They can still make the other abilities faster to execute however. Or at least make the period in which you can't move smaller.
They can still make the other abilities faster to execute however. Or at least make the period in which you can't move smaller.


The sounds of certain skill and magic impacts (provoke, thunder, trunksplitter, and others) could stand to be made stronger as well. When you provoke something, there should be a large effect signifying that enemy is provoked towards you (already happening with the size update) but there should also be a strong noise accompanying the effect. Think back to XI's provoke. Whenever a warrior or paladin used it, everyone around them would know they used provoke due to the size of the effect and sound.
"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//
Yes. Even in XI's case it was this unnatural and unintended behavior that caused the animation to glitch. One could say that this is the case with XIV as well, considering in the original combat system actions were not meant to be performed quickly one after another (which you already mentioned).
This has changed now however, and the animations should reflect this. I don't think there is a need to go beyond what XI offered in terms of animation and effect quality since I don't think any game has topped them in that regard in 8 years, but the spiritual sequel's animations and effects should be at least on-par with XI.
We are only asking for the bare minimum here.
Shameless bump.
Do you want SE to fix these issues? Make your opinion known by posting or "liking"!
Last edited by Betelgeuzah; 04-09-2011 at 02:46 AM.


Liked and I actually agree with most, if not all of your points. Really hit the nail on the head with the Simian Thrash and Chaos Thrust examples.
Luminous Spire for the Gladiator works nicely since you a cool front flipping slash attack, but the majority of the sword based strikes seem to use the same 360 degree slash animation. Same for Marauder's various attacks. I'm really glad that the magic and special effects will be increased in size with the next update(?) so thats the first step, but the animations themselves need to be improved.
All the skills are motion captured unlike XI, so maybe that might take a little longer than usual to implement (i'm not sure since I dont know how much work goes into organizing mocap sessions), but I hope Yoshi-P and team take notice of this subject. Would go a long way in conjunction with the special effect size adjustment, in improving the "Final Fantasy" feel (large monsters, elaborate attacks, flashy skills, exploration of dungeons/ruins/towers/caves/volcanoes, challenging boss battles, an enemy force that makes you want to fight against them) of the game.
"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//




I agree with everything you're saying. The issues with the battle animations and effects have been bothering me. I'm encouraged that the developers realize some of the issues, but I do worry that they don't realize ALL of the issues. The original post does a good job of spelling out what really needs to be fixed here.
I agree with all of the points made, and would also like to point out the following:
The timing of the animations versus when actions "actually" take place (referencing the battle log and the action bar) is quite out of sync. By smoothing up the animations, hopefully the player's attention can re-focus on the action, instead of watching the action bar for the next time to execute an action.
I've also noticed that in group play, if I land the killing blow, the animation often never seems to execute at all, particularly with some of my Lancer weaponskills. I'll end up going and looking at the battle log to see if my action even executed, only to find that I landed the killing blow, but in a particularly lackluster-looking fashion.

Bump
And wow, I never realized how awesome Simian Thrash looks!
Really hope we get a reply / action in regards to this issue!
"Us heroes, we have so much to do."
Yes, indeed!
I can see why that skill would have you rooted to the ground, it makes sense. It's kinda like a tradeoff for being able to do something completely awesome.
But still, basic common animations need to be unlocked and some others streamlined. No way around that.
Agree 100%Yes, indeed!
I can see why that skill would have you rooted to the ground, it makes sense. It's kinda like a tradeoff for being able to do something completely awesome.
But still, basic common animations need to be unlocked and some others streamlined. No way around that.
When I first started playing Conjurer, I liked the idea of being able to move while casting. I still like the concept, but think that it could be evolved. The current system of being locked down for part of the casting cycle feels rather clunky.
I'd be all for a system in which some skills require you to be rooted for the entire cast duration, others which freely allow you to move, and others in which there is some form of penalty applied for moving while casting (e.g. cure amount is reduced, damage is reduced, etc). The forms of lockdown could even be varied depending upon class affinity.
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