I just want a firm answer on if it will be in the game or not. I saw on the producer's letter it is possible. Probably need to overhaul the whole battle system and add delays. Seems like a a lot of work to be put in for it.
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I just want a firm answer on if it will be in the game or not. I saw on the producer's letter it is possible. Probably need to overhaul the whole battle system and add delays. Seems like a a lot of work to be put in for it.
Most of the things need a lot of work at the moment to make the game more enjoyable and playable. But they seem to understand that and are really trying.
I'm all for auto-attack myself.
I am up for auto attack only if it's faster than XI's auto attack.
They're overhauling the battle system right now and we should expect to see a patch in two months. With that said, I hope auto-attack is one of the features that is included in that update. However, I really hope it's not as slow as FFXI's auto-attack because FFXIV's battle is faster than that of FFXI's.
If they do implement auto-attack, I'm hoping that Haste from FFXI will make a return.
You might say XI had slow auto-attack, especially for 2H fighters, but it gets so much faster with Haste equipment and spell buffs.
I'd really like the same system of Weapon Delay for XIV, it would make more weapons unique too, as they would vary with delay and TP gain per hit. It opens up new tactics for equipping yourself.
I'm of two minds about the whole autoattack thing.
Like anything in FFXIV that's unique, it'd be sad to see it go, but it might be for the better. The implementation of it would significantly enhance class uniqueness (i.e. letting a Marauder feel like they're swinging slow and powerful swings because the swings are actually slow and powerful) and would make balancing a bit easier (autoattack speed would make a great "tuning knob" for class balance, to quote a developer from another game.)
Lastly, while it would require a complete overhaul (which is coming either way), it could allow the developers to better balance things like Weapon Skills and abilities from the stamina bar.
I just really, really, REALLY hope the stamina bar doesn't go the way of the dodo (and I don't mean killed for a leve, I mean extinct). It's one of the most unique and interesting things about this game and it has a lot of potential with abilities and weapon skills, even if basic attacks are removed from the stamina bar. It could even have more potential without things like Heavy Strike or Light Slash.
I also really hope it's not the lazy way out with "okay, autoattack is now simply Heavy Strike being used constantly until you toggle it off, and it's just gonna eat through your stamina bar." That would be awful.
((the title of this post is me trying to figure out the tagging system for the forums))
Completely agreed.
I think auto-attack is a necessity at this point mostly because of the social aspect. As it is it's extremely difficult to communicate with team mates while in battle. And while their is a battle system overhaul on it's way I also hope they don't get rid of stamina bars because they're really unique and contribute to class and skill balancing greatly.
I used to be against the whole auto attack thing, but WHATEVER can balance out parties and make battles last longer has my vote. I'm sick of the zerg fests in this game
I feel it would not be a very enjoyable feature to include.
At the moment we can pace our own attack speed by use of Stamina. You either blow through it, making some quick attacks, or you save up stamina by not unleashing as many standard attacks so you can use that stamina on more special attacks right after each other.
This adds a sense of tactics, planning ahead and in general makes you feel more like you're the one performing the actions. I personally feel that Auto-Attack would severely hinder that. In general, it would mean that the Stamina feature this game has would cease to exist. There's very little fun to be had in just engaging an opponent and having everything be done for you, regardless of it being more battle efficient.
The simplest way to introduce auto attack is via a macro: /autoattack on or off. With it on, your character only auto attacks the default normal attack when Stamina is at 100%. The player may, if they wish, manually speed up the normal attacks if they click the Heavy/Light attack commands.
It's really the best of both worlds. And it's plain and simple. You can turn it off or on to your liking. And you can even speed it up to your liking. Keep in mind, this mechanic still depends on the Stamina bar to function.
-Lonni
Also, there's no real need to make certain weapons attack slower or faster as some of you believe. Simply make weapons consume the appropriate amount of Stamina. This way, a slow attacking weapons cost more Stamina and takes longer to recharge for the next attack. And a fast attacking weapon consumes less Stamina and will take less time to recharge.
-Lonni
I actually don't want them to revert back to complete auto-attack. I feel like its going backwards instead of making progress. True, the current system is not fun. During beta, I commented how the stamina bar felt like it did nothing in terms of strategy. The fact that you could only see the stamina cost of the first action on the mob is terrible, plus you couldn't really gauge the cost of actions very well.
In the beta forums I suggested they add tick marks or at least cost numbers to actions and how much stamina you have. You have 10 stamina and light stab takes 2.5 etc or whatever. Then you can also know your stamina recovery rate better (stamina recovery rate 1 stamina unit a second or something). This gives the player the feel of more control, strategy, and planning. Maybe even add class uniqueness through stamina bar stats. Longer bars, faster stamina regeneration for certain actions, or spells that affect stamina (I know some lancer abilities do this and having numbers or at least symbols attached to them would help).
Instead of auto-attack maybe some sort of queuing or combo system like some people suggested. I would definitely be interested in that.
NO AUTO ATTACK THE SYSTEM IS FINE THE WAY IT IS!
You propose a good argument there, well thought out and with a lot of valid points.
/sarcasm off
The system is not fine, the game isn't fine. I'm glad you love the system... but keep in mind this game has to appeal to the masses.. Or you're not going to be playing it long.
If auto-attack is implemented, adjusting weapon speed by using stamina cost would seem to be the most efficient way to implement it, as it uses an existing combat sub-system to control the speed, instead of making a new one.
However the case, the stamina costs for each weapon's auto-attack should be varied considerably. Axes should be slower than swords, so their auto-attack stamina cost should be higher than the auto-attack stamina cost for swords.
Has anyone thought about having armor effect the stamina gauge? So that a character wearing lighter armor has his stamina gauge refill faster, while a character in heavier armor has her stamina gauge refill slower. Combined with the above, it could allow for some interesting variety for players to experiment with. A lightly armored Marauder's auto-attacking axe could be as fast (or faster) than a heavily-armored Gladiator's auto-attacking sword.
Just a thought.
Quote:
The simplest way to introduce auto attack is via a macro: /autoattack on or off. With it on, your character only auto attacks the default normal attack when Stamina is at 100%. The player may, if they wish, manually speed up the normal attacks if they click the Heavy/Light attack commands.
It's really the best of both worlds. And it's plain and simple. You can turn it off or on to your liking. And you can even speed it up to your liking. Keep in mind, this mechanic still depends on the Stamina bar to function.
-Lonni
I think these are actually pretty good ideas. Adding Auto-attack as an additional feature would satisfy people that would want to simplify the battle system. Furthermore, changing the minimum delay between strikes with each weapon based on how "slow" it should be reduces the amount of attacks spammed. Further changes to damage would further help in defining the attack speed of each discipline.Quote:
Also, there's no real need to make certain weapons attack slower or faster as some of you believe. Simply make weapons consume the appropriate amount of Stamina. This way, a slow attacking weapons cost more Stamina and takes longer to recharge for the next attack. And a fast attacking weapon consumes less Stamina and will take less time to recharge.
-Lonni
This would also help the Battle Regiment system a lot. An auto-attack feature would allow us to use Battle Regiments while still maintaining a regular attack pattern. Battle Regiments take time to set up, so setting up auto-attack to automatically kick in when under Battle Regiment mode would be excellent.
In reality, I am biased towards the current system, but I still see the use of such a feature. I believe that one of the interesting parts of this game is the stamina system, and that it should only be modified, not removed. Removing a system takes a lot of time and effort on SE's side of things, and it wouldn't be intelligent to ask this of them and also expect a relatively quick change.
One of the letter's from the producer mentioned a toggle-able auto attack system. Sounds good to me.