Results -9 to 0 of 385

Threaded View

  1. #11
    Player
    Zaireeka2025's Avatar
    Join Date
    Mar 2011
    Location
    Sirius B
    Posts
    397
    Character
    Sirius Dogstar
    World
    Goblin
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Jynx View Post
    Are you the kind of guy who doesn't buy a game becausse your favorite reviewer gave it a bad score, despite all knowledge that you probably enjoy it?
    No, but it seems with the way you advocate your point that you are the type. Your best argument for avoiding jump implementation is that you will be forced to use it in battles since it will be the optimal way of killing a mob/boss. Yoshi has never stated that jump would be used in that way. So your usual argument doesn't even apply beyond players' ideas (you already know this I'm sure). You seem to be low on ammunition in this argument.

    What Yoshi did state was that it would be nice to not feel stuck to the ground all the time. He believes this because he understands the nature of jump in the context of what mmo gamers are used to; more importantly from his own personal experience. Part of the reason SE even hired him as producer and director is because he understands what this genre is bringing to the table for 2011 and beyond. Let him do his job.

    I will play this game regardless of whether jump is implemented, but will always blame those afraid of evolving if it isn't. We'd probably already have it if it weren't for you guys. Thanks for holding us back.

    My vision for jump:

    ~Have it so that players can jump whenever they want/need, but make it realistic and in-tune with the current high quality animation style. This means a fairly instant jump upon button activation, but ending with a nice smooth landing animation which needs to finish its cycle before being able to spam it again. This would avoid what FFXI players fear the most in terms of incessant bunny hopping.

    ~Have jump actually coincide with the design of 2.0 so that there could be reasons to jump (i.e. in dungeons over pitfalls that could drop us a level below). Falling from heights too high would hurt our HP (like in Zelda), but cliffsides should still have invisible walls (no need to fall off cliffs since this would only be an instant death hassle).

    ~If jumping was to be implemented into battles (this one's for you Jynx), they shouldn't be regular jumps but instead dodging rolls in all directions.

    ~If/when swimming is added, let us climb (yes, climb) up ladders/vines to high ledges and swan dive into the water. This would be awesome as an entrance to an instanced dungeon.

    ~Allow us to jump while on chocoback, but let us glide down to the ground with certain (black) chocobos.
    (3)
    Last edited by Zaireeka2025; 10-24-2011 at 12:37 PM.