How about the fact that you're discouraged to attack monsters now as you're much too busy staring at their heads for a little exclamation mark set before you're allowed to fight them. Doesn't THAT make for great gameplay?
How about the fact that you're discouraged to attack monsters now as you're much too busy staring at their heads for a little exclamation mark set before you're allowed to fight them. Doesn't THAT make for great gameplay?
Just want to say that I agree with Byrth on this. I'd be okay with delaying new stuff if the old stuff was just fixed.
I understand how much time and resources programming takes but honestly it's worth it. If these issues were fixed I'd say it'd be worth more than the last year of updates. A culmination of horrible game mechanics can make an interesting game a chore to play. It's difficult to like a game that drives you up the wall half the time. These changes are long over due.
While we're at it, I wanna point out that I hate how you can't drop 10 feet between ledges on the way to Ordelle's Caves [and many other examples], but you drop down a frickin' cliff and onto imps in Uleguerand Range [A].
Opinions are opinions. Keep 'em that way.
Have Absorb-Stat Spells stack with Cruor Buffs already.
Not that they get used anymore except in the backline when weakened, but jesus, a year having neglected this is worrysome.
I think buffing yourself up with buffs from a NPC takes a long time. Everytime you get a buff you exit the menu and have to target the npc again and go through the menu again if you want another buff. While playing with 1080p resolution, only having 3 options viewable at the same time really gets crammed.
If you were like me, you never bothered with getting buffs from campaign because of the menu is a nightmare to navigate plus constant "Event skipped" messages.
That's a good point... would work for Atma menus as well, or Dom Ops menus... increase the menu size, or make it customizable. Would help a lot to navigate them faster.
All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
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FFXI: Leviathan > Arcon
FFXIV: Selbina > Arcon Villiers
I could go with an FFXI config tool option where we can scale the size of the interface. I usually have FFXI set at half of my monitor's native resolution just so I can actually read the text without leaning forward, but it comes at the cost of the game visuals not looking as crisp.
There's a very simple reason /stal is unrelated to the topic, this thread is about a request to fix a stupid game mechanic, not how to work around it. We know how to work around it already; the question is why we should need to work around it at all.
the para item loss? yeah, that's just sloppy programing. If para prevents you from taking an action that would include using an item.
the JA lock? ok, here I would like this modified, not eliminated. speaking as a thief, i want the initiation of SATA to lock the other player and the target in place until it's completed. It's a core job ability that is almost completely useless without some type of lock. It doesn't seem to matter if you announce it or go stealthy, whoever is being SATA'd almost invariably moves before it goes off.
the reengage lock... major problem for all my non-pet jobs. My pet jobs I can Switch Target and let my pet finish off the current one, all other jobs i have to leave auto-attack on and just hope my party autos to the same mob, especially when we have sleepers on crowd control. At least i'm courteous enough to the sleepers not to get off the mob I just woke until they say they are ready to resleep it (I'm a 90 bard, when people stop bothering with target control I stop bothering with crowd control, hate for the same to happen to me).
Many of the delay calculations seem to just defy all logic. Some are downright maddening. The raise followed by the 3-5 second stun effect while you are still vulnerable to damage. Simple answer if you can't get rid of the delay... add a 7 second Invincible effect to raise. The inability to engage anything that is using a JA or spell on you until it completes (except stun, sleep or para, then it actually makes sense). What makes these even more unfair is that mobs don't suffer from the same limitations, so clearly they don't HAVE to be in the game.
A treasure issue that's always driven me nuts is if I am TRYING to pass or lot an item, but 1 above it drops out of the pool, unless I'm on the bottom item in the pool I'm suddenly passing the wrong thing. I lost my 1st bard relic body this way, as I was raised with about 17 seconds left on the counter while I was passing the war item just above it in pool as the 100 piece dropped to a leader. For fast kill areas like dynamis quartermaster simply isn't a viable alternative, not that I've ever even seen it tried.
That's all I can think of right now...
I would like to see the campaign menu fixed. It is rather irritating trying to navigate through with NPCs, monsters, and lag all bombarding the player at once.
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