When that was in some Nanny Goats were blocking a cave and i couldn't get in to do my GL. I was to low at the time to fight the goats. The goats were cock blockin me from mt GL. I failed it because of that.. It sucked.They had it in already but they turned it off together with player collision detection, which is bs. They should have left both collision detection types intact and improve the AI a bit maybe. Nothing spectacular, just a few more rules to try to bypass the player blocking the way.
Collision detection allows for better battle strategy, i.e. tanks stopping the mobs from getting to the magi. Having it in partially but then removing it because players complain about bumping into each other is just stupid - one doesn't complain about bumping into people/objects in real life, does one?
And if we continue to remove collision detection, why not remove it completely and just allow to run through everything? Oh wait, that's already possible in Limsa...
When I first started playing back in beta, using my Lancer, I was using the following tactics against Dodos in the Skull Valley area:Players are going to act the almost the same exact way and do almost the same behaviors with or without stamina. The only difference is that with stamina, they have to wait longer to do what they were gonna do anyway.
With or without stamina, the overall strategy and flow of battle stays pretty much the same. That's why speed surge II is so useful. You play pretty much exactly the same, just faster.
- Spam Light Thrusts and weaponskills until my stamina gauge was nearly depleted.
- Use Heavy Heavy Thrust to bind the dodo.
- Back out of range.
- Wait for Stamina Gauge to refill.
- Repeat.
But this kind of tactic wears thin, feels slow, and doesn't work at all in party play. In fact, the 'queuing' nature of attacks with the stamina gauge makes some tactics much harder.
For example, trying to use Heavy Thrust as a CC ability, to bind an enemy away from the fight. If another player is also attacking the same creature, and has already queued an attack, but it hasn't fired because of the stamina gauge, then he will likely break your bind.
Since Heavy Thrust uses more Stamina to achieve the same damage, and the bind effect is pretty much useless, it's a wasted ability.
So, the stamina system _could_ have influence on action choices, but there are both good and bad repercussions to it.
Overall the battle team seems to have felt that it was more a hindrance to 'skillful play' then a benefit, it seems.
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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And thats a problem with poor monster placement not monster/character collision detection... seriously think before you post.
Yet another system already perfected in XI that is refused just for the sake of being different.
Man, if people are still getting bent out of shape over "we will look into it", you're clearly spring chickens. We had over six wonderful years of near silence, cheese sandwiches, and "working as intended" in FFXI. You kids and your lawns.
Decoding Sqaure Enix's Responses:
We are looking into: Another words, say I say to someone I'm looking into buying this (Meaning i am interested in the idea of buying a PS3 or something), they tell me all the features that the PS3 had, if I like it/impressed etc, there's a high chance I will by it. If the Features were kinda lame and lackluster, theirs a low probability that I will by the PS3. Same thing goes for Say Content. Say for example The core discussion is related to the Grand Companies and one person's idea says, I really think Grand Companies could use a Reputation system ( which I would love but anyways), and other people are like "hey.. This isn't a bad idea, next question is what kind of features would this Reputation have? and in the end if the features fit well into the game it moves to the " We are working on it" stage.
We are working on: Generally means as it states they are currently working on it (thats a good thing)
We are Planning to: Another words Their sights on say.. the Battle system for example: They Want to do this this and that. (sometimes plans get scratched, but thats how the planning stage goes)
We are Discussing: That like saying Someone else and I were having a discussion on weather or nor id pepper would be good in this dish, and we basically have a debate over it until it comes to the conclusion weather we want the pepper in the dish or not. Same thing with like the Battle system, They are discussing weather or not a mage would be good if it could "instantly" cast a spell on said mob and if it would be good for the battle temp (example). Short verison, Means up for debate.
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.
That Q&A had some. . . . 'questionable' questions in it...
Conjorer getting bummed out because a fighter casts spells he hasnt learned? possibly because that person ranked up conj already?
that was the most sillyest one.
Things are going to become uber easy once they remove the stamina guage..
Last edited by Reika; 05-29-2011 at 12:22 AM.
now call me a nitpick, but that wasn't a Q&A, that was more like a request list. boring as hell, not that informative. I'd like for the guy to give us some sort of rundown like "yeah okay, so you'll target, hit engage, and auto attack appears, then this happens"
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