Controller ADD I presume? I know some people just go crazy without something to spam while they move around, I'm still against allowing jump to be spamable and I'm all for a cooldown.
I understand why some people want it but it's just so damn anoying to look at.



Jump onto Choco...
Jump onto Goobue...
Jump on to mount...
Jump on a boat...that I missed...
Jump in a lake...
Jump to conclusions.
Papa was a rolling stone...wherever he laid his barbut was home.



That's a good point, where is jump going to fit in on my controller?




Last edited by Nabiri; 07-06-2012 at 01:53 PM. Reason: typos galore~
~She gave her heart to a falling star~
~~~★~~~
If he's not here, then where?
~~~★~~~
~Been searching for my Afterman~
No. Auto jumping is just a crutch that gives you very limited jumping while allowing you to do certain things with the environment that you would otherwise be able to jump on/over/etc but prevent the player from doing it. The player doesn't feel in control and if auto jumping isn't executed perfectly, you end up with players jumping when they don't want to, which is detrimental to their experience. No jumping is better than auto jumping. Free jumping or nothing.the best way to use jump
-Is by doing an auto jump Like in the game Zelda . If you walk off a ledge you char should auto jump off..
Free jumping is easier from a programming/design standpoint and avoids all the extra work creating script for designated jumping locations. A cooldown is all that's needed to prevent abuse.


With the coming release of Final Fantasy XIV verson 2.0, Square would like to take this time to introduce the all new Final Fantasy XIV Controller, version 2.0! Now with a jump button!!
And don't fret! If you don't like having yet another button to press, there'll also be a Premium version with a built-in gyroscope! With a Premium Final Fantasy XIV Controller, version 2.0...er, controller...all you'd have to do to jump in-game is violently shake the controller up and down for 3-seconds, and.... voila!! You jumped!! (once)
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It would be a bad idea to completely disable it in active mode. If you had a mob on you and wanted to relocate to somewhere else, you wouldn't be able to jump up over an obstable without first disengaging the mob, jumping, then reengaging it. I will agree that in the current latency situation, jumping shouldn't alter damage taken or damage dealt, though, except if you by jumping to certain areas, you could get to areas where bosses would be out of range, which would let you kite things more tactically.Strictly exploration only please. Disable it completely in active mode.
Make it realistic, no super-jumps. Or ridiculous exaggerated motions while in air. Add falling damage. Make you die if you fall too great distances.
For the love of all that is holy, please put it on cooldown. No bunnyhoppers, thanks.
Imagine jumping up to a ledge and become out of range, but in doing so, the boss would start attacking whatever it was you were standing on, eventually destroying your safe spot, forcing you to relocate to somewhere else. Several variations of this could be implemented in various instances. In a snowy area, you could be standing up on a huge block of ice, but if the mob used a fire attack on you while you were standing on it, it could start melting. At first you would start slipping, and then eventually it would all be reduced to water.
Now, you have an area full of water on the ground. What if luring the boss over to stand in the water would make him more vulnerable to electricity based damage? What if using an ice spell on him while he was in the water would encapsule his feet in ice, making him immobile for a little while?
The possibilities are endless!
Last edited by Mirage; 07-06-2012 at 02:01 PM.




That's a good point about falling into deep water. They would have to have some way of preventing that.I think (hope) what Yoshida-san was referencing with that comment was areas like La Noscea. Swimming isn't exactly a feature in XIV (yet?), so...being able to plummet off a cliff like that and into the water...well, it isn't exactly a good idea. So having fencing or invisible walls (like now) is really the only option. And %-based fall damage (oh, I hate dying to fall damage -- and elevator bosses -- with such a raging passion, but it makes sense) could basically cover every other area in the game as we know it right now.
Maybe, instead of outright killing you, fall damage can reduce you down to 1hp at max? A nearby player/monster being able to kill you by just breathing on you might be a swift enough deterrent to make someone think about jumping, but not as overly-punishing as death...and having to respawn alllllllllllllll the way back at an aetherite camp...
As far as death from fall damage is concerned, I hope that it would only happen if you fall from a really high place. Having a maximum fall distance would make it easier for level designers because it would give them a way other then fences to restrict vertical movement.
Personally I love the idea of jump and glad it is being implemented. I would like to see it used out of combat first and foremost though it would be nice to for it to have uses in combat, whether to instantly stop casting or if you can use it to actually jump out of ground aoe or to avoid some type of ground pound stun. (Titan anyone?)
I believe in that interview Yoshi-P said OOC uses for jumping down cliffs and up cliffs instead of having to run around the bump in the road and making a certain degree angle that you couldn't climb or jump on to. I kind of agree with this but make sure you take into consideration of how high the jump itself is and what would be reasonable to be able to jump up to and jump down from. Make sure to make it feel natural and not useless.
For traveling it should feel pretty balanced I would say you should be able to jump down to a further point than you can jump up too, not too far but not too shallow either or it will feel clumsy. For combat it shouldn't be forced except for certain type of attacks like I mentioned perhaps an AoE ground based stun or attack that you can jump over or move out of the range of. Also for interrupting spells etc.
Also if you do go to the extent of adding fall damage from jumping from higher than intended places maybe you can add a debuff as well if it doesn't kill you. Say a broken leg debuff which slows you down by 30-50% (on mount as well) and only way to remove debuff is either wait an hour or go to town and pay an NPC healer. This would dramatically add to the realism that you are afraid of losing sight of. Though my idea could be tweaked a little perhaps but it is an idea period![]()
Last edited by Dargoth_Draconia; 07-06-2012 at 02:07 PM.
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