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  1. #1
    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 Physic View Post
    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.
    (0)

  2. #2
    Player
    Rowyne's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,527
    Character
    Rowyne Olde
    World
    Balmung
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Rentahamster View Post
    I'm just talking about removing the forced stop when running, and reducing the lag between active mode and passive mode.
    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.

  3. #3
    Quote Originally Posted by Rowyne View Post
    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.
    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.
    (0)

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