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  1. #11
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    Mar 2011
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    Limsa Lominsa
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    377
    Quote Originally Posted by KenJammin View Post
    I guess my real point here is for the sake of this games combat enemies only need 2 hemispheres of attack zones, back and front. Just simplify the system and make all the side position weapon skills condition-less since any one solo or organized player need only a lag free environment to pull them of consistently.

    80% of the "customizeable" (yes i put that in quotes on purpose) abilities are mostly defensive or healing related abilities and have no real bearing on the bulk of the characters now thankfully more defined class identity.
    Given that one of the main objective of this patch was streamlining combat and progression, can't say I disagree with the above points.

    You are right tho that given the number of (useful) cross-classable skills and the number of slots available, we probably won't end up with really distinctive combinations when different players will play the same class.
    (0)

  2. #12
    Player
    Nakiamiie's Avatar
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    Apr 2011
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    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    Quote Originally Posted by KenJammin View Post
    From a design point this game gets some things right and some things totally wrong. They'res some pretty strange things that are finally out and we can now comment on them, speculations that came out true as well as some of the design elements that show a strong understanding of FFXIV's basic combat.

    Whats confusing to me is some elements make no advancement to combat depth but have been added regardless while others have made tremendous strides to streamline combat. I've never been so baffled by a developers ability to make some really good decisions and really bad ones all at the same time. So lets get to it!

    1. Combo System:
    First of I think its safe to say most people love the combo system, It gives meaning to old weapon skills in the game as well as giving players opportunities to do lots of damage in one quick sweep, really fun to notice big chunks of damage coming out of enemies as opposed to slowly chipping away at them like in FFXI.
    Element that wasn't thought out:
    Yep you guessed it positioning, I think everyone going into this update was weary about this from the first place and yep it makes as little sense as people thought it would. What combat advantage to I gain attacking enemies from the side? Some of it makes sense, like attacking from the rear (so long as they fix the abusable targeting system to make it so even solo you can still back attack, without para/stun/etc), even attacking an enemy thats currently targeting you (GLD), but i don't understand the point of attacking enemies from the side. Who is having trouble moving to the side of an enemy and hitting a button? I feel like SE is insulting my intelligence here, am i supposed to feel proud of myself for remembering to re-position myself before doing an attack? I mean they'res no coordination here what-so-ever on any other party member before i do it.

    The only possible argument you can make for such a lazy gimmicky mechanic is it encourages players to practice organized hate management for the sake of,(and get ready for this) BEING ABLE TO ACCOUNT FOR ENEMY AND PLAYER POSITION LAG!

    I guess my real point here is for the sake of this games combat enemies only need 2 hemispheres of attack zones, back and front. Just simplify the system and make all the side position weapon skills condition-less since any one solo or organized player need only a lag free environment to pull them of consistently.
    Nothing is wrong with moving to the side, it is much easier to do even while soloing than moving to the rear. I like the different positioning for combo and no, we don't only need rear and front. Some monsters are also weaker on their sides or can't reach you for certain special attacks. Don't say it makes no sense just because you don't get it. You prefer front/rear? Just attack from the front and rear then, leave the sides to other people. Also, moving to the side could be made to help taking out limbs of enemies.

    It's an MMO, you don't have to use all the little quirks it has to offer, there is plenty because there are plenty of other players and everyone plays differently. Just because you don't like/use it, doesn't mean it is broken/useless.

    Quote Originally Posted by KenJammin View Post
    2. Armory system:
    I was a fan of the armory system, I like the new system better but i don't understand the point of the new one. Everyones going to have second wind, bloodbath, cure, and raise. Some of the more experienced players will have chameleon maybe but outside of pandering to a new players fantasy of character customization the system serves no real purpose anymore. I get its supposed to make the Classes stand out from the Jobs in the future but why not just give classes they're own unique skills to make them stand out from jobs? Especially considering 80% of the "customizeable" (yes i put that in quotes on purpose) abilities are mostly defensive or healing related abilities and have no real bearing on the bulk of the characters now thankfully more defined class identity.

