I would like to see passive/active mode completely gone with. To me it's kinda ridiculous. We should be able to use an attack move on a mob whenever we please without having to go into active mode to do it. Does anyone agree with me on this?
I would like to see passive/active mode completely gone with. To me it's kinda ridiculous. We should be able to use an attack move on a mob whenever we please without having to go into active mode to do it. Does anyone agree with me on this?



Mostly. I think the active/passive mechanic is also necessary if we are to have leashing on monster territory while at the same time closing the door on "return to territory" AI abuse.
As in - the only way to make a mob "return to territory" is to go into passive mode and run away. As long as you or anyone in your party stays in active mode, the mob will run after you.
I would still get rid of the forced character stop.
I think this is meant to draw a line between being in battle and not. You get faster run speed, and heal hp/mp out of battle. In battle you do not do these things, but you can instantly attack, and have slower tp loss. Also as renta says, works with claiming.
If they take it out, they will probably have to reduce movement speed, or increase monster movement speed, in either case make escape from battle improbable, they will also have to kill hp and mp regen, which would suck for soloists. In all honestly active and passive battle are pretty good elements, and take away nothing from the game. Looks like they are thinking about dumbing it down and making it able to be done while moving, and be faster to happen anyhow, so whatever hate you have for it may be solved with thier changes.
Convienece and effeciency are two different things. I think the original mechanic they were trying to create with active and passive was setting up a difference between fighting, and not fighting something, and associating costs and bonuses with each case. While it definitely makes it more convienent, if that was the goal, it will in fact be less effecient at making people choose between the two, and blurring the bonuses and costs associated with each action.
For example, the fact that its generally more beneficial for a caster to have his weapon out, because its less time lost in doing actions, if he takes 3 seconds to draw and put away his weapon, or, that if i want to change my abilities mid battle, i will lose about 6 seconds even if i had a macro. As well as the fact that if i want to run from a monster i have to pause to put away my weapon, making escape less easy/guaranteed, All of these things were part of the goals of active/passive as it was, and lowering the speed, and allowing it to be done in motion makes it less effecient at dealing with these issues.
Now with the new system, and auto attack, these things may need to be re examined, or maybe they have decided that these things arent that important, and will make the game more fun, but it is going to "dumb down" the effect of having to choose between active and passive modes.



I'm just talking about removing the forced stop when running, and reducing the lag between active mode and passive mode.Now with the new system, and auto attack, these things may need to be re examined, or maybe they have decided that these things arent that important, and will make the game more fun, but it is going to "dumb down" the effect of having to choose between active and passive modes.




I've never understood why active/passive mode isn't handled more like a traditional 'in combat' or 'out of combat', with a seamless transition. It's always felt very clunky.
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Server side interface, you need a response to even switch modes, compared to if it was client side you'd have to wait for a response to have the "effect", i.e in/out of battle parameters. Kind of like in FFXI where if you engage battle but your engage animation hasn't played out you'll still be attacking because the server already has your packets that you're attacking, but in FFXIV it needs a response to even play the animation, let alone sending datapackets.
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