What is this, a Battle system War?! XD
What is this, a Battle system War?! XD
i think you have some points, but dont get it twisted, the fact that you can change jobs anywhere is only relevant if all jobs are the same level, and everyone enjoyed playing all jobs equally. if no one has a level 30 conjurer, its irrelevant if we are trying to do a party if some one could change to a level 1 con. It is also just as irrelevant if i want to level up my glad now, but i cant because the only con in range is me. The job change on the fly is interesting, but far as party creation is not effectively different than ffxi. just because you dont have to go to a moogle the same job seek problems that plaugued ffxi wont disappear.Strict Classes does = challenging in MMO standard, you are talking about search times for other players as if this were XI...need I remind you the point of "searching" for a class is completely MOOT when you can change your job/class where ever you want?
Strict Class setup creates a PARTY challenge, not an individual challenge, and I think that is the biggest thing people are not realizing, this is an MMO; personally I feel it should be Party dynamics 1st, solo dynamics 2nd.
The challenge I feel you would get is having to RELY on other people to lend a hand, something that is unique to the MMORPG experience versus an single player RPG.
strict classes, doesnt really create a party challenge, it more creates a party plan set up for you by the developers, you have all the tools now to make and use strict parties, many will claim they are still way more effecient, they probably are, since each class does its native skills best. but making it THE ONLY way to play will cause way more problems than it will solve.
Like i said, when i have a balanced pt, im almost all pug skills, with a few that may be synergistic with my playstyle, but when something is missing i can adapt and help to add a gimped version of that to the equation IF i have actually spent time leveling and perfecting those skills somewhere else.
while i think some changes could be good, and the addition of jobs could be fun and interesting, i would balk at heavy pigeon holding of skills in freelancer mode.
Imo its really the lack of difficulty of monsters that makes people not group up/play more effeciently when they have the option too.
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.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"
Its pretty much a new system from the ground up just going by whats been mentioned already.
"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//
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...
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.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.
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.
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.
Which ones?
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//
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.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.
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".
This one I guess.Ability aesthetics will be improved, great I feel happy about that except I have my doubts at the same time...
I have a feeling there will be a fair amount of "this is already unique" going on, instead of striving to make animations more powerful/flashier?
What's my main set of examples? I'm pretty sure you've guessed... Ancient Magic and even Elemental Magic.
I've said this time and time again, add some flare into these key elements (no pun intended) and staples of the FF name... jeez the last thing I want to see going from Fire I -> Fire II is a particle size increase, maybe a little extra glow. Hell even FFXI made nicer effects going upwards through spell tiers, and the -ga spells as well.
I will make a new paragraph for Ancient magic alone, because they are HORRIBLE. My god, I don't know how someone could even allow these pity little animations into the game branded with an FF label. Seriously these sorts of staples can't disappoint, and they are seriously lacking at the moment.
With that all being said I hope that spell animations are being looked at with the aim more towards a "animation revamp" instead of a "unique casting animation" addition.
That is all... I hope SE never hears the end of this until it is something that is looked at, because right now I don't feel way more excited casting Fire II instead of Fire I for example, (especially because of the not worthwhile casting/cd/damage changes between the tiers... however I know that's being addressed so I am thankful for that)
- Hellsoul out
There are some pretty cool spell animations in the .dat that aren't being used yet.
Peach Parfait/Khulan Angura on Gilgamesh
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