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  1. #181
    Player
    OMEGA_HACK's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,260
    Character
    Altrage A'uli
    World
    Zalera
    Main Class
    Lancer Lv 90
    Auto-attack as a system itself isn't that hard to implement but then with the addition of auto-attack you have to alter and check:

    1) monster behavior
    2) monster stats (HP, MP, core states, sub stats)
    3) monster abilities
    4) monster spells
    5) monster dps
    6) player abilities
    7) player stats (HP, MP, core stats, sub stats)
    8) player spells
    9) player dps
    10) group play functioning with auto-attack
    11) solo play functioning with auto-attack

    I'm sure there are more testing/re calibrating they do as I am not physically there in their studios so I cannot give a complete list.
    (1)

  2. #182
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    Quote Originally Posted by Evangela View Post
    It's funny to see a character can pull out his sward while running but they didn't add the animation yet, so he just slide on the ground
    just taking out the stop is a major plus. they can work on different animations for different weapons/races later.
    (1)

  3. #183
    Player
    Nuru's Avatar
    Join Date
    Mar 2011
    Posts
    2,141
    Character
    Atehki Mejastra
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by OMEGA_HACK View Post
    Auto-attack as a system itself isn't that hard to implement but then with the addition of auto-attack you have to alter and check:

    1) monster behavior
    2) monster stats (HP, MP, core states, sub stats)
    3) monster abilities
    4) monster spells
    5) monster dps
    6) player abilities
    7) player stats (HP, MP, core stats, sub stats)
    8) player spells
    9) player dps
    10) group play functioning with auto-attack
    11) solo play functioning with auto-attack

    I'm sure there are more testing/re calibrating they do as I am not physically there in their studios so I cannot give a complete list.
    Lets not forget..

    12) item stat distribution and function (Food Effect, Potions. etc.)
    13) Weapon Delay and stat distribution. DPS
    14) Armor stat distribution.
    15) Rank up stat distribution for each class (+ Job system?)
    16) Class diversifictaion + balancing within the new battle system
    17) New weapon Skills, new animations, etc.

    This is what is taking them so long, and i am patient about the delay being two more weeks longer than they planned. They are showing that they have learned from past mistakes. YoshiP is making all the right decisions.
    (1)

  4. #184
    Player
    viion's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,206
    Character
    Sky Box
    World
    Ragnarok
    Main Class
    Marauder Lv 90
    Quote Originally Posted by OMEGA_HACK View Post
    Auto-attack as a system itself isn't that hard to implement but then with the addition of auto-attack you have to alter and check:

    1) monster behavior
    2) monster stats (HP, MP, core states, sub stats)
    3) monster abilities
    4) monster spells
    5) monster dps
    6) player abilities
    7) player stats (HP, MP, core stats, sub stats)
    8) player spells
    9) player dps
    10) group play functioning with auto-attack
    11) solo play functioning with auto-attack

    I'm sure there are more testing/re calibrating they do as I am not physically there in their studios so I cannot give a complete list.
    Non of that has anything to do with auto attack as its no different than me spamming 1111111

    mob gets angry when you hit them, thats their behavior, hp/mp not included, abilities is not auto atk, spells is not auto atk, dps well depends if they add any haste or weapon changes but that is coming after as said. Group and solo dont matter because its just a case of everyone hit the mob till it hits death. Again no different from me hitting 1 1 1 1 1 1 1 1 its just doing it for me... like a bot.

    Quote Originally Posted by Nuru View Post
    Lets not forget..

    12) item stat distribution and function (Food Effect, Potions. etc.)
    13) Weapon Delay and stat distribution. DPS
    14) Armor stat distribution.
    15) Rank up stat distribution for each class (+ Job system?)
    16) Class diversifictaion + balancing within the new battle system
    17) New weapon Skills, new animations, etc.

    This is what is taking them so long, and i am patient about the delay being two more weeks longer than they planned. They are showing that they have learned from past mistakes. YoshiP is making all the right decisions.

    Whats does stat have to do with anything? if I have 5STR or 500 STR what difference would it make if I AM press 1 1 1 or the machine is pressing 1 1 1? No difference bcause the outcomes are the same.

    I like the feature because spamming 1 1 1 was annoying, but I could just do it identical to auto attack.

    What I do find pathetic is how Auto Attack is becoming this big achievement in the game, like its a mile stole, a stepping stole, pacman has bloody auto attack its not something revolutionary.

    /rant XD
    (2)
    Last edited by viion; 06-16-2011 at 12:02 PM.

