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  1. #291
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Teknoman View Post
    Imagine a Malboro with a tie stating the Q&A answers, makes the post even more interesting.
    I can imagine this all too well.

    http://i.imgur.com/WBWtH.jpg
    (12)

  2. #292
    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 Zenaku View Post
    I don’t like how the character takes a few extra steps after you stop "Really people that bug you that much? in real life when you running do you just stop right there or you take a few step? i think the point of that is to make it more real like not to make your char just stop right there.

    Is it me or everything there a issue in the game like how to tell when your Char block find a better way to display there answers is always "It's going to be hard to add but we see how too" It's like there system is so mess up they don't even know how to add something o.o
    Im thinking the initial code might've been pretty screwy, or at least thats what some were saying soon after the team switch.

    Quote Originally Posted by Rentahamster View Post
    I can imagine this all too well.

    http://i.imgur.com/WBWtH.jpg
    I think thats going to come in handy.
    (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//

  3. #293
    Player
    Micronowski's Avatar
    Join Date
    Apr 2011
    Posts
    48
    Character
    Micro Jade
    World
    Diabolos
    Main Class
    Marauder Lv 18
    Quick, there's a disaster in FFXIV, what are we going to do?!
    (SE's response)
    http://www.youtube.com/watch?v=Sc_rY...tailpage#t=59s
    (2)
    C8H10N4O2

  4. #294
    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 Micronowski View Post
    Quick, there's a disaster in FFXIV, what are we going to do?!
    (SE's response)
    http://www.youtube.com/watch?v=Sc_rY...tailpage#t=59s
    And he got the job done.
    (1)


    "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//

  5. #295
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Micronowski View Post
    Quick, there's a disaster in FFXIV, what are we going to do?!
    (SE's response)
    http://www.youtube.com/watch?v=Sc_rY...tailpage#t=59s
    Bay's the hero we need, but not the one we deserve.
    (5)

  6. #296
    Player
    Delsus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah, where else?
    Posts
    3,693
    Character
    Delsus Highwind
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by AlexiaKidd View Post
    It is Bayohne and it seems he shares hit swamp with Foxclon too

    http://i1116.photobucket.com/albums/...1306336098.jpg

    *edit*

    I think we should start a thread demanding that SE make a NM called Bayohne.
    I wanna see this, an awesome marlboro NM that is impossible to beat, could be 14s version of AV

    Quote Originally Posted by Rentahamster View Post
    I can imagine this all too well.

    http://i.imgur.com/WBWtH.jpg
    Didnt you know thats SE's head of security, anyone that goes near their offices get hit by extremly bad breath
    (0)

  7. #297
    Community Rep Hvinire's Avatar
    Join Date
    Mar 2011
    Posts
    256
    Quote Originally Posted by Rentahamster View Post
    I can imagine this all too well.

    http://i.imgur.com/WBWtH.jpg
    Haha, nicely done.
    (9)
    Robert "Hvinire" Peeler - Community Team

  8. #298
    Player
    Anty's Avatar
    Join Date
    Mar 2011
    Posts
    625
    Character
    Anty Lion
    World
    Sargatanas
    Main Class
    Conjurer Lv 60
    sounds good to me, only 2 points are disappointing and 1 of them i hope they just dont implement:

    enmity: LOLEASY MODE >>no thanks<<

    ".... Furthermore, a player’s enmity will be made constantly visible as a percentage of that of the party member being attacked. A feature whereby players may examine hate values for all party members is also under consideration for a future update. "

    Please DONT do this, this takes away all the fun. Fights will just be too easy to control and .. well i don't even wanna think about it....

    not even a timeframe...

    "We realize that having to reequip gear and reset actions every time you change class is a source of chagrin. Although we are unable to indicate a timeframe, discussions are underway with the UI team on ways for players to retain equipment and action data for each class."

    the current system is more then retarded, slow and consumes more and more macro slots (if you play several classes).
    How can this take sooo long? For me this is a major thing needing change. EVERY game i know does this... even ffxi did...
    (2)

  9. #299
    Community Rep Bayohne's Avatar
    Join Date
    Mar 2011
    Posts
    1,713
    And here's the second part of the Q&A! Don't forget to read the first part if you haven't already!

    Casting Cure while performing an attack will cause you to lose focus on your target.
    We'll address this issue during our review of the action-related data.

    Whenever someone casts cure on me, I end up targeting them.
    We'll address this issue during our review of the action-related data.

    The subtarget of my action gets set to an enemy the action has no effect on.
    We'll address this issue during our review of the action data.

    I want text commands that use pronouns, like "/assist" and "/mark" and "/ta," to be implemented.
    We'll look into these during our combat-related revisions.

    Monsters often clump together and make it difficult to accurately select a target.
    When monsters bundle up together, it does become difficult to tell which has the yellow name and which have red names. It's also hard to tell which of them has the "attack this one!" mark attached.

    To address these issues, we're looking into implementing a system that allows you to set the target cursor to appear above the nameplate.

    Raise can end up targeting enemies.
    We'll address this along with the previously mentioned "subtarget of my action gets set to an enemy the action has no effect on" issue.

    I'd like it if my target could "glow" using a bloom graphical effect.
    This would require modifying the graphical system, so although it would be difficult to implement in the near future, we'll look into it.

    When targeting someone as the main target, when you change targets, the party member list flashes to indicate you're targeting them. I'd like to have this implemented when sub-targeting someone as well (About to cure yourself, but tab over to them).
    We are going to implement this.

    I'd like an arrow, or a highlight, or some kind of indicator on the party member list to show which party member is selected as my subtarget.
    We are going to implement this.

