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  1. #1
    Player
    IveraIvalice's Avatar
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    Ivera Ivalice
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    i would like to know exactly why people want jump.
    just because it should be expected or people want it kuz its 2012 isnt a reason. there has to be a legitimate reason, like so we can jump over little things in the way so we dont have to walk around them, valid


    also the same about why we dont want jump.
    i will say personally, it breaks immersion.
    (1)

  2. #2
    Player
    Onidemon's Avatar
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    Aaran Oni
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    Quote Originally Posted by IveraIvalice View Post
    i would like to know exactly why people want jump.
    just because it should be expected or people want it kuz its 2012 isnt a reason. there has to be a legitimate reason, like so we can jump over little things in the way so we dont have to walk around them, valid


    also the same about why we dont want jump.
    i will say personally, it breaks immersion.
    It adds to the gameplay and this is how.

    - First it removes that feeling that you're glued to the ground, you start feeling a bit more freedom in your movement.
    - If you want to jump off that cliff instead of going all the way around, with jump you can.
    - If you want to jump back up on that cliff by jumping from ledge to ledge all the way up you also can. Yes they can remove invisible walls but as far as immersion goes, does it look more realistic to simply walk up a cliff like spiderman or to jump from ledge to ledge?

    - it can add to battle gameplay too. First it can be used to cancel spells that are in progress. Your casting a protective spell that takes 3-4sec but just got hit with shit load of damage and need healing. Do you wait that 4 sec or do you jump cancel and cure right away?
    - a boss has a move that does a shockwave on the ground, you can jump at the right moment to avoid it.
    - Lancers can jump and while in mid air use a diving ability. The ability will have 2 min cooldown so lancers don't constantly jump.


    - a new area could be designed with floating islands, with small pieces of land floating around and you will need to jump from one to another to get around. It gives the developers yet another tool/dimension and way of thinking to let their imagination flow when designing areas.

    - again in battle mechanics(this might be pushed a bit far but..) if someone classes have a low swinging motion for some moves, you could avoid these by jumping... adding yet another layer of gameplay to PVP other then just who pushes buttons faster and who has better gear.

    - some NM and Bosses could allow you to jump on their backs, walk up to their head and strike for maximum damage, or be the only way melee classes can damage that specific boss/nm. This can even be action based, as in push the jump button at the right moment to allow for a automated jump animation of your character and see him climb up the monster's back.

    Now for the abuse part. Jump can have it's own stamina bar, just like swimming to add some realism. You jump and it depletes your stamina bar, which is recharging slowly, preventing you to jump non-stop like a bunny. 3 Jump in a row and your glued to the ground for the next 10-15 sec.

    I'm sure some people can come up with other good examples i haven't thought of but seriously, in order to be successful in such a competing market, you need to think outside the box.
    (3)

  3. #3
    Player
    IveraIvalice's Avatar
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    Quote Originally Posted by Onidemon View Post
    It adds to the gameplay and this is how.

    - First it removes that feeling that you're glued to the ground, you start feeling a bit more freedom in your movement.
    - If you want to jump off that cliff instead of going all the way around, with jump you can.
    - If you want to jump back up on that cliff by jumping from ledge to ledge all the way up you also can. Yes they can remove invisible walls but as far as immersion goes, does it look more realistic to simply walk up a cliff like spiderman or to jump from ledge to ledge?

    - it can add to battle gameplay too. First it can be used to cancel spells that are in progress. Your casting a protective spell that takes 3-4sec but just got hit with shit load of damage and need healing. Do you wait that 4 sec or do you jump cancel and cure right away?
    - a boss has a move that does a shockwave on the ground, you can jump at the right moment to avoid it.
    - Lancers can jump and while in mid air use a diving ability. The ability will have 2 min cooldown so lancers don't constantly jump.


    - a new area could be designed with floating islands, with small pieces of land floating around and you will need to jump from one to another to get around. It gives the developers yet another tool/dimension and way of thinking to let their imagination flow when designing areas.

    - again in battle mechanics(this might be pushed a bit far but..) if someone classes have a low swinging motion for some moves, you could avoid these by jumping... adding yet another layer of gameplay to PVP other then just who pushes buttons faster and who has better gear.

    - some NM and Bosses could allow you to jump on their backs, walk up to their head and strike for maximum damage, or be the only way melee classes can damage that specific boss/nm. This can even be action based, as in push the jump button at the right moment to allow for a automated jump animation of your character and see him climb up the monster's back.

    Now for the abuse part. Jump can have it's own stamina bar, just like swimming to add some realism. You jump and it depletes your stamina bar, which is recharging slowly, preventing you to jump non-stop like a bunny. 3 Jump in a row and your glued to the ground for the next 10-15 sec.

