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  1. #11
    Player
    Physic's Avatar
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    Apr 2011
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    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by allenshu View Post
    Speaking of unique or creative battle mechanics, in fact, there is nothing can be called "unique/creative" in the recent auto-attack demo video. It is amusing when thinking this way: If that demo video was showed before FFXIV was released, players with common sense would find out very quickly that it is really nothing but another bland battle mechanics. It is even more amusing to know that SE deliberately put two new action models and change the BGM to cover the fact that what they showed is one out-of-date battle mechanics (and it worked to "the majority").

    the 2 new battle animations were the best part of what they showed. But i guess people will argue that it was just an AA video, and the interesting changes are coming, but looking back at matsuis post, he is essentially saying, i plan on using standard MMO systems, but i hope to make it good.
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  2. #12
    Player
    Neptune's Avatar
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    Mar 2011
    Location
    Gridania
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    2,062
    Character
    Neptune Deepsea
    World
    Balmung
    Main Class
    Thaumaturge Lv 80
    (0)

  3. #13
    Player

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    Mar 2011
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    173
    Current Battle system is slow and boring. :X
    (0)

    I'm not a troll I'm just the voice of truth :P

  4. #14
    Player
    Physic's Avatar
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    Apr 2011
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    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Greencactaur View Post
    Current Battle system is slow and boring. :X
    then you wont like the new one either, it isnt any faster. and how entertaining either battles system is will be more about the enemies you fight.
    (0)

  5. #15
    Player
    Kallera's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    4,160
    Character
    Etoile Kallera
    World
    Mateus
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Physic View Post
    the 2 new battle animations were the best part of what they showed. But i guess people will argue that it was just an AA video, and the interesting changes are coming, but looking back at matsuis post, he is essentially saying, i plan on using standard MMO systems, but i hope to make it good.
    I just hope there's more to it for PUG...it left me wanting.
    (0)

  6. #16
    Player

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    Mar 2011
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    36
    Quote Originally Posted by Blitz0309 View Post
    I could of liked the current battle system if the classes weren't all just the same thing with different names. The game has so much fail in it that you can't say a single aspect of it is good without it being brought down by something else that was completely moronic to implement in the first place.
    The freedom of allowing to set actions across classes doesn't mean you have to set exact same ones. Also, the freedom of using stamina to perform actions doesn't mean you have to keep clicking normal attacks. With these freedoms, players themselves are those who decide to have a great or tedious battle, not the game.

    Back to class differentials, even there are still some flaws, I think current class system still make each has it's own specialty. Let's take LNC for example, LNC can be a very great supportive job in a battle. Combining with it's fast-move trait and natural long attack range, LNC can always step to a good position to attack enemies. For one single tough enemy, LNC can focus on reduce and even erase TP to make the enemy have less chance to use big damage actions. Also, attacking from side to break enemy's posture can give chances to interrupt enemy's on-going actions. That not only buys more breath room to your party, also efficaciously waste enemy's stamina and force it to enter more recovery lag. For multiple enemies, LNC's Pierce can earn fast TP for greater damage AE actions, and it's AE stun also very helpful to break multiple damage actions casting from enemies simultaneously. Things above are required LNC's fast movement speed and long attack range to perform efficiently. What happens if you like this style but you just don't like man with a lance? FF14 provides a freedom to allow you to bring the concept to the other jobs. However, if you simply copy same actions and play the same way, you will never perform better than a real LNC. Therefore, why not mix with the other jobs' specialties to create another style? Then a new unique style is created, and that style is belong to you.

    Same principles can be applied to all classes. Take ARC for another example. It's longest attack range can give one clear view of on-going battle situation. Therefore, using different supportive magics to either support teammates or enfeeble enemies at crucial moments can create different ARC styles. On the other hand, ARC can stock arrows while sneaking behind an enemy and make one deadly shot from the rear (attack from rear has higher chance making critical attack). Because the nature of ARC is away from battle field, so he has more flexibility to control his own battle rhythm. Holding breath (prepare arrows, stamina, TP) and reload a series of deadly shots at right position and right moment, ARC and close a battle in seconds without let enemies have chance to use big damage actions, like a real sniper.

    I think most of these will be gone when auto-attack system is back. In addition, if actions and status are limited with classes/jobs, then it's obvious that your job will be not much different with someone else job. Or we may say the only difference will be if you can spend a lot time in your life to get god gears to make you look a little special than the others. In other words, without the freedoms we have now, FF14 will be just another OLG for players to chase gears and dmg/exp per hour.
    (0)
    Last edited by allenshu; 06-24-2011 at 05:37 AM.

  7. #17
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by allenshu View Post
    I think most of these will be gone when auto-attack system is back. In addition, if actions and status are limited with classes/jobs, then it's obvious that your job will be not much different with someone else job. Or the we may say the only difference will be if you can spend a lot time in your life to get god gears to make you look a little special than the others. In other words, without the freedoms we have now, FF14 will be another game for players to chase gears and exp per hour.

    which sadly sounds like the plan.
    (0)

  8. #18
    Player
    AlexiaKidd's Avatar
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    Mar 2011
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    1,455
    Character
    Alex Kidd
    World
    Spriggan
    Main Class
    Marauder Lv 90
    When I heard about the stamina bar in FFXIV I instantly though that this would be how the battle system would work and was pretty excited about that:

    http://www.youtube.com/watch?v=S-pzptgE4a4

    Sadly it was too slow and clunky and I couldn't stack moves up in the bar and hold them to unleash a combo attack as well as I would have liked.

    If they could get it working like in FFXIII with the speed and fluidity I would be very happy, also they can take a look at some of the spell animations from that vid too ^^
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  9. #19
    Player
    Fiosha_Maureiba's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah -> Gridania
    Posts
    2,044
    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Lancer Lv 1
    What FFXIV's stamina system (to me) was suppposed to represent was an online FF13 with TP and MP.

    We choose actions of varied efficiency, once the appropriate Stamina is available (or ATB gauge), we can execute. But likewise, we could stockpile and execute several actions in quick succession if we wanted.

    Factor in TP and MP and now there are even more actions (although now we have to use the ATB gauge too).

    Key in a party of up to fifteen people at FF13 pace, that's what I saw the height of this current system at.

    The manual attack scene isn't new to MMOs though (Asheron's Call, aim low/mid/high, execute a quick attack or charge a strong one, discover if an enemy is more susceptible to slashing, piercing, or crushing).

    Like I says, I was hoping for FF13 pace in the stamina system, but a lot of mechanics feels unfinished. But hoping for the best in either case.
    (0)

  10. #20
    Player
    AlexiaKidd's Avatar
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    Mar 2011
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    1,455
    Character
    Alex Kidd
    World
    Spriggan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Fiosha_Maureiba View Post
    What FFXIV's stamina system (to me) was suppposed to represent was an online FF13 with TP and MP.

    We choose actions of varied efficiency, once the appropriate Stamina is available (or ATB gauge), we can execute. But likewise, we could stockpile and execute several actions in quick succession if we wanted.

    Factor in TP and MP and now there are even more actions (although now we have to use the ATB gauge too).

    Key in a party of up to fifteen people at FF13 pace, that's what I saw the height of this current system at.

    The manual attack scene isn't new to MMOs though (Asheron's Call, aim low/mid/high, execute a quick attack or charge a strong one, discover if an enemy is more susceptible to slashing, piercing, or crushing).

    Like I says, I was hoping for FF13 pace in the stamina system, but a lot of mechanics feels unfinished. But hoping for the best in either case.
    Hehe check my post above ^^
    (0)

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