  5. #185
    Player
    OMEGA_HACK's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,260
    Character
    Altrage A'uli
    World
    Zalera
    Main Class
    Lancer Lv 90
    Um..Viion have you ever made something that is complex? I mean you get RPG Maker VX for 50 bucks go into the coding area, delete a line of code, leave it alone for a couple weeks then come back and try to find the mistake and fix it. When you fix it you will probably find there is still an error, you have to go and search through thousands of lines of code because when there is an error it just doesn't work, its not like Windows is going to pinpoint the problem for you (because the core coding that makes everything work is messed up)

    I hope that makes sense, maybe it doesnt though, but that is why they HAVE to run all the checks that were listed and YES ALL THAT IS PART OF MAKING AUTO ATTACK. Its not just slapping in a system and calling it a day.
    (2)

  6. #186
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Well system assisted actions like AA is far easier to manage for developers then wild wild west button pressing.

    You don't have to go balancing hunting every skill formula if you know off hand that AA is the tiller on a boat. If I know you can get 500TP in 5 swings so to say, and your over balanced 1K WS is way too unfair, I would say just mathematically reduce damage a little and raise TP cost to 1.2k.

    On the old system, you would have to check on tweak stamina, damage versus light attacks, heavy attacks, TP gauge, damage gauage, animation, etc, etc, etc.

    I mean how would a developer handle the BEAST glad cadence super buff attack in current system and AA system. all AA system has to do is tweak some numbers. In current system, you have to consider 20x more situations where a player runs rampant.

    AA is more elegant in the long run, unless you have an already balanced out system. We didn't. Fighting the 8 headed monster is not productive if you're getting the same results.
    (0)

  7. #187
    Player
    viion's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,206
    Character
    Sky Box
    World
    Ragnarok
    Main Class
    Marauder Lv 90
    Quote Originally Posted by OMEGA_HACK View Post
    Um..Viion have you ever made something that is complex? I mean you get RPG Maker VX for 50 bucks go into the coding area, delete a line of code, leave it alone for a couple weeks then come back and try to find the mistake and fix it. When you fix it you will probably find there is still an error, you have to go and search through thousands of lines of code because when there is an error it just doesn't work, its not like Windows is going to pinpoint the problem for you (because the core coding that makes everything work is messed up)

    I hope that makes sense, maybe it doesnt though, but that is why they HAVE to run all the checks that were listed and YES ALL THAT IS PART OF MAKING AUTO ATTACK. Its not just slapping in a system and calling it a day.
    I built XIVPads, which is quite complex. what you said makes no sense to the purpose of Auto Attack. I do a lot of desktop programming as well. Lets not turn this into a programming argument because from your reply its already clear you dont know much in the area to think you have to hunt through thousands of lines of code all the time, it just doesn't work like that.
    (0)

  8. #188
    Player
    OMEGA_HACK's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,260
    Character
    Altrage A'uli
    World
    Zalera
    Main Class
    Lancer Lv 90
    clearly you've never seen the coding for an MMO, and there I rest my case.
    (2)

  9. #189
    Player
    viion's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,206
    Character
    Sky Box
    World
    Ragnarok
    Main Class
    Marauder Lv 90
    Quote Originally Posted by OMEGA_HACK View Post
    clearly you've never seen the coding for an MMO, and there I rest my case.
    you win captain!
    (0)

  10. #190
    Player
    Nuru's Avatar
    Join Date
    Mar 2011
    Posts
    2,141
    Character
    Atehki Mejastra
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by kukurumei View Post
    Well system assisted actions like AA is far easier to manage for developers then wild wild west button pressing.

    You don't have to go balancing hunting every skill formula if you know off hand that AA is the tiller on a boat. If I know you can get 500TP in 5 swings so to say, and your over balanced 1K WS is way too unfair, I would say just mathematically reduce damage a little and raise TP cost to 1.2k.

    On the old system, you would have to check on tweak stamina, damage versus light attacks, heavy attacks, TP gauge, damage gauage, animation, etc, etc, etc.

    I mean how would a developer handle the BEAST glad cadence super buff attack in current system and AA system. all AA system has to do is tweak some numbers. In current system, you have to consider 20x more situations where a player runs rampant.

    AA is more elegant in the long run, unless you have an already balanced out system. We didn't. Fighting the 8 headed monster is not productive if you're getting the same results.
    Well, i see what you are saying, however, when you mention "all they have to do is this," there are other things they need to change in order for this to work properly. Balancing mainly consists of changing a bunch of numbers, but they have to change accordingly to balance one skill with many aspects, such as stats, other weapon skills, etc. Its not really a simple matter. It takes developers years to create a working battle system. I'm actually impressed with what they have done so far, and what there plans are in finishing the battle system. However, i haven't tried it for myself yet, so i can't really say whether the system is good or not, and what they need to change.

    This is why SE needs a test server. :P
    (1)

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