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  1. #251
    Player
    Joeking's Avatar
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    May 2011
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    In Quasimodo's Hump
    Posts
    690
    Character
    Boy Friend
    World
    Tonberry
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Corrderio View Post
    Sorry for the late response, but J Word = Jumping
    Aww.. Thought it was something else more exciting...
    (0)

  2. #252
    Player
    Tsuga's Avatar
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    Mar 2011
    Location
    Ul'dah
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    440
    Character
    Tsuga Lem
    World
    Balmung
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Arcell View Post
    It also bears mentioning that you don't have to select AoE on or off each time you cast. If you're nuking for an NM that doesn't have a group, leave it off and never touch it. If you're only healing then you probably just want to leave it on.

    It's not 1 step in every other MMO, it's at least 2 which means FFXIV only has the added (occasional) extra button press.

    Select target, use skill.

    Select skill, toggle AoE, confirm target.

    One step that is a whole single button press. Again this community continues to disgust me with the constant whining over a single button press.

    Could it be explained better? Of course. Could they make the keybind re-mappable? Of course. Could they fiddle with hate/MP cost for AoE? You bet they could! But are those what this topic is about? Absolutely not.
    People get it in their heads that a) if something is inconvenient for THEM, or b) if they suck at doing something, then it's the game's fault.

    Sorry, but it sounds to me like a lot of the people complaining about this subject (and not the subject of MP/Hate balancing on AoE) simply suck at their job. They're not paying attention to the toggle, and are using AoE unintentionally. If you're doing this all the time, sorry, but YOU'RE doing it wrong.

    I have seen no real valid argument for why the AoE toggle itself is inferior to having separate spells, but several people have pointed out a dozen reasons for why separate AoE spells would be cumbersome, and a step backwards.
    (0)

  3. #253
    Player
    darkstarpoet1's Avatar
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    Mar 2011
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    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Tsuga View Post
    If there's a better way to do toggle, or an option to bind it to a certain key, I'm a-okay with that. Completely removing it however is a step backwards.
    toggle is already bound to a key. select the spell and press z only if you need to change. that is easier than searching through twice the amount of spells.
    (0)


    http://crystalknights.guildwork.com/

  4. #254
    Player

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    Mar 2011
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    Uldah
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    994
    Quote Originally Posted by darkstarpoet1 View Post
    no as long as this game is on easy mode there will never be room for a dedicated healer in a high level party. most people in the higer groups would just prefer to add another mage hybrid that can do multiple things instead of wasting space with one. get over the fact that the game is easy and this system is easy, but you can't figure out how to use it.

    as far as the hitting enter anytime you cast a spell you will have to hit a button whether it is the 1 key or enter button so it is the same amount of key presses. sub targets are necessary if you want to actually be a good mage. you need to have the mob targeted to do your job and see what status effects it has on it so you know what you need to do on it.



    no the system is fine. it is the quality of some of the people that cannot figure out the system and do their jobs that is the issue. i've been sitting here reading all day of how people cannot do their job and aoe mobs when they meant to single hit them. that is because they messed up not because the system messed up. if it were you select aoe off and it casts on or if you used subtarget and it hit something else that would be an issue with the system. to say you meant single but forgot you had aoe on is user error not the game design.

    can you explain how you plan to hit the number corresponding to a spell on a game that is being built for a controller? remember this game is being built with the ps3 core audience as it's main target. it may be a good idea to go out and spend 10$ to get a usb controller as it is much much easier to use than the keyboard and mouse. they are not going to change the system that will make things more inconvenient on the ps3 players. they are the only thing that will keep this game going so everything is being put into making it a success.

    touche, you got me there. it is being made for a console as its main audience, its also targeting crafters and fielders as a large part of its audience.
    unfortunately using a controller for an MMORPG is less efficient since i constantly have to press left, right, up and down as if im going through menues.
    well im sorry but menues are out of date and a massive turn off, which is why having a thousand keys at the tips of your fingers is the way to go.
    (1)
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  5. #255
    Player
    Tsuga's Avatar
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    Mar 2011
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    Ul'dah
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    440
    Character
    Tsuga Lem
    World
    Balmung
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by darkstarpoet1 View Post
    toggle is already bound to a key. select the spell and press z only if you need to change. that is easier than searching through twice the amount of spells.
    Oh, I'm aware of this. I use z all of the time to toggle, which is why this system makes perfect sense to me.

    I'm just saying that if we had the option to bind it to other keys that it would eliminate one of the drawbacks that all of the whiners in this thread are complaining about. For whatever reason some people seem to think that it's difficult to press z when they're casting.

    Trust me, I'm arguing FOR toggle. I feel like it's one of the major things that SE got right with this game vs. every other MMO ever.
    (1)

  6. #256
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    Mar 2011
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    It has hardly any risk and does not encourage more thoughtful play.


    (unless renewing basic mundane buffs on a party is to be considered an action requiring of daring strategy......)
    (2)

  7. #257
    Player
    Reika's Avatar
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    Mar 2011
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    Limsa Lominsa
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    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    Way to start a duplicate thread in a different area..

    http://forum.square-enix.com/ffxiv/t...ove-AOE-Toggle

    this one may have more replies now.... but still
    (0)

  8. #258
    Player
    AlexiaKidd's Avatar
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    Mar 2011
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    1,455
    Character
    Alex Kidd
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    Spriggan
    Main Class
    Marauder Lv 90
    I think one of the problems is that with FFXI they took their standard FF UI which was made for consoles and made it work with a FF MMO. For the most part that worked pretty well for me and with the combo of macro's too I could get to anything I needed quickly.

    In FFXIV though they have done it the other way around and have taken a MMO UI and tried to make it work on consoles. While it does work I don't think it flows as nicely with a controller as the traditional FF system does.
    (2)

  9. #259
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    ^ Definitely... and RPGs definitely play a bit more differently on a console than on a PC (from my experience). I think that on a PC the gameplay innately takes on a more 'tactical' feel, while on a console the same game may feel more like an 'action game', simply because of how each platform's respective input devices are organized.

    I think that if they really hammered out the gameplay in a way that made it feel somewhat like an action game on a PC, it would achieve a nice medium across both platform genres. Unless you actually go out and buy a keyboard and mouse for your respective console, it is really difficult to replicate how a keyboard plays (except with shooters, which rely heavily on mouse/joystick movement).
    (0)
    Last edited by Verecund; 06-21-2011 at 12:12 PM.

  10. #260
    Player
    Sakasa's Avatar
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    May 2011
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    Limsa Lominsa
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    405
    Character
    Sakasa Kuro
    World
    Balmung
    Main Class
    Armorer Lv 58
    Quote Originally Posted by Verecund View Post
    ^ Definitely... and RPGs definitely play a bit more differently on a console than on a PC (from my experience). I think that on a PC the gameplay innately takes on a more 'tactical' feel, while on a console the same game may feel more like an 'action game', simply because of how each platform's respective input devices are organized.

    I think that if they really hammered out the gameplay in a way that made it feel somewhat like an action game on a PC, it would achieve a nice medium across both platform genres. Unless you actually go out and buy a keyboard and mouse for your respective console, it is really difficult to replicate how a keyboard plays (except with shooters, which rely heavily on mouse/joystick movement).
    But isn't that a personal stigma you placed via personal view and experience? The controller is home to more action based games then tactical games. And the tactical games on consoles historically come in two fashions have a action fast pace with integrated tactical element or turn based menu oriented. But you may have a point on making an action game for pc but if the complaints of DCUO about UI or imposed limitations are an indication of how it will be received I wouldn't consider a transition but a ground up build.
    (0)

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