    So all that said i'm calling you out SE this system is to delude new players. Just like the failed subjob system in FFXI. Its a great business idea but I think the newer age of gamers wont be fooled and think you need to abandon gimmicks with respect to the intelligence of gamers that appreciate streamlined content and won't be disappointed when they realize second wind and cure will always be on their action bar...
    You like the armoury system but don't like cross-class actions? What is wrong with you? That is part of the armoury system. It is something a many players enjoy, myself included. I am VERY glad we get to cross-class actions. You don't like it? Don't use it. Just wait for the jobs since we won't be able to cross-class with them.

    Again, it's not because you don't like it that it's a fail. It is only in your eyes, not mine.

    Quote Originally Posted by KenJammin View Post
    3. Player Search:
    Nailed it SE Nice work.
    Gotta give credit where credit is due.
    You can set the job your looking for partys as while being another job. Brilliant should have been in FFXI a LOOOOOOONG time ago, mixed with the ability to teleport anywhere and you can now solo leve's, craft, do quests, while looking for a party. Brilliant simply brilliant.
    Thank you very much devs, the search looks awesome.

    Quote Originally Posted by KenJammin View Post
    4. The Attributes:
    I thought I was going to hate it but it actually got me to pay more attention to my stats which i think FF games need considering the fact that SE LOVES calculation modifications based on level difference, (can't blame them its a good calculation western developers should adopt, it makes character growth more prominent while still preserving end game discrepancies.)
    My only issue here is let us reset it, In a game where players can change jobs why lock us into types? If i want my lancer to be solo oriented with points in mind and vit for a period of time why not let me experiment with that for a bit, the point reset based on time that was in before 1.18 was a really smart and new age solution to the common problem of stats reset issues. I'll leave this at that since i don't know if SE has any plans to let us reset stats, i believe it was eluded they'red be something added in the future i just want to encourage it being added in case Yoshi-P is on the fence about it.
    We'll get the reset, just be patient.

    Quote Originally Posted by KenJammin View Post
    The new UI's for party search and abilities are snappy and crisp, and simple things like drawing weapons no longer slowing you down to even the chocobo music getting quiet* when you stand still really show that someone at SE is paying attention to the more subtle annoyances.
    Very nice indeed.

    Quote Originally Posted by KenJammin View Post
    But from a game design perspective the development team is still showing signs of immaturity, I hope they continue to ask themselves the tough questions like "What about our game is different then every other MMO!?", "What about FFXIV advances the genra of online RPG gaming!?", instead of falling into the pattern of "well we don't fully understand it but maybe people will like it anyway" mentality that got them into so much trouble in the first place...
    What do you truly understand? It's not even 2.0 yet, they presently have to give us content with the system they need change, that's why we have limitations. Before speaking of immaturity you should wait to see what 2.0 is all about and try to understand the restrictions the devs have.
    (0)
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  3. #13
    Player
    Physic's Avatar
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    Apr 2011
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    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    the armory is teh biggets problem here. Not because the system they have is bad in theory, but in practice there are so few actual skills that you can cross class, and even less that serve a purpose, that virtually everyone will take the same skills bloodbath second wind sentinel invigorate.

    Mages have an even bigger problem, because they have even less actually useful cross class skills, before they had a bigger skill list, but now? i think most mages will have a lot of trouble finding 10 skills worth putting on thier bar.

    Mp management skills are now few and far between, and bard doesnt really help that much because from what i remember, you will have to choose between mp or tp gains, and since most like 5-6 people in the party are tp based, i think they may want tp over mp, except for rare occaisions.

    What mp classes will really need are some more tools for mp management, or they will be standing around waiting.
    and they could use a few more useful cross class skills overall, in all honesty when jobs come, if you only get access to one classes sub abilities, you will in most cases be using only 2/10 of your cross class slots.
    (0)

  4. #14
    Player
    Shneibel's Avatar
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    Mar 2011
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    2,076
    Character
    Shneibel Panipahr
    World
    Excalibur
    Main Class
    Alchemist Lv 80
    1 thing I d like to add about Combo system, from my point of view I do not understand why there is a space of breath time in combo, lets take PUG combo as example:

    Pummel --> Concussive Blow --> Simian Thrust

    it cut down to this:
    1. Front hit : Pummel
    2. Move to side and reposition (here is the space of breath time)
    3. Concussive Blow --> Simian Thrust (and here the combo goes continues nonstop until both action are used)

    and I come down to 2 conclusion about the space of breath time:

