie-cutter" as defined by Webster Dictionary in this context is something that is: "marked by a lack of originality or distinction."

    If one were to get on any class in the game and use the weaponskills associated with that class, they would find that 90% of the skills (the other 10% being the "final" weaponskill that the class gets i.e. Bloodletter, Simian Thrash, etc.) have the same animation effects...lacking the originality and distinction that players want.

    Increasing the size of these effects will do nothing to solve the problem because player's want animations that are original, flashy, and distinctive (See Final Fantasy XI weaponskills)... Not something that's "cookie-cutter".

    Please take this into consideration as you continue to improve upon the game.
    (12)

  2. #2
    Player
    Reika's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    The battle system as it is now is pretty original. adding auto attack however, brings it closer to not.
    (0)

  3. #3
    Player
    yukikaze_yanagi's Avatar
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    Mar 2011
    Location
    Ul-dah
    Posts
    2,059
    Character
    Yuki Ynagi
    World
    Ragnarok
    Main Class
    Pugilist Lv 90
    and this is the 3° thread on the same topic .-.
    for me, increasing the size is ok for now, if in the future they redo all the effect will be still ok.
    (1)
    Last edited by yukikaze_yanagi; 04-07-2011 at 01:38 AM.

  4. #4
    Player
    Xquiel's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    450
    Character
    Xquiel Kun
    World
    Hyperion
    Main Class
    Weaver Lv 50
    Quote Originally Posted by yukikaze_yanagi View Post
    and this is the 3° thread on the same topic .-.
    for me, increasing the size is ok for now, if in the future they redo all the effect will be still ok.
    right, SE is working on it, i'm happy about the future effect size
    (0)

  5. #5
    Player
    Rjain's Avatar
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    Mar 2011
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    Limsa Lominsa
    Posts
    594
    Character
    Rjain Midnight
    World
    Cactuar
    Main Class
    Pugilist Lv 90
    I'd rather them to be completely redone. I hope this is not the only thing they have planned for fixing the lacklustre battle animations. Some of them are already blindingly huge.
    (1)

  6. #6
    Player

    Join Date
    Mar 2011
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    20
    Increasing the size would be fine. It is not really what I or any of my friends want. Like the OP, we want new different effects. Just like was already said, many current action and spell effects are simply recycled. We would like new effects created for variety. New weaponskill animations to increase variety is needed as well.

    On the topic of effects. There is currently no effect associated with "resurrect". I would much rather see new effects added than the current effects' size increased.
    (0)

  7. #7
    Player
    Teknoman's Avatar
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    Mar 2011
    Location
    Ul'dah
    Posts
    1,142
    Character
    Teknoman Blade
    World
    Ultros
    Main Class
    Gladiator Lv 60
    Both are necessary. The current magic and weapon skill/player skill impacts/effects are so small, that often you wont know when something has been provoked. Yes, the majority of player animations from weapon skills need to be diverse, but a decent amount of the impacts themselves look good. They just need to be larger to actually see that detail.
    (0)


    "There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".

    http://neogaf.guildwork.com//

  8. #8
    Player
    SydeBeheln's Avatar
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    Mar 2011
    Posts
    383
    Character
    Side Beheln
    World
    Goblin
    Main Class
    Marauder Lv 54
    Increasing the animations is better than leaving them alone. They are not that bad, take a look at past FF games, like ff12 or ff13 honestly they were not that intense either. I think the dev. team is making small fixes that have big impacts. I will admit that some of the animations are a bit overused, I.E, the Marauder weapon skills. That is something I hope gets fixed. lol
    (0)

  9. #9
    Player

    Join Date
    Mar 2011
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    35
    I'd start with fact that like 70% of weapon skills are either "weapon skill" or "weapon skill II". Thats far more than pathetic.
    (0)

  10. #10
    Player
    Reika's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    Quote Originally Posted by Chory View Post
    I'd start with fact that like 70% of weapon skills are either "weapon skill" or "weapon skill II". Thats far more than pathetic.
    Did you put forth any feedback on suggested skill names for the II skills yet?

    Do that first.
    (0)

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