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  1. #1
    Player
    SunnyHirose's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    597
    Character
    Sunny Hirose
    World
    Hyperion
    Main Class
    Lancer Lv 70
    Honestly, I was initially confused by them calling it "animation lock" at all. In this game people almost always use that term for skills like Jump, Shoulder Tackle, Assassinate, etc. that prevent you from moving.

    So then they called it "animation delay", which is a term I've been using to describe the time between skill activation ("instant" usage) and skill effects--i.e. the delay induced by the animation itself.

    In fighting games we typically call it "recovery". Not sure what we should call the lockout on skill spam here....

    When I have counted frames for animation delays, they do seem to fall into easily understood numbers, though. I wouldn't be surprised if the skill lockout time is something like 40 frames.
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  2. #2
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by SunnyHirose View Post
    In fighting games we typically call it "recovery". Not sure what we should call the lockout on skill spam here....
    It's sort of the same here, but not entirely. In fighting games there are start-up, active, and recovery frames for an attack animation which go in sequential order for every attack. In XIV it's really strange since most moves have 0 recovery, they're 99% startup, and then 1% active where the damage is actually calculated. Some moves, like Jump/ST/Assassinate, are "locked" which basically just means that once you press the button you won't be able to move for the duration of the animation, so to compare it to fighting games: 99% of the animation is recovery, and then 1% is active (the recovery bit is just at the start as opposed to the end). So the best term for it would be "animation lock" since that's what it is.
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