    I'm sure some people can come up with other good examples i haven't thought of but seriously, in order to be successful in such a competing market, you need to think outside the box.
    most of that was valid and i agree with most of it, such as it adding a new dimension of creativity to the creators, i personally agree with that because i myself am a 3D artist going into the gaming industry, and you could see why immersion would be important to an artist.

    some things i wouldnt agree with such as jumping on an enemy to do maximum damage, because then thats a different game type. its not an MMORPG anymore, its an ActionMMO, and to me doesnt fit with the game.

    i would also disagree with jumping to cancel a spell or action because thats very unatural. there are ways to cancel actions and commands now that work, however all ideas are welcome.
    again, personal opinions here.
    (3)

  4. #4
    Player
    Onidemon's Avatar
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    Quote Originally Posted by IveraIvalice View Post

    some things i wouldnt agree with such as jumping on an enemy to do maximum damage, because then thats a different game type. its not an MMORPG anymore, its an ActionMMO, and to me doesnt fit with the game.
    There is such thing as an actionRPG. Rogue galaxy and Kingdom Hearts are the first the come to mind. They ditched the whole turn based battle system and replace it with an action-game type of battle system which is more interactive a lots of fun. I'm not saying the whole battle system in XIV should be action based, but incorporating some action features like what i proposed wouldn't hurt and would add more strategy to some battles.
    (4)

  5. #5
    Player
    IveraIvalice's Avatar
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    Quote Originally Posted by Onidemon View Post
    There is such thing as an actionRPG. Rogue galaxy and Kingdom Hearts are the first the come to mind. They ditched the whole turn based battle system and replace it with an action-game type of battle system which is more interactive a lots of fun. I'm not saying the whole battle system in XIV should be action based, but incorporating some action features like what i proposed wouldn't hurt and would add more strategy to some battles.
    right, but most Action RPGs are mostly action with RPGs elements, and some are balance like kingdom hearts as you listed,
    but i think what your proposing here is an RPG with action elements, and im just having a hard time understanding how that would work. do you know any games for reference that did something similar to what your proposing the battle system should be like?
    (1)

  6. #6
    Player
    Onidemon's Avatar
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    Quote Originally Posted by IveraIvalice View Post
    right, but most Action RPGs are mostly action with RPGs elements, and some are balance like kingdom hearts as you listed,
    but i think what your proposing here is an RPG with action elements, and im just having a hard time understanding how that would work. do you know any games for reference that did something similar to what your proposing the battle system should be like?
    Well to start with, FFXIV and WOW or most MMORPG of today are more action then simply RPG. The whole action bar battle system is a far cry from the turn base menu select that most pure RPG use. Aion for one, i know uses the direction your in and movement to add to the battle elements, so you don't just stand there the whole time your fighting.

    In Terra here, you can knock the boss down and attack him while he's laying there. It may not be much but it's something. I remember seeing a video in the early stages of the game where they were fighting a boss and using a chain to pull him down to the ground and then hit him. Don't know if that is still possible or if they removed it in the final version.

    http://www.youtube.com/watch?v=NKEhgMUhJS4

    Blade and soul. The boss battle at the end of the video looks a lot more interactive then what most MMORPG do today. You don't just stand there and do a rotation of commands. You move around and use strategy and that has a lot more depth, fun and strategy to it.

    http://www.youtube.com/watch?v=rquc0...eature=related
    (0)

  7. #7
    Player
    IveraIvalice's Avatar
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    Quote Originally Posted by Onidemon View Post
    Well to start with, FFXIV and WOW or most MMORPG of today are more action then simply RPG. The whole action bar battle system is a far cry from the turn base menu select that most pure RPG use. Aion for one, i know uses the direction your in and movement to add to the battle elements, so you don't just stand there the whole time your fighting.

    In Terra here, you can knock the boss down and attack him while he's laying there. It may not be much but it's something. I remember seeing a video in the early stages of the game where they were fighting a boss and using a chain to pull him down to the ground and then hit him. Don't know if that is still possible or if they removed it in the final version.

    http://www.youtube.com/watch?v=NKEhgMUhJS4

    Blade and soul. The boss battle at the end of the video looks a lot more interactive then what most MMORPG do today. You don't just stand there and do a rotation of commands. You move around and use strategy and that has a lot more depth, fun and strategy to it.

    http://www.youtube.com/watch?v=rquc0...eature=related
    yeah i knew that FFXIV and WoW were more action then traditional rpgs, but i could tell from your proposal that you were taking about more action than is already implemented. the the terra online video reminded me of monster hunter, which i agree would add more in terms of battle mechanics. i wouldnt be against that, but i feel like jumping onto a monster would be alittle much. they do also plan on making more strategic boss battle by requiring that you attack specific parts of monsters also.
    i was not able to see the second video, it seems its not available in the country im in o.O so i cant comment on that.
    but if it were knocking down the enemy as shown in the terra video that would be cool, add alittle more strategy to the fights.
    (1)

  8. #8
    Player
    Zaireeka2025's Avatar
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    Sirius Dogstar
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    Quote Originally Posted by IveraIvalice View Post
    i would also disagree with jumping to cancel a spell or action because thats very unatural. there are ways to cancel actions and commands now that work, however all ideas are welcome.
    again, personal opinions here.
    This was exactly what SE intended to do. Not sure if you saw that thread.
    (4)