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  1. #1
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    Ashaylin's Avatar
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    I haven't read the full thread, but I wished to clear something up first. Are people wary of jump because they fear it is the equivalent of an emote? This is not the case.

    In a recent Japanese (E3?) interview, Yoshi stated that... (and I'm paraphrasing here at the top of my head from what I remember) that you will be able to use the jump mechanic to jump over ledges or down them. The problem of people having to route themselves due to small obstacles will no longer be an issue. However, in situations where jumping from a ledge will result in the character's bones being broken due the ledge being too high it will be restricted. He apologizes for that. In cases where if you get stuck in a ditch or something like that by jumping, he tells you to please use the unstuck/return command. So don't be afraid to explore the mechanic.

    Full version is in Reinheart's translation thread if people are interested in reading it.

    Quote Originally Posted by Reinheart View Post
    Next, the scene with lalafel jumping. Is this really jump? Or is the cut scene just looks that way?

    吉田氏:ジャンプです。
    Yoshida: It’s jumping

    ――任意でジャンプできるのですか?
    You can jump at will?

    吉田氏:できます。全種族できます。普通のジャンプです。
    Yoshida: Yes you can. Every race can. This is regular jump.

    ――ちょっとしたところだったらジャンプで上れたりも?
    You can jump and get on some ledges?

    吉田氏:できます。
    Yoshida: Yes

    ――それはもうゲームの行動様式が変わりますね。
    With that it’s going to change the movement entirely.

    吉田氏:それが狙いです。それ前提にマップを全部作り直していますので。
    Yoshida: That’s the goal. We are remodeling all the map with that in mind.

    ――今はちょっとした凹凸でもすごく遠回りしなくちゃいけないじゃないですか。
    Right now you have to go all the way around for some bumps

    吉田氏:そういったことはまったくないです。ただ、角度で上れるかどうかを判定していますので、見た目60度以上の場所は登れません、とか。それの実験風景なんかも今後プロモーションサイトで開発の進捗にあわせて公開していこうかなと思っています。
    Yoshida: You won’t have those. However we are looking at the angle to decide if you can go up or not so if it’s more than 60 degrees you can’t or something like that. We also want to show the testing in the promo site along with developments updates.

    ――今後は崖をバーッと降りられる?
    Can you jump down cliffs?

    吉田氏:はい。グラフィックスが壊れない限界までは大丈夫です。道がなければ歩けないということはないですね、もう。ただ、あまりに高いところは、複雑骨折させるわけにはいかないので(笑)、落ちないように柵などを設けるかもしれません。
    Yoshida: Yes. As long as it doesn’t break the graphics it should be ok. It’s not where if you don’t see the road you can’t walk. However if it’s too high we can’t have you break all your bones (laugh) so we have to have fence or something like that.


    ――自由な上り下りという点では逆にキャラクターのスタックが怖いですね。
    Bit scary when you can freely move up and down and getting your character stuck.

    吉田氏:すみません、そこはもうデジョンかレポートしてくださいという(笑)。もちろん、きっちりデバッグは行なった上
    での極論ではありますが、それでも僕はその怖さより自由度の方がゲームは大切だと思っています。
    Yoshida: Sorry for that part please just use return or report (laugh). We that’s the conclusion after carefully debugging but for me I think it’s more important to have the game to have more freedom than to be scared.
    (2)
    Last edited by Ashaylin; 06-14-2012 at 11:51 AM.

  2. #2
    Player
    Deltara's Avatar
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    Deltara Delettre
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    Quote Originally Posted by Ashaylin View Post
    I haven't read the full thread, but I wished to clear something up first. Are people wary of jump because they fear it is the equivalent of an emote? This is not the case.

    In a recent Japanese (E3?) interview, Yoshi stated that... (and I'm paraphrasing here at the top of my head from what I remember) that you will be able to use the jump mechanic to jump over ledges or down them. The problem of people having to route themselves due to small obstacles will no longer be an issue. However, in situations where jumping from a ledge will result in the character's bones being broken due the ledge being too high it will be restricted. He apologizes for that. In cases where if you get stuck in a ditch or something like that by jumping, he tells you to please use the unstuck/return command. So don't be afraid to explore the mechanic.

    It's in Reinheart's translation thread if people are interested in reading it.

