Page 28 of 37 FirstFirst ... 18 26 27 28 29 30 ... LastLast
Results 271 to 280 of 368
  1. #271
    Well we already know:

    ――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.

    ――このジャンプや飛び降りによって新しいゲーム性は何か加わるのですか?
    With this type of jump will there be new game system involved?

    吉田氏:僕 は、そこは逆にアクション性はあまり持たせるべきではないと思っているので、やはり表現だっ たり、移動の1つの方法として使っていただければそれでいいかなと思っています。僕は地面に縛り付けられている感じが本当に嫌なので、町の中を走っている 時に、楽しいからずっとジャンプをしていてもぜんぜんいいんじゃないのと思っています。
    Yoshida: I believe I don’t want to make it action based so it’s basically for expression or as another method for movement. I really don’t like the feeling of being grounded to the floor , so I think it’s OK to be able to jump for fun when running inside the town.


    He doesn't want it too action oriented, so keeping it to getting over obstacles is definitely the only use it should really have, it still serves a purpose and it gives people who wanted jump the jump they wanted.
    (3)

  2. #272
    Player
    Meta's Avatar
    Join Date
    Apr 2012
    Location
    Limsa Lominsa
    Posts
    52
    Character
    Meta Tron
    World
    Ultros
    Main Class
    Pugilist Lv 75
    Quote Originally Posted by Okipuit View Post
    Greetings,

    We would like to gather your thoughts about jump and how you would like it to be used (In combat? Getting around obstacles?) so we can pass them along to development team. Please let us know what you think. Thanks!
    Jump would be great for getting around obstacles or deviations in topography. No need to implement falling damage - this isn't the Elder Scrolls. Limit jumps to a specific height, obviously, but if we can walk there, we should be able to jump to or fall/slide down to the same spot.
    (4)

  3. #273
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Okipuit View Post
    Greetings,

    We would like to gather your thoughts about jump and how you would like it to be used (In combat? Getting around obstacles?) so we can pass them along to development team. Please let us know what you think. Thanks!
    Not in combat please. I would like to see jump used for terrain navigation though, that would be a nice touch.
    (2)

  4. #274
    Player HiirNoivl's Avatar
    Join Date
    Mar 2011
    Posts
    3,642
    Character
    Hiir Noivl
    World
    Mateus
    Main Class
    Marauder Lv 50
    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.
    I just got killed by a Demon Bat!!
    (1)

  5. #275
    Player
    Titochuk's Avatar
    Join Date
    May 2011
    Location
    Uldah
    Posts
    28
    Character
    Tito Chuk
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Okipuit View Post
    Greetings,

    We would like to gather your thoughts about jump and how you would like it to be used (In combat? Getting around obstacles?) so we can pass them along to development team. Please let us know what you think. Thanks!
    -Bosses with simon says aspects(Run, jump, backs to boss)
    (2)

  6. #276
    Player RexSkyborn's Avatar
    Join Date
    Mar 2011
    Posts
    75
    Character
    Rex Skyborn
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Okipuit View Post
    Greetings,

    We would like to gather your thoughts about jump and how you would like it to be used (In combat? Getting around obstacles?) so we can pass them along to development team. Please let us know what you think. Thanks!
    Jumping during combat to avoid certain ground based attacks would be cool, but as someone mentioned, this wouldn't work if there was still server latency issues.

    Outside of combat, there should be some almost platformer style obstacles that just add an extra challenge. For example, say in a dungeon where you have to jump from ledge to ledge to get to the other side, maybe some of the ledges or platforms move or drop out from under you, and if you fall, you have to start back at the beginning, or you fall into a pit of aggressive monsters.

    Maybe even certain NM's you can only get to after acsending special cliffs, ledges, towers, etc. Would make it a lot more fun and engaging then simply running to a spot on your map and waiting for a spawn.
    (8)

  7. #277
    Player

    Join Date
    Apr 2012
    Posts
    288
    Aside from jump I would like each job to have a way to get in and out danger quickly. Lemme run through some things I envisioned in my head.

    BRD - OoT Sidestep/Backflips/Forward jump. Needs to jump a few feet to be useful and can be used every 2 seconds. Backward jump needs to jump farther than the side jumps since its main purpose is to get you in proper range for combo. Think of this scenario: Heavy Shot -> Forward Jump -> Quick Nock -> Backward Jump -> Rain Song. You have hate on a mob you're trying to kill (Shadowbind is on cooldown. A lot of BRDs forget about this move btw): Backward Jump -> Start combo -> Kill mob.

    BLM - Short range teleport. This obviously needs a longer cooldown but it would render the caster completely invincible and teleport them forward. About the same distance as Elusive Jump.

    DRG - Elusive Jump is already in. They're good. Only thing I can see that would be fucking awesome would be a Super Jump that keeps them in the air for 3-5 seconds thus making them completely impervious to damage. Maybe even Super Jump before primal two hour to avoid it... I mean you could technically do it in older FFs already... Think Garuda (FF3 NES/DS).

    MNK - They're agile/nimble so this will make sense... Sidestep around the mob quickly. Would help with getting in position for combos and to get out of a frontal attack.

