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  1. #1
    Player
    Seif's Avatar
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    Seif Dincht
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    Balmung
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    Marauder Lv 72
    I thought the battle system is going to be re-built but this looks like a bunch of minor tweaks. Oh well lets hope they're at least good tweaks when we see it all in action.

    99% of those answers we're just "I heard the question but we're not doing anything about it here's a stock-political-not-going-to-say-no-answer"
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  2. #2
    Player
    Teknoman's Avatar
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    Teknoman Blade
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    Ultros
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    Gladiator Lv 60
    Quote Originally Posted by Seif View Post
    I thought the battle system is going to be re-built but this looks like a bunch of minor tweaks. Oh well lets hope they're at least good tweaks when we see it all in action.

    99% of those answers we're just "I heard the question but we're not doing anything about it here's a stock-political-not-going-to-say-no-answer"
    It is being rebuilt. Auto attack for default attacks, new animations, rebalanced skills, new skills with jobs that refine character classes into specific categories (making way for eventual branch offs), enemies stats and drops are going to be rebalanced/adjusted, battle regimen system is going to be completely redone (at some point), enmity calculations and player equipment are going to be adjusted and character stats are going to be adjusted.

    Its pretty much a new system from the ground up just going by whats been mentioned already.
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    "There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".

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  3. #3
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    Boooo...

    I guess no one cares about the spell animations I posted about haha....

    oh well, the debate you guys have got going on is also quite interesting...
    (0)

  4. #4
    Player
    kukurumei's Avatar
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    Mei Mei
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    Ultros
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    Leatherworker Lv 50
    Quote Originally Posted by Teknoman View Post
    It is being rebuilt. Auto attack for default attacks, new animations, rebalanced skills, new skills with jobs that refine character classes into specific categories (making way for eventual branch offs), enemies stats and drops are going to be rebalanced/adjusted, battle regimen system is going to be completely redone (at some point), enmity calculations and player equipment are going to be adjusted and character stats are going to be adjusted.

    Its pretty much a new system from the ground up just going by whats been mentioned already.
    It's more then that, just less then we want it to be. Basically they're half-ass-ing it, because for reasons in or out of their control, they can't develop the full system in time.

    What we have "known" at this point is going back to FF11. Auto attack in, stamina out. Physical level out, class level in, etc.

    There's still going to be some of FF14, and probably "twists" that they haven't revealed or haven't implemented yet, but that's what it is in a nutshell, FF11 with more running around and faster zerging.

    Which isn't the worse start for a reboot. Not the most elegant, but I'll rather play that then currently.

    We still got the BR replacement, the job replacement, the targetting/claim replacements that are going to change things around.

    From there they probably have one of two directions. More action oriented (gimmicky aka tera, with charge attack dodges, enemies getting stun locked, fall down, spikes, enviormentals etc) or more tactical oriented (party combos, skill follow ups, (de)buff types)

    Both have their pitfalls so once we can probably evaluate their first attempt at a "fun" battle system, we can then look at the direction.

    I'm sure what we see in a few weeks will be quite boring...since they obviously haven't put all their ideas in yet.
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  5. #5
    Player
    Teknoman's Avatar
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    Teknoman Blade
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    Ultros
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    Gladiator Lv 60
    You cant really zurg rush something with auto attack though, especially if the enemies, the way stats work, and equipment has been changed. It shouldnt play anything like XI either, aside from auto attack, which is supposed to have a faster delay than XI no matter the weapon.

    Im sure it'll be more tactical oriented in the end, since the lead designer is now the one from XI. Besides all that was listed...what else would you want as the basis for a new battle system and rebalanced environment (aside from adding more landmarks and other things to make the landscape look varied)?

    Either way, i'm not sure how they're half-assing the base of the XIV revamp, unless they dont add raid dungeons, a few job specific equipment, change the certain weapon skill/attack animations they wanted to, or complete the readjustment of equipment,stats and enemies in the same patch.

    All in all, its still not a collection of minor tweaks.

    Quote Originally Posted by Hellsoul-Sama View Post
    I guess no one cares about the spell animations I posted about haha....

    oh well, the debate you guys have got going on is also quite interesting...
    Which ones?
    (0)
    Last edited by Teknoman; 05-31-2011 at 01:51 PM.


