It's a lot more relaxing, that's for sure. And isn't that what games are about?
It's a lot more relaxing, that's for sure. And isn't that what games are about?
I'm sorry, you weren't able to plan an additional press of a button before? How...have you been playing video games all this time, all of which require you to be pressing multiple buttons?
I understand that you like the system as it stands. I'm not saying you shouldn't. However, I just don't quite get this line of reasoning. Same can be said for the post above the one quoted. This is more relaxing? Were you honestly stressed by the system before? Did it cause you angst? How so?
I don't mean to pick and prod, but...really?
How is it more boring not to be pressing 1 every now and then in between actually doing stuff? Sorry but this system is better.
First and foremost: Timing your attacks and managing your stamina bar allows for more control lying with the player. You set your own pace. The act of "pressing 1" (as if that was all there was to it) isn't what's important. It's the removal of input.
Second: A great number of attacks had some sort of special effect that was readily available. Marauders were able to AOE regularly, Lancers were able to immobilize targets, Gladiators were able to pile on additional hate with each strike (which used to be able to come quite rapidly. Now? A minute inbetween heavy stab/slash), so on and so forth. As things stand, these defining skills have been heavily marginalized in favor of a system that, quite frankly, seems like an exercise in laziness.
Complaints about a stamina gauge limiting players is just...not something I can wrap my head around. Pacing yourself, and finding a sweetspot on your own was part of it. That was strategy. That involved skill. That added to the emphasis on positioning and timing of engagements.
Less control =/= "More skill/strategy/whatever the buzzword of the week is"
It never has, it never will, and to suggest otherwise is just factually incorrect. Like I said: I get that you like the system as it is. I understand that it is more familiar to your average MMO player now. I'm not asking you to change your mind. But there's some really, really...odd twists and leaps of logic going on in these discussions.
Sorry I can't believe that timing the '1' key spam required skill/strategy, it is just tedious. As it stands, the system is basically the same with the exception of hitting that same key over and over which doesn't add skill.
What it does allow is you to spend time doing other things like battle planning during fights (typing), positioning or moving your camera instead of staring at your stamina gauge hoping that it will refresh so you can do your next ability (while the lag meant that you barely got a true representation). I have played many MMOs and got along fine with the '1 spam' and soloed lots of things but auto attack is far better.
This is also slightly more relaxing because spamming 1 key over and over is tedious.
Last edited by DonC; 07-26-2011 at 08:26 AM. Reason: Grammar!
I did quite well planning my actions before the spam began and did better when the plan fell apart and had to adjust. Now I just fall asleep pressing the same buttons in a pattern over and over like its pre-programmed into my brain.
'United we stand, Divided they fall'
So you're argument is just pretty much that it's the same as before, but just pushing less buttons and less messing up?
>.>
...No. No, combat is actually slower, and requires less of the player in order to function. That is not now, nor has it been my statement. I would also like to know how you've managed to "mess up", if the older combat system was as simple as has been stated? Wouldn't a greater chance of error be indicative of a system requiring more "skill" and "strategy"?
Anyway, as for this continued "1 key" thing...you've glossed over a rather large part of the issue, that being those little things that are attached to the secondary attacks that all classes get. It takes sixty seconds to be able to AOE swing as a Marauder. Same for launching an attack that increases enmity as a gladiator. So on, and so forth. Again, I understand that you like the system, however that doesn't mean that you can pick and choose bits and pieces of a statement, and still hope to argue your own case.
You're going to have to read the entire post. And then digest it. Then reply. That's the order of things.
This, a hundred times.First and foremost: Timing your attacks and managing your stamina bar allows for more control lying with the player. You set your own pace. The act of "pressing 1" (as if that was all there was to it) isn't what's important. It's the removal of input.
Second: A great number of attacks had some sort of special effect that was readily available. Marauders were able to AOE regularly, Lancers were able to immobilize targets, Gladiators were able to pile on additional hate with each strike (which used to be able to come quite rapidly. Now? A minute inbetween heavy stab/slash), so on and so forth. As things stand, these defining skills have been heavily marginalized in favor of a system that, quite frankly, seems like an exercise in laziness.
Complaints about a stamina gauge limiting players is just...not something I can wrap my head around. Pacing yourself, and finding a sweetspot on your own was part of it. That was strategy. That involved skill. That added to the emphasis on positioning and timing of engagements.
Less control =/= "More skill/strategy/whatever the buzzword of the week is"
It never has, it never will, and to suggest otherwise is just factually incorrect. Like I said: I get that you like the system as it is. I understand that it is more familiar to your average MMO player now. I'm not asking you to change your mind. But there's some really, really...odd twists and leaps of logic going on in these discussions.
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