    WAR - Roll. Simple. Or they could go the WoW route and take that Warrior ability where they jump forward and stomp the ground - stunning enemies and gaining agro.

    PLD - A roll but when they get back to a standing position it procs a block (animation as well).

    WHM - This is the tricky one... What would work? How about the WoW route? They leech a target player and pull them out of danger. lol

    I personally would love to see any and all of these in play. It won't instantly turn the game into an action game but it'll give players more options as to how they get in and out of certain situations.

    - Kurokikaze
    (10)

  8. #278
    Player
    Radnar's Avatar
    Join Date
    Jun 2012
    Posts
    123
    Character
    Rad Nar
    World
    Coeurl
    Main Class
    Pugilist Lv 16
    Quote Originally Posted by TimonLoon View Post
    Aside from jump I would like each job to have a way to get in and out danger quickly. Lemme run through some things I envisioned in my head.

    BRD - OoT Sidestep/Backflips/Forward jump. Needs to jump a few feet to be useful and can be used every 2 seconds. Backward jump needs to jump farther than the side jumps since its main purpose is to get you in proper range for combo. Think of this scenario: Heavy Shot -> Forward Jump -> Quick Nock -> Backward Jump -> Rain Song. You have hate on a mob you're trying to kill (Shadowbind is on cooldown. A lot of BRDs forget about this move btw): Backward Jump -> Start combo -> Kill mob.

    BLM - Short range teleport. This obviously needs a longer cooldown but it would render the caster completely invincible and teleport them forward. About the same distance as Elusive Jump.

    DRG - Elusive Jump is already in. They're good. Only thing I can see that would be fucking awesome would be a Super Jump that keeps them in the air for 3-5 seconds thus making them completely impervious to damage. Maybe even Super Jump before primal two hour to avoid it... I mean you could technically do it in older FFs already... Think Garuda (FF3 NES/DS).

    MNK - They're agile/nimble so this will make sense... Sidestep around the mob quickly. Would help with getting in position for combos and to get out of a frontal attack.

    WAR - Roll. Simple. Or they could go the WoW route and take that Warrior ability where they jump forward and stomp the ground - stunning enemies and gaining agro.

    PLD - A roll but when they get back to a standing position it procs a block (animation as well).

    WHM - This is the tricky one... What would work? How about the WoW route? They leech a target player and pull them out of danger. lol

    I personally would love to see any and all of these in play. It won't instantly turn the game into an action game but it'll give players more options as to how they get in and out of certain situations.

    - Kurokikaze
    I like the idea of different types of jumping that depend on class. That sounds cool.
    (2)

  9. #279
    Player
    Kiote's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Jumping should probably be restricted to environmental obstacles. If it is integrated into battle it should probably just be more environmental factors. Using it to dodge attacks will just make for more obnoxious versions of Ifrit cracks.
    (3)

  10. #280
    Player
    Nox's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    141
    Character
    Nox Ruo
    World
    Sargatanas
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Okipuit View Post
    Greetings,

    We would like to gather your thoughts about jump and how you would like it to be used (In combat? Getting around obstacles?) so we can pass them along to development team. Please let us know what you think. Thanks!
    What I will be speaking about in context to jumping takes into consideration that Latency issues no longer exist come 2.0. (As far as I'm concerned this is the whole point of FFXIV 2.0 To make the game Responsive.

    -Jumping should have no cooldown. Putting a cooldown on such a mainstream feature will piss off old players and new ones alike, and it would make no sense.

    Exploration: It is imperative that jumping play a large and extensive role in exploration. I want to get through obstacles (small fences/cliffs). But more importantly, I want to have certain areas only accessable through jump (hidden passages/caves) perhaps even add some lore on the walls of these hidden caves (pictures depicting lore on primals). Stuff like this will make FFXIV feel like a breathing world. Jumping should also help reach beautiful scenery which would normally be missed.

    PVE: Jumping should Allow us to avoid ground attacks. One example is the Great Buffalo NM. It is an absolute chore to do this on a Monk because it spams it's AOE ground attack, It is also cake once you get a party of bards/casters and a tank- suffice to say a lot of battles in this game are easier with a ranged setup. Allowing us to jump over these type of attacks will not only make battle feel fluid, but it is one way to balance the meele/ranged issue we currently face.

    Boss Stages:jumping would also be effective in Different boss stages where jumping to higher elevations of field is vital to success of the content. A boss fight that either creates poison/fire fields or that changes position (vertically) would make encounters much more engaging, and jumping to avoid those attacks and to move to reach the boss at higher elevations would be fun. It would certainly beat staying in safe spots.

    PVP: Jumping in pvp is tricky. You can use jump to hide behind obstacles as some people have mentioned (of course provided archers/casters can no longer shoot/cast through solid objects, such as a wall. Also, jumping in pvp should not reduce damage taken. In my honest opinion jumping in pvp is not necessary. However, this does not mean that the jumping mechanic should be disabled in pvp. That would also make no sense.
    (8)
    Last edited by Nox; 07-07-2012 at 04:55 AM.

Page 28 of 37 FirstFirst ... 18 26 27 28 29 30 ... LastLast