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  1. #11
    Player
    Silverwalk's Avatar
    Join Date
    Jun 2011
    Posts
    111
    Character
    Silver Darkmoon
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Again we have people saying that there is no problem because we can move before attacks begin. Of course we can and do, that is not the issue so here it is again:

    In 2011 Yoshi said this here: http://www.bluegartr.com/threads/107...-Transcription

    Sonomaa (BG): With the new 2.0 server systems, will the major game breaking issues such as animation lock, the positioning imprecision, and interface lag be greatly reduced? Closer to the speed of FFXI? Or better than FFXI?

    Square-Enix: First of all, we'd like for you not to worry. The interface lag will get much better when we introduce the server system for 2.0. As compared to 11, he (Yoshida) would rather compare it to World of Warcraft. It's going to depend on things such as your personal environment, equipment, etc. But it will be closer to that then what currently exists.

    BG: That is important, because FFXI is good, but World of Warcraft is "I push forward, I go forward. I turn around, I turn around." In FFXI, I can turn around with a few button clicks and it's not that slow. In FFXIV, I turned around and it took 30 seconds to finish that rotation. I have a Core-i7 - a fast computer - and not being able to do that was a problem.

    SE: The current plan, when we're redesigning the servers, is to have a system where there's difficult tactical battles. Like the Ifrit battle, he wants to make end content closer to this - where it's all about the positioning is important and where response is immediate so you have to decide in one second where to make these moves...
    In beta Yoshi said this:
    With the advent of stronger internet connections, recent MMORPGs have come to be able to have defensive and evasive skills similar to offline stand alone games. Despite this, I feel that this does not fit with our customers who play FINAL FANTASY online, and I would like to have everyone play this game steadily for as long of a time as possible, which is why we’ve eliminated action elements to the best of our ability.

    With these goals in mind we have built the content and the battle system.
    Visually noticeable AoE attacks that you can avoid by moving
    A system where you can boost damage by attacking from certain positions
    Freedom to put things together by executing skills that follow a specific route
    Being able to fixate on dealing the most damage while giving consideration to TP/MP costs in the end-game.
    Jump not being essential for clearing content

    While it might be thought of as simplistic, the end-game after reaching the level cap is where a good deal of player skill differences will start to appear, especially when adding equipment into the mix. We started designing this game by making the first goal of FINAL FANTASY XIV: A Realm Reborn having everyone enjoy this aspect.

    This is the reason why there are no action elements in FFXIV content and battle.
    http://www.youtube.com/watch?v=QsHuXAl-bOY
    At 6:21 landslide cast begins
    At 6:22 player leaves aoe with cast bar at 75%
    At 6:24 player is hit by landslide and knocked off

    The issue is that Yoshi told us not to worry, 2.0 would fix the lag. It hasn't yet.

    Now maybe you're fine with that, that's ok it's a personal choice. When I make a promise I do my best to honor it.

    In my opinion Yoshi and his team tried their best to fix it and failed. It happens to all of us. It would be nice if they just let us know that they can't fix it and everyone can stop wasting their time posting here.
    (16)
    Last edited by Silverwalk; 09-20-2013 at 10:21 AM.