    1. Eminity control
    2. for the future Group combo

    and for point 1 is likely false conclusion, because move from front to side and reposition take 3 sec if you re slow because all you do is just run forward left/forward right into the mob and you re at side of it. So if the purpose is for group combo at the future I will not have problem with it, but if not I d like to know the purpose in detail
    (0)

  5. #15
    Player
    KumaAkuma's Avatar
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    Mar 2011
    Posts
    803
    Character
    Kuma Akuma
    World
    Omega
    Main Class
    Marauder Lv 90
    For a Marauder tank the combo system sucks;

    There is only one combo at the front. You could go for the other sides, but then you lose Rampage or you use Enduring March, but then you're too slow to get to the sides in time.
    (0)
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  6. #16
    Player
    Shneibel's Avatar
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    Mar 2011
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    Character
    Shneibel Panipahr
    World
    Excalibur
    Main Class
    Alchemist Lv 80
    Quote Originally Posted by KumaAkuma View Post
    For a Marauder tank the combo system sucks;

    There is only one combo at the front. You could go for the other sides, but then you lose Rampage or you use Enduring March, but then you're too slow to get to the sides in time.
    it work for off-tank
    (0)

  7. #17
    Player
    Physic's Avatar
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    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Shneibel View Post
    1 thing I d like to add about Combo system, from my point of view I do not understand why there is a space of breath time in combo, lets take PUG combo as example:

    Pummel --> Concussive Blow --> Simian Thrust

    it cut down to this:
    1. Front hit : Pummel
    2. Move to side and reposition (here is the space of breath time)
    3. Concussive Blow --> Simian Thrust (and here the combo goes continues nonstop until both action are used)

    and I come down to 2 conclusion about the space of breath time:

    1. Eminity control
    2. for the future Group combo

    and for point 1 is likely false conclusion, because move from front to side and reposition take 3 sec if you re slow because all you do is just run forward left/forward right into the mob and you re at side of it. So if the purpose is for group combo at the future I will not have problem with it, but if not I d like to know the purpose in detail
    a space of breath time? what do you mean? you mean why do they give like 12 seconds? probably because enemy movement, use of abilities inbetween skills, (like blindside bloodbath etc) and also so you can use your combo bonus on the next enemy even if teh current one dies?
    (0)

  8. #18
    Player
    Doho's Avatar
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    Mar 2011
    Location
    Ul'dah
    Posts
    699
    Character
    Doho Fiasco
    World
    Hyperion
    Main Class
    Armorer Lv 50
    to people who are complaining about positioning, you do know you can run through the mob rather effortlessly and attack from the rear. and a left/right hit is as simple as a strafe. I don't understand the difficulty.
    (0)
    "Unbelievable wipes... indescribable failings. Whining, bitching, rage quitting - through an endless party find." - Doho, A Whole New Whorl

  9. #19
    Player

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    Sep 2011
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    838
    thank you for the wall of text, i had less reading in my english exams. ok so from what i can tell you had 2 points that i got too possibly a 3rd that i had got to bored of reading to get too, ok combo system i don't really get what the problem is. it is no hardship to stand at the side. i get the feeling is you are finding it hard to remember where to stand when. don't worry old timer it is not your memory going, it will just ake a bit of practice to work it out

    so your second point, every1 using the same cross class abilities. how is that any different than pre 1.19. ppl have always cross classed with second wind, blood bath, cure etc. but what i found really funny about your problem here was, your worries about classes losing their identity, but you hate the combo system and would rather a one shoe fits all system. front and back. where as front back and sides give more variety. so there more individual,

    anyway like i said, i didn't get to any more of your points so i can't counter argue :P
    (0)
    What I have shown you is reality. What you remember, that is the illusion.

  10. #20
    Player
    Shneibel's Avatar
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    Mar 2011
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    2,076
    Character
    Shneibel Panipahr
    World
    Excalibur
    Main Class
    Alchemist Lv 80
    Quote Originally Posted by Physic View Post
    a space of breath time? what do you mean? you mean why do they give like 12 seconds? probably because enemy movement, use of abilities inbetween skills, (like blindside bloodbath etc) and also so you can use your combo bonus on the next enemy even if teh current one dies?
    only that is what I am looking for
    (0)

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