    I'll edit later with the full quote citation when I find it.
    Ya, this discussion has moved past that long ago. Now some of us are sorta wondering how they will make it so that it looks smooth and fluid and not off-balanced due to different races jumping the same distances and heights. The rest of us have moved on to talk about galka tails for some reason.
    (0)

  3. #3
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    casker's Avatar
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    Quote Originally Posted by Deltara View Post
    Ya, this discussion has moved past that long ago. Now some of us are sorta wondering how they will make it so that it looks smooth and fluid and not off-balanced due to different races jumping the same distances and heights. The rest of us have moved on to talk about galka tails for some reason.
    I've been firmly in the pro-jump camp, but I do hope they keep it reasonable. The lalafell jump they sneak-peaked in the live letter did look a little over the top. It doesn't need to be that high, I would prefer if it had a good wind-up and rebound. The running and turning animations are so awesome, I hope the jump is of that quality.
    (0)

  4. #4
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    Quote Originally Posted by casker View Post
    I've been firmly in the pro-jump camp, but I do hope they keep it reasonable. The lalafell jump they sneak-peaked in the live letter did look a little over the top. It doesn't need to be that high, I would prefer if it had a good wind-up and rebound. The running and turning animations are so awesome, I hope the jump is of that quality.
    I'm in the anti-jump camp, but this is reasonable. At this point, I think reasonable people can agree to this.
    (1)
    Last edited by Deltara; 06-14-2012 at 11:59 AM.

  5. #5
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    Icehunter's Avatar
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    Marin Kitigawa
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    Quote Originally Posted by casker View Post
    I've been firmly in the pro-jump camp, but I do hope they keep it reasonable. The lalafell jump they sneak-peaked in the live letter did look a little over the top. It doesn't need to be that high, I would prefer if it had a good wind-up and rebound. The running and turning animations are so awesome, I hope the jump is of that quality.
    Reasonable okay. Same height it has to be. I understand what you're saying and many others are; but someone else posted it and it's true. If we ask for realistic heights for the races than realistic movement speed because of armor weight and realistic damage based on body size vs. mob size should also come into play.

    Can't we all just agree that while the height should be the same; that it shouldn't be 6-10feet? Animations will most likely not included start/finish of the jump and it will most likely look like FFXIII-2

    To refresh:
    http://www.youtube.com/watch?v=hXHptZ25QpE

    With less floating of course Unless he ads that in as a skill to get I would love that lol
    (0)

  6. #6
    Player
    Duelle's Avatar
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    Duelle Urelle
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    Quote Originally Posted by Ashaylin View Post
    In a recent Japanese (E3?) interview, Yoshi stated that... (and I'm paraphrasing here at the top of my head from what I remember) that you will be able to use the jump mechanic to jump over ledges or down them. The problem of people having to route themselves due to small obstacles will no longer be an issue. However, in situations where jumping from a ledge will result in the character's bones being broken due the ledge being too high it will be restricted. He apologizes for that. In cases where if you get stuck in a ditch or something like that by jumping, he tells you to please use the unstuck/return command. So don't be afraid to explore the mechanic.
    I definitely want it to be a consideration for a boss mechanic. If Shiva had an aura that hits everyone in the raid with a debuff that stacks that can only be removed through constant motion, then jump has a use for the melee DPS and the tank, who are the ones that would have to be within range of Shiva and cannot afford to run around to prevent the debuff from stacking.

    Would also help because I would also want Shiva to have the Flame Wreath mechanic (minus the flame wreath song).
    (0)
    Last edited by Duelle; 06-14-2012 at 01:41 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  7. #7
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    Quote Originally Posted by Denmo View Post
    because Abyssea removed galka tails and added jumping? fwah?
    I never said such. Try again.
    (2)

  8. #8
    Player Denmo's Avatar
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    Quote Originally Posted by Dragon View Post
    I never said such. Try again.
    Abyssea's completely beside the point. Try again~~~~~~
    (3)

  9. #9
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    Quote Originally Posted by Denmo View Post
    Abyssea's completely beside the point. Try again~~~~~~
    Obviously you didn't read what I responded to.
    (2)

  10. #10
    Player Denmo's Avatar
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    Quote Originally Posted by Dragon View Post
    Obviously you didn't read what I responded to.
    I sure did! I missed seeing any 'Abyssea' in there. Wanna help me find it?
    (1)