If people stop playing because they add or do not add this feature they need some serious help, jumping is hardly a feature worth quitting over no matter which side of the implementation you fall on.It occurs to me that they really should be more customer conscious. Is it more prudent to add a feature that does nothing to add to game experience and makes your current customers dislike your product, or to add the feature and drive those people away.
I'm not saying that lots of people will quit playing over this issue, but there will be some.
Honestly, will people stop playing if they do not add this feature?
Has anyone ever watched a cutscene from a final fantasy game. I've seen people surfing along cables, jumping from massive heights and landing safely, bouncing off walls, so many non real world physics involved. In combat in FFxiii, lightning flips about during her moves. Why can't the final fantasy gameplay start importing the physics of cutscenes into their games. Is it just ok to keep cutscene physics seperate from gameplay physics forever?
There is a cutscene in uld'ar that has lalas as bouncers tossing a galka. If they are so strong why can't they jump like little yodas?
This is hilarious. So you actually had a dream/nightmare about them adding jump?I had a dream last night that they implemented jump and there was no room for it on the controller.. And SE was like "Sorri gaiz! haz to uze keybrd!" But it was locked to the space bar.. I couldn't change it to another key, so every time I went to type my character jumped around like a dumb***. :x That dream sucked. lol
True story. (That's what I get for reading forums before bed. lol)
I suddenly picture someone being jerked out of their dreams from screaming, sweat rolling of their face. Hahaha... oh wow.
I'm about to quit these forums for good, haha. You guys take this game way too seriously.
It'd be a better story perhaps if it was that dramatic. lol :x But it was just a "wtf was that?" kinda thing.
~She gave her heart to a falling star~
~~~★~~~
If he's not here, then where?
~~~★~~~
~Been searching for my Afterman~
Same here. Though again, I have more important reasons behind not backing up the filter function. If they're going to make jump worth having in the game, I'd like it to be more than just a bare bones traversing tool.
I can picture fights where there are segments you might have to jump up to to evade say a long delay super attack from a Primal... like perhaps Leviathan's Tidal wave. That comes to mind. Granted, this could be done with an incline just as well as a jump feature, but it's something to consider.
I disagree with no use in combat, but the delay function sounds fair.
It's also kind of confusing for me how people are in such support for the "Jump" attack move in the game as a part of Dragoon's arsenal, yet actual jumping in the game as a normal physics mechanic is hair pullingly horrible.
It's not really the same thing, a attack animation for a skill that is staple to the series is far different from actually jumping whenever you please. Just to clear that up.
One a animation, the other a attack animation.
I'm really not a fan of jumping (or swimming, for that matter). Maybe I'm old-fashioned. If that's the case, so be it.
But I'll still play the game either way.
LOL, look at all those suicidal cows!
Being that I'm Alliance, they just made my job easier.![]()
Kindred - www.kindredlinkshell.com • My XIVPad - http://www.xivpads.com/?profile/1592...onsong/balmung
Let's look at the nice front-flippy animation for that GLA weapon skill, or the big jump on Doomspike II.. Why is a jump as high as in the concept video that unreasonable?
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