    Sometime when standing directly in front of a PC or NPC, I'll press the confirm button and it will end up targeting something ridiculous, like a target that was next to me or behind me.
    In Patch 1.17, we adjusted the target selection mechanics, so please see if the situation is resolved now.

    I'd like to be able to manually set up the controller configuration myself when using a gamepad for targeting.
    We are working on expanding the list of configurable commands for both gamepads and keyboards.

    The battle system is compromised of two types of attacks; Turn based attacks (stamina gauge, recast, attacks whose success is determined after the hit) and action based attacks (attacks that can be dodged by moving around).
    As stated previously, the stamina gauge is scheduled to be removed. We believe that all the other issues mentioned do not detract from the game significantly.

    I would like distance, movement, and positioning to play a larger role in the game. The graphics are so nice that it would be a waste if the battles are mostly number based.
    Once the basic upgrades are taken care of, more advanced upgrades involving attack direction and positioning and regional destruction will be worked on.

    Stamina gauge, recast interval, and TP requirement present 3 major hindrances to using abilities.
    The action gauge will be removed, but recast interval and TP requirements will remain.

    Recasting the same spells takes way too long (Reuse interval)
    We will be reviewing all actions, so recast times that are disproportionately long will be adjusted, while some recast times are intentionally long. We would like to continue to receive feedback on the forums.

    The usefulness of supplementary abilities and the effects of food can’t be easily seen.
    Don't worry, these will be adjusted. The effects of food will be reviewed and made readily available through help text.

    Important moves that are earned in multiples such as Shadowbind/Shadowbind II share the same recast, so they are difficult to take advantage of.
    Shadowbind II is an upgrade of Shadowbind, so we have planned for the recast time to be shared.

    My actions miss frequently. My attacks never hit successfully.
    Even using the proper rank and gear, my accuracy is too low (or my opponent’s evasion is too high)

    Accuracy and action accuracy will be considered important points when we upgrade the battle calculations.

    Spells are easily resisted (full / partial) no matter how long the spell takes to cast or how much MP it requires.
    We will be working on adjusting the balance. It would be fantastic if we could continue to hear your thoughts via forums.

    If a monster dies while you are casting a healing spell, the spell is canceled.
    We will discuss this with the person in charge.

    I wanted to play a healer, so I chose to be a Conjurer, but I think it's strange that a Thaumaturge is better suited to act as a healer. In terms of HP healed and area of affect, the Thaumaturge is just better.
    In addition to the review of battle class actions, we're also going to be adjusting the classes to give them each specialties and defining qualities. We'll continue to look to you all to provide us with feedback as we move forward.

    When I play as a Conjurer and see fighter classes cast buffs and healing magic that I haven't yet learned, I get pretty bummed out.
    This should be addressed in our adjustment of class roles and specialties. We'll continue to look to you all to provide us with feedback as we move forward.

    It might be cool if we could attack and cast spells while moving.
    I stop moving as soon as I begin casting a spell.

    These two points will be addressed in an upcoming modification that will allow close range attacks and actions to be performed while moving. As for spellcasting, we'd like to make a separate, more comprehensive announcement regarding our plans, so please hang on until then.

    Moving while attacking seems to randomly cause the shield to rise up.
    It can indeed be frustrating to try to move during an attack/ability. We'll look into reworking shield usage.

    The damage from actions typically doesn't exceed 1.5 times that of a normal attack. Conjurer spells that take 30 seconds to cast are weaker than rank "II" spells.
    We'll be adjusting this. The previously mentioned revision of battle class actions will include these adjustments.

    The camera is unresponsive and it's hard to get a good grasp of the situation due to the constantly changing POV.
    We're looking into allowing changes to the camera rotation speed in the settings.

    I find it annoying how my player character keeps moving its position when they perform an attack. Occasionally, the character will end up overlapping with the monster and the camera will start turning around the monster.

    I don’t like how the camera moves back and forth when my player character is attacked by a monster. It tends to occur when the monster overlaps with my player character after an attack and the camera swings back to its original position.
    We are currently looking into the movement of the player character. There are plans to start addressing the issue in the near future.

    Currently when I lock onto a target, the camera is centered on the particular target. I would like to see a function where I could turn this feature on/off at will.
    We will discuss this with the person in charge.

    I would like more control over my character’s point of views.
    We will discuss this with the person in charge.

    Avoid haste from becoming the primary factor of the game when auto-attack is implemented.
    Rest assured that we will handle this situation delicately.

    Please be sure to think about the changes in hate management (especially casters) when implementing auto-attack.
    Rest assured that we will be careful regarding this.

    Please be sure to think about the amount of TP generated from auto-attack. I would like to avoid situations where we have to tell the melee characters to not feed TP to the monster.
    We agree that this is indeed a sensitive matter. We will be sure to exert extreme caution.

    Intensify status ailments used against a player character in order to make the battles more interesting.
    Once we finish adjusting the overall balance of battle, we may look into other factors such as status ailments. However, we will most likely save the intense status ailments for special encounters.

    Turn on character collision during battle.
    We believe that we will be able to address our current issues by improving the monster AI and hate management instead of making changes to the collision.

    The field is currently too peaceful. There should be more active monsters placed along the road.
    We will be adjusting monster placement bit by bit.

    Levequests and behests are currently boring due to the monsters not having enough HP. It seems like all we’re doing is running from one place to another.
    Once the algorithms for battles have been revised, we will look into additional factors such as monsters that appear during guild leves, the amount of their HP, group settings, etc.

    We are currently unable to switch between passive move and active mode while moving.
    Switching between passive mode and active mode takes too long.

    We are currently in the process of experimenting with the issues stated above.

    There are too many buff icons.
    I agree. We will look into it.
    (42)

  10. #300
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Hvinire View Post
    Haha, nicely done.
    http://imgur.com/KODRI
    (7)

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