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  1. #11
    Player
    solracht's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    234
    Character
    Kharlan Lynare
    World
    Excalibur
    Main Class
    Dark Knight Lv 70
    Seeing Boricua's post reminded me of something I'd like to add:

    It's true FFXI cut animations off too, but this was when something external was introduced into the battle: the gear swap. This gear swap doesn't even exist in FFXIV, so I don't think it's fair to say that point #3 and #4 aren't issues just because it "happened" in XI too, because it didn't. I know nobody has said this yet, but I feel like it'll happen eventually.

    FFXI's battle system, without gear swaps (XIV's system) was pretty clean, except for a few exceptions (hundred fists, etc). Definitely not what's happening in XIV's.
    (1)

  2. #12
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    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.
    (0)

  3. #13
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    Shameless bump.

    Do you want SE to fix these issues? Make your opinion known by posting or "liking"!
    (0)
    Last edited by Betelgeuzah; 04-09-2011 at 02:46 AM.

  4. #14
    Player
    Rane's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    663
    Character
    Rane Farstrider
    World
    Excalibur
    Main Class
    Dragoon Lv 100
    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.
    (0)

  5. #15
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    451
    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.
    (0)

  6. #16
    Player
    snowstriker's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    132
    Character
    Syrus Auros
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Bump

    And wow, I never realized how awesome Simian Thrash looks!

    Really hope we get a reply / action in regards to this issue!
    (0)
    "Us heroes, we have so much to do."

  7. #17
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    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.
    (0)

  8. #18
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    451
    Quote Originally Posted by Betelgeuzah View Post
    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%

    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.
    (0)

  9. #19
    Player
    Teknoman's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,142
    Character
    Teknoman Blade
    World
    Ultros
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Betelgeuzah View Post
    Shameless bump.

    Do you want SE to fix these issues? Make your opinion known by posting or "liking"!
    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.
    (0)


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

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  10. #20
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    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),
    Iirc the way they handled it in XI was by dividing the character model into upper and lower section, so that while the upper section would perform an animation like hitting the monster, the lower section would be free to move around normally.

    I don't know if it works here- but if it does, they should do it. While it may require some work to make it look natural, at least not a complete rework is necessary.

    As for the quantity of animations, I have no problem with that, and would like to have less but smoother and better quality animations than tons of animations that are halfbaked and rushed. Particle effects can be as cool as they can get though. Actually, a different animation for white and black magic (as well as other forms of magic later on) wouldn't be too much asked, I think.

    But imo getting the technical side up to the standards is most important right now.
    (1)

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