Anybody know what magic Ignis used with the yellow line leading to a circle on the ground? I couldn't tell if that was a spell effect or an AOE targeting visual.
It's not a magic. It's AOE targeting to trigger super team attack.
Anybody know what magic Ignis used with the yellow line leading to a circle on the ground? I couldn't tell if that was a spell effect or an AOE targeting visual.
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This is what we had back in last September.
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This is what we have now
...You do realize he's swapping weapons in the first gif, right? GG..........
I think at a certain point you want to be very, very familiar with the animation so much so you know exactly the timings to e.g. force a finisher, etc. simply based on looking at the animation. More discrete animations detract from that.
That'd be something of a gameplay consideration vs aesthetics considerations balancing act, really.
...You do realize he's swapping weapons in the first gif, right? GG..........
Yeah, I want 1080p native and some AA. The game looks a bit rough right now, and it would be nice to see improvements.
Good thing that sort of stuff comes toward the end of development - the polishing stage that is. They still have over a year to go.
unless they delay it even more. Hopefully it does come out Fall 2016.
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This is what we had back in last September.
![]()
This is what we have now
The three slashes with the short sword are still different from the animations in the demo.
Considering the gif -was- from a fully functional build, I think it's relatively safe to hypothesize that it's akin to a higher level ability/combo/weapon/whatever considering it's more flashy. The lance finisher on the other hand is exactly as in the demo.
![]()
This is what we had back in last September.
![]()
This is what we have now
Exactly this. The combo strings are much slower now and there's a more pronounced hitstop. A bit too much.
Hopefully they are done polishing the game by then because I certainly don't want to play an unpolished and rushed game to met the deadline.Delaying it past that timeframe is something they definitely do not want to do.
Are you saying that the combat is dumbed down now, because.... come on.![]()
This is what we had back in last September.
![]()
This is what we have now
![]()
This is what we had back in last September.
![]()
This is what we have now
I am quite sure the speed at which Noctis attacks enemies also depends on his state. The other GIF shows an OP Noctis who is faster and more agile.Are these gifs not in real time or has Noctis' speed in combat been drastically and unfortunately reduced since then?
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This is what we have now
Good thing that sort of stuff comes toward the end of development - the polishing stage that is. They still have over a year to go.
Lightsaber syndrome. Claymore should be moving Noctis around a bit more due to the counterforce from swinging. Right now it looks like the Claymore doesn't weigh anything (hence, lightsaber syndrome)
Exactly this. The combo strings are much slower now and there's a more pronounced hitstop. A bit too much.
Are these gifs not in real time or has Noctis' speed in combat been drastically and unfortunately reduced since then?
The pronounced hitstop is only for critical hits, the enemy was knocked down, you can see it ends torwards the end of the gif.
![]()
This is what we had back in last September.
![]()
This is what we have now
The first .gif is clearly in real time. We saw similar movements during the TGS 2014 live gameplay as well.
We just have no idea if/when and how it gets to that speed in the final game.
I read the op many times and i still can't find any mention to fixed locking/cameras.. So this is still as bad basically ?
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This is what we had back in last September.
![]()
This is what we have now
I think in the September one, Noctis had Phantom Swords on, while the other one is off. But it definitely feels jarring in Noctis's attack animations, which is bizarre because the game has very detailed animations in general. But when it comes to how Noctis handles his weapons in battle, everything doesn't feel right.
Such a bromantic trailer.
My concern as well. Probably my biggest complaint or at least equal with the framerate problems.
People shits on it so much, but i actually love and look forward to that aspect of the game a lot.
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I read the op many times and i still can't find any mention to fixed locking/cameras.. So this is still as bad basically ?
Hopefully they are done polishing the game by then because I certainly don't want to play an unpolished and rushed game to met the deadline.
Are you saying that the combat is dumbed down now, because.... come on.
In case you forgot, Tabata had already revealed that the tech demo had a very OP Noctis. Heck they had some nice team moves that we never get to see in the demo.
You mean the attack speed? I believe Noctis may become faster and faster as you level up in the final game. Remember, Tabata made clear that the characters were "high level" during those demonstrations.
Based on the trailer the lock on mechanics are the same, they just put a notice above your HP bar letting you know to click R3 to lock on, as opposed to the original demo where the only way to find out about that was to check the controls in the menu.
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This is what we had back in last September.
![]()
This is what we have now
I am not talking about the speed. Hell I am not even talking about that stupid hit-stop. I am talking about the difference in animation. The current attack animation on that gif look stupid and un-impactful. It just looks like Noctis is dancing forward.
Unless higher level/stronger Noctis gets completely different animation (again, it's not about the speed), the level is irrelevant.
I don't see what the big difference is
Living in the UK means that Coleman and ROEN don't exist for me!
wuahahahhaha!!
incoming Burberry
In that second gif... I thought they removed a lot of that hitstun? Or was there even more before?
In that second gif... I thought they removed a lot of that hitstun? Or was there even more before?