The simple fact is this feature exists as part of third party tools named after a certain meteor. There is no reason at all to gatekeep it and not implement it into the game at this point considering people can already do it.
The simple fact is this feature exists as part of third party tools named after a certain meteor. There is no reason at all to gatekeep it and not implement it into the game at this point considering people can already do it.
This is a really weird reply, considering Valence said I was dismissing all vets that used to play a different game, when that is factually not what I said. They did not disagree with "some of my points" in relation to my reply to OP's comment later in the thread. All i can really do is ask if you even read the comments lmao.
That isn't what I said at all actually. Again, your reading comprehension is terrible (as i've noticed in other threads). And i'm playing this game right now.
This is a really weird reply, considering Valence said I was dismissing all vets that used to play a different game, when that is factually not what I said. They did not disagree with "some of my points" in relation to my reply to OP's comment later in the thread. All i can really do is ask if you even read the comments lmao.
I had, yes:
By reducing a preference for abilities to have separate usability as saying that, to the person you were replying to, having 1 button would be identical to 50, (truly, not just in terms of complexity as they, personally, would appreciate it), your reply seemed ill-fit to what you had quoted.
In WoW you have skills that all stand alone and have a meaningful impact on their own. Rotations do exist but the skills still live on their own. In 14 this kind of satisfaction is completely missing.
In WoW the devs gave you the skills and said do whatever you want with them, be creative, think outside the box. In FF14 they give you skills and instructions on how to use them if not outright enforcing a hardcoded rotation. There's no outside the box thinking because the box has very clear and narrow boundaries.
Edit: using stronger font for what is apparently easily missed.
Yes, action count was mentioned, including with intentional hyperbole. It was also very clearly not the main point, which was instead that buttons feel better to her when they have actual reason to be separate buttons. I.e., between 24 keys for 24 separable actions and 30 keys for 20 separable actions, the one with higher action --not button-- count would better fit her preferences.
Being that ill-fit a reply to a mention of some other game, it can easily come off as typical "Eww, reference to enjoying <some other MMO>. Get out of here" off-hand dismissal.
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That appears to also to be how it seemed to Valance, who pointed out that they similarly used to enjoy the game, but changes have since made it much less of what she's looking for, and that having preferences like those the first poster described does not mean the game "is not for them".
Given that Valence very clearly implied enjoying the gameplay in the past, and (known to those who've actually been playing a while) the game started with a far higher portion of separately usable weaponskills, "never" seems a bizarre take.
That would rely on the player in question having deluded themselves that they liked the game and that only stopping... the moment the same changes they disliked occurred, rather than their just... not liking those changes.
Which, I noted, seems odd.
Does that clarify things sufficiently for you?
Last edited by Shurrikhan; 11-24-2024 at 03:24 PM. Reason: Applied bold for what is apparently easily missed.
You seem to have forgetten a big chunk of the quote:
Like i said, you didnt read.SE is aware of that, but they know that they would have to redo the entire game to fix this, so they try to add makeshift complexity by means of combos and piling up on skills and introducing the idea of 'button misclick' as a major PvE mechanic. How many ''deliver XXX potency damage for the first target, and XX% less for all remaining enemies, can be used when/after" buttons do you actually want on your job? It doesn't make the game any more interesting at all. It doesn't matter if you press 10 buttons to reduce an enemy that has no mechanics to zero health, or 50. How many times/hr do you want to press 1-2-3, while pretending that it is a high form of MMO gameplay that is to be preserved. MMOs specifically invented the auto-attack, so players wouldn't have to do that.
I've been asking myself this for like 5 years at this point. MSQ is dead easy. It doesn't matter if theyre using 100% or 10% of the job's kit, they're going to finish it.
"What is the difference between doing something manually versus automatically, other than one is manual and one is automatic?"
Last edited by Emitans; 11-24-2024 at 05:13 PM.
Last edited by Valence; 11-24-2024 at 07:42 PM.
it is still a combo that you have to do regardless, most games make it 1 button and that button can switch between skills.
FFXIV is trying to overthink it, making it 3 button is like taking 2 buttons which they can be much more useful skills that encourage engagement.
making it auto attack is also a better option IMO, you only need to press 1 one time only and you can focus on actual skills.
I know this is an aggressive opinion for some people, but I say what I see true.
You wouldn't be able to turn such things into AAs for so long as they have shared animation lock-outs with skills of other categories (such as oGCDs). Removing that would remove timing of oGCDs within GCD-gaps, thereby reducing cognitive load there atop costing the engagement of keeping rhythm (more or less, giving the queueing period) on those GCDs.
lol. lmao, even.
Hell, just make it an auto-battler. Why not? Let's just go full 2nd monitor content.
Why stop there? Just have the game play itself and I can log in once every few days to see how it's getting on. Then I can focus on actual games that haven't been run into the ground by droolers yet.
Last edited by BigCheez; 11-25-2024 at 05:00 AM.
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