Turn up dat bass
Turn up dat bass
I understand where you are coming from on look and feel, but playability was sacrificed heavily. 1.xx had very little tactical purpose for its pace. So many changes were made to combat in 1.2x+ and the direction they were going with the content additions to the point where the dev team hit a brick wall with Crystal Tools (CT).
My original hopes were a happy medium on combat pace and its look and feel with ARR. However, with the mechanics they were moving towards, this seemed extremely hard to implement. Especially with a console limited to 256GB of RAM and 256GB of VRAM (PS3).
Sadly, there are some that want the GCD even faster than it is currently.
Wow is a game that uses a faster gcd than ffxiv. Attack speed is not the issue as Wow skills still feel a helluva lot more impactful than ffxiv.
A fury warrior in wow felt like a berserker thrashing the foes, a monk felt like a martial artist who crushed the enemies bones, a paladin felt like a righteous crusader vanquishing evil. i could go on.
In ffxiv on the other hand, nothing really stands out. Lets take a strong attack.. Rage of Halone. this attack feels weak as all you do is flail your sword as if it its weightless while making swishy-swashy sounds. you cant hear it hit the enemy.
the monk equivalent would be snap punch. this ability sounds awesome right? youre punching with a snap. you expect to hear that but all you get is a "thud" while doing a funny pose. no crispy, satisfying attack. no snap. just a blunt thud.
I've seen a lot of people say something similar about several games, yet I can never figure out what they mean lol. Is it sound? Effects? Or do you want things to kinda slow down like in BDO? Or is it damage?
I like FFXIV's more realistic approach to sounds being applied to skills.
A monk uses their fist. Ever hit someone for real? You probably didn't even make a sound close to what a monk's punches do in FFXIV. They aren't super unrealistic.
Same thing with swinging a sword. Ever swung one? Chances are, probably not, depending on the type of sword and how you attack, what they gave paladin and dark knights aren't unrealistic either.
Honestly, I think too many games give moves and attacks too much of the "Hollywood treatment" and over exaggerate too much. Or I just like simplier and quieter sounds since I tend to have sound effects turned down the most.
https://www.youtube.com/watch?v=-bVUR9xN8OI
Thats a Snap Punch. Quick, crisp and whip like. In game its slow and boring to both look at and hear.
When the argument is about the "feeling" of it, you can't apply RL sounds to them. IRL, you literally feel the impact of punching or hitting something with a weapon. In a game, IRL impact sounds on flesh (or simulated flesh) are hardly something of excitement... depending on moisture, it's more gross than exciting lol. The sounds in this game are fantastical, but certainly not of a good quality when it comes to that "impact" feel. The sounds we have in this game are (mostly) the equivalent of someone going "whoosh" IRL. It's fine, but it's a different degree of fake, compared to a quality sound effect that makes the listener feel.I like FFXIV's more realistic approach to sounds being applied to skills.
A monk uses their fist. Ever hit someone for real? You probably didn't even make a sound close to what a monk's punches do in FFXIV. They aren't super unrealistic.
Same thing with swinging a sword. Ever swung one? Chances are, probably not, depending on the type of sword and how you attack, what they gave paladin and dark knights aren't unrealistic either.
Honestly, I think too many games give moves and attacks too much of the "Hollywood treatment" and over exaggerate too much. Or I just like simplier and quieter sounds since I tend to have sound effects turned down the most.
Last edited by Welsper59; 12-08-2016 at 05:03 AM.
I always thought that it would be nice if anytime we crit an enemy, their flinch would be more noticeable, but only when a single player is on the enemy. Having more than 3-4 players on any enemy would result in the mob having a seizure. Either way, I would like to see some different animations for hurting enemies, even if it means only for raid bosses.
I understand. In FFXI, when a SAM using Tachi: Gekko, you felt it, even though you're on another job. Also, Crit hits there give a different sound and visual effect.
When I use Trick Attack in FFXIV, it just feels like a normal attack. I think abilities like the last hit from Butcher's Block should feel like it hit hard.
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{http://na.finalfantasyxiv.com/lodestone/character/3089119/}
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