    "There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".

    http://neogaf.guildwork.com//

  6. #6
    Player
    kukurumei's Avatar
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    Mei Mei
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    Leatherworker Lv 50
    Quote Originally Posted by Teknoman View Post
    You cant really zurg rush something with auto attack though, especially if the enemies, the way stats work, and equipment has been changed. It shouldnt play anything like XI either, aside from auto attack, which is supposed to have a faster delay than XI no matter the weapon.
    There is still a lot of oversight still in place that it's still a zerg rush even with the FF11-2 swing. We still have a stupidly powerful anything -> Anything BR, we still have a stupidly low curve of player con vs enemy con, we still have a stupidly easy faster HP/MP regen + the the cross classing skill on the fly system, and a host of other "easy win" options.

    Zerging is still going to happen with auto attack, just probably easier on our fingers, and a tad more tactical, now that we are going back to the "skill stacking"-ness of FF11.

    One of the main of main (perhaps overly punishing aspect) of FF11 was that levels/stats matter so freaking much vs enemy. If you weren't an A or A+ ranked in your skills you were bound to in trouble, solo or group. If you were even 1 level weaker then the enemy, it can turn climbing a hill, into a mountain. etc, etc, etc.

    A ninja with A ranked dodge normal gear = dodge master. A warrior with massive dodge gear = cannon folder. That skill rank, just like level rank, etc was just way too steep of a curve.

    FF11 lived on the heights of stat specialization FF14 has non of that, it's a reason we can zerg to our hearts content. And call simple over power maneuvers "tactics", due to how shallow we need to approach things to win.

    There's going to be a lot more work done, hopefully not at such a snail pace. We're like 6month into a new team, and 4 months into a "definite new battle system".
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  7. #7
    Player
    Teknoman's Avatar
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    Teknoman Blade
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    Ultros
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    Gladiator Lv 60
    Quote Originally Posted by kukurumei View Post
    There is still a lot of oversight still in place that it's still a zerg rush even with the FF11-2 swing. We still have a stupidly powerful anything -> Anything BR, we still have a stupidly low curve of player con vs enemy con, we still have a stupidly easy faster HP/MP regen + the the cross classing skill on the fly system, and a host of other "easy win" options.
    Sure, but arent they supposed to change the effectiveness of skills/enemy stats/enemy type distributions, and by association change the difficulty of the game as a whole? The regen rate when in passive/rest mode might even be adjusted along with that for all we know. Same with classes being rebalanced/restricted in certain ways. What i'm saying is, what Yoshi-P and Matsui indicated, alot of those "easy win" scenarios are being totally changed.
    (0)


    "There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".

    http://neogaf.guildwork.com//

  8. #8
    Player
    kukurumei's Avatar
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    Mei Mei
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    Ultros
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    Leatherworker Lv 50
    Quote Originally Posted by Teknoman View Post
    Sure, but arent they supposed to change the effectiveness of skills/enemy stats/enemy type distributions, and by association change the difficulty of the game as a whole? The regen rate when in passive/rest mode might even be adjusted along with that for all we know. Same with classes being rebalanced/restricted in certain ways. What i'm saying is, what Yoshi-P and Matsui indicated, alot of those "easy win" scenarios are being totally changed.
    I think that's being a little too optimistic at this point. Their track record haven't been good in this area.

    After all this is the same people that gave us text menu quests, aggro icons, and level numbers, while also suggesting hate meters, etc.

    I for one am on the "I'll see it when I see it" when it comes to thing related to "difficulty" and depth.
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  9. #9
    Player
    Malakhim's Avatar
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    Mar 2011
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    Limsa Lominsa
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    Eisen Marduk
    World
    Hyperion
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    Pugilist Lv 60
    Why would jobs unlock at rank 50? These aren't merit points we're talking about. Or is it because you all have multiple classes at rank 50 already? If that's the case, then good for you. There are other players to be concerned about.

    Not only that, but the whole reason jobs are being implemented(as per Matsui's original post) is to give people clearly defined party roles. Are you guys trying to tell people that they should just solo their way until they become "party-ready" at rank 50?
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