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  1. #1
    Player
    strawberrycake's Avatar
    Join Date
    Oct 2014
    Posts
    680
    Character
    Hazakura Sashihai
    World
    Seraph
    Main Class
    Reaper Lv 90
    Quote Originally Posted by kaynide View Post
    Possibly controversial, but abilities that chain into one single other ability shouldn’t need an entirely new button to push.

    Example, (for simplicity) Samurai’s core rotation:

    1 > 2 > 3
    1 > 4 > 5
    1 > 6

    Should just be

    1 > 2 > 2
    1 > 3 > 3
    1 > 4

    Unfortunately people may complain that a lot of jobs would just become 1>1>1, but facts are they already are…you are just dressing them up and adding unnecessary bloat to the hot bar.

    Edit: just to add, I understand by endgame the core above is altered by many gimmicks. That would be my second point: by the time you hit endgame your focus should be on timing/chaining these gimmicks and not focused on what should be a very mundane rotation.
    I feel like a lot of people are still forgetting about what feels good to do, physically and why it should be done away with, but why more keyboard/skill layouts should be addded over just getting rid of something. The game becoming more mundane doesnt mean we should make keybind and action bars mundane as well.
    (2)

  2. #2
    Player
    kaynide's Avatar
    Join Date
    May 2014
    Posts
    2,881
    Character
    Kris Goldenshield
    World
    Tonberry
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by strawberrycake View Post
    I feel like a lot of people are still forgetting about what feels good to do, physically and why it should be done away with, but why more keyboard/skill layouts should be addded over just getting rid of something. The game becoming more mundane doesnt mean we should make keybind and action bars mundane as well.
    Having to push the same button 3 times is not any less mundane than pushing 3 different buttons if the button pushed has no extra meaning.
    Having stuff on your bar for the sake of having stuff on your bar is not exciting gameplay design.

    I’ll say this- I play Monster Hunter, Charge Blade (pretty complex/technical weapon comparatively). The amount of actions and movements I can do packed into a few buttons makes it feel very fun to play. Yes, it’s an action game. Yes, different, but using a controller, why do I need to press 3 completely different buttons to do what is essentially Sword>Sword>Sword.

    It would be completely different if there were choices after each button press. For most jobs, there are not.

    Monk is one of the only ones that comes to mind that each ability has meaning in its placement for stances, position of attack and buff/debuffs from abilities. And in that case, that should be the job’s gimmick.
    (0)
    Last edited by kaynide; 02-20-2024 at 02:45 PM.

  3. #3
    Player
    strawberrycake's Avatar
    Join Date
    Oct 2014
    Posts
    680
    Character
    Hazakura Sashihai
    World
    Seraph
    Main Class
    Reaper Lv 90
    Quote Originally Posted by kaynide View Post
    Having to push the same button 3 times is not any less mundane than pushing 3 different buttons if the button pushed has no extra meaning.
    Having stuff on your bar for the sake of having stuff on your bar is not exciting gameplay design.

    I’ll say this- I play Monster Hunter, Charge Blade (pretty complex/technical weapon comparatively). The amount of actions and movements I can do packed into a few buttons makes it feel very fun to play. Yes, it’s an action game. Yes, different, but using a controller, why do I need to press 3 completely different buttons to do what is essentially Sword>Sword>Sword.

    It would be completely different if there were choices after each button press. For most jobs, there are not.

    Monk is one of the only ones that comes to mind that each ability has meaning in its placement for stances, position of attack and buff/debuffs from abilities. And in that case, that should be the job’s gimmick.
    You're comparing an action game where mashing the same button for a combo across a massively diverse collection of weapons makes sense, a better comparison would be fighting games where each character is the job and each one has a unique set of combos that can be strung together. But for the sake of proving my point, Make Consolidated Combo Buttons an opt in feature, focing this for everyone would just lead to most people not being happy.
    (2)

  4. #4
    Player
    kaynide's Avatar
    Join Date
    May 2014
    Posts
    2,881
    Character
    Kris Goldenshield
    World
    Tonberry
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by strawberrycake View Post
    You're comparing an action game where mashing the same button for a combo across a massively diverse collection of weapons makes sense, a better comparison would be fighting games where each character is the job and each one has a unique set of combos that can be strung together. But for the sake of proving my point, Make Consolidated Combo Buttons an opt in feature, focing this for everyone would just lead to most people not being happy.
    Fighting games are a great example for this, actually:

    Compare a game like Mortal Kombat to Smash Bros.

    Smash Bros, all characters play the same (button-press-wise), but HOW you actually play them has huge variety and requires an understanding of when to use what ability.

    Mortal Kombat, while also requiring knowledge of what does what, also requires convoluted button presses/sequences unique to each character.

    Both kinds of games appeal to different people. Trying to remember if one of my basic moves is "down forward punch" or "forward forward punch" on this particular character is not fun game play to me.
    Again, doesn't mean people who LIKE the complextiy are wrong, or the people who like 1-2-3 for the sake of 1-2-3 are wrong- it's just not what I want given the option.
    (0)

  5. #5
    Player
    strawberrycake's Avatar
    Join Date
    Oct 2014
    Posts
    680
    Character
    Hazakura Sashihai
    World
    Seraph
    Main Class
    Reaper Lv 90
    Quote Originally Posted by kaynide View Post
    Fighting games are a great example for this, actually:

    Compare a game like Mortal Kombat to Smash Bros.

    Smash Bros, all characters play the same (button-press-wise), but HOW you actually play them has huge variety and requires an understanding of when to use what ability.

    Mortal Kombat, while also requiring knowledge of what does what, also requires convoluted button presses/sequences unique to each character.

    Both kinds of games appeal to different people. Trying to remember if one of my basic moves is "down forward punch" or "forward forward punch" on this particular character is not fun game play to me.
    Again, doesn't mean people who LIKE the complextiy are wrong, or the people who like 1-2-3 for the sake of 1-2-3 are wrong- it's just not what I want given the option.
    Yeah exactly why an opt in feature fixes this over making a mandatory change,
    (2)