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  1. #1
    Community Rep Bayohne's Avatar
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    A quick note regarding the comments about the slow auto-attack speed, dullness, etc. presented in the video, etc. In line with the comments made in Matsui's Battle Reform Blueprint, this is only the first wave of the auto-attack implementation with the second wave including the motion/animation updates and adjustments.

    For the first stage, we will implement the core mechanics of auto-attack and perform provisional adjustments to the accompanying damage algorithm. The next stage, planned to take place after the aforementioned crowd control and action/skill revisions, will involve a fine-tuning of the auto-attack algorithm. Other algorithms will also undergo revisions, which will be explained further below. In so doing, we hope to further draw out the unique flavor of each weapon. At this same time, we will also carry out motion and other graphical revisions to accommodate auto-attack.
    (55)

  2. #2
    Player
    DurtiMonkeyToe's Avatar
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    Mar 2011
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    Character
    Durti Monkeytoe
    World
    Cactuar
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    Pugilist Lv 80
    Thanks for the reminder Bayohne!
    (2)

  3. #3
    Player
    Betelgeuzah's Avatar
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    Mar 2011
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    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    Quote Originally Posted by Bayohne View Post
    A quick note regarding the comments about the slow auto-attack speed presented in the video, etc. In line with the comments made in Matsui's Battle Reform Blueprint, this is only the first wave of the auto-attack implementation with the second wave including the motion/animation updates and adjustments.
    There's a small issue I'm slightly confused with. Maybe it is intentional, but it's hard to understand what the scope of motion adjustments is. Some posts make it sound like the adjustments will mostly change how auto-attack animations function, others make it sound like all close-range skills and even spells are getting the same treatment.

    Not sure just how much you're willing to say, but at least knowing whether the largest adjustments will rotate around auto-attack or if there's something larger-scale in store would help. I see that at least active/passive mode is receiving motion-adjustment with 1.18.

    I wouldn't mind the wait on everything else, but the combat aesthetics play quite a large role in my current gripes with the combat system.
    (1)
    Last edited by Betelgeuzah; 06-16-2011 at 03:41 AM.

  4. #4
    Player
    Len's Avatar
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    Mar 2011
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    Gridania
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    626
    Character
    Len Orlan
    World
    Excalibur
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Bayohne View Post
    A quick note regarding the comments about the slow auto-attack speed, dullness, etc. presented in the video, etc. In line with the comments made in Matsui's Battle Reform Blueprint, this is only the first wave of the auto-attack implementation with the second wave including the motion/animation updates and adjustments.
    This is a huge relief - especially when you consider this atrocity: image.
    (2)

  5. #5
    Player
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    リムサ ロミンサ
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    Quote Originally Posted by Len View Post
    This is a huge relief - especially when you consider this atrocity: image.
    I dunno, that looks pretty badass to me. It's like even friction can't stop my Gladiator.
    (4)

  6. #6
    Player
    kukurumei's Avatar
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    Mar 2011
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    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Sonic_the_Hedgehog View Post
    I dunno, that looks pretty badass to me. It's like even friction can't stop my Gladiator.
    It's a FF11 easter egg!
    (0)

  7. 06-17-2011 01:53 AM

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