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  1. #281
    Player
    Kiote's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    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
    This right here is why people did not want them to add jump. These are the kind of skills morons would use over and over and over and over until nobody wanted to be around them anymore.
    (3)

  2. #282
    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 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
    this is a wonderful Idea and One they will probably have to implement if they intend to make PVP fun (or at least they will probably implement some skills similar to these. How they haven't added skills like these yet to the game is beyond me. Although I can see how adding skills like these will make the game more "action" based, which apparently is something yoshida wants to avoid.
    (2)

  3. #283
    Player
    Masamune1004's Avatar
    Join Date
    Jun 2011
    Location
    Yes
    Posts
    1,438
    Character
    Isidula Granviir
    World
    Balmung
    Main Class
    Arcanist 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!
    I want jumping achievements! Jump 1, 10, 100, 1k etc. times and get an achievement! /trollmode
    (2)

  4. #284
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    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
    Love these, though I'd like to see the same kind of class distinction used in basic 'jump' uses as well, i.e. Spacebar, and maybe some of these as a Shift Space-bar. For example:

    [Quick note: All abilities follow a hidden resource (stamina) bar. Most types of actions can be used continuously, but at higher cost for each additional use. The resource for some specials will be partly separate from regulars, especially when the actions are drastically different. All things requiring "locked-on target" can be switched to simply requiring a "target".]

    Monk / Pugilist - animation similar to their current dashing animation. Short ICD compared to most classes.
    Space: When locked on, circles the enemy with a dash to the side, closing in, backing up, or both lateral and forward movement. Movement per step has a maximum distance of about 10 ft + variable, and max angle necessary to move from from front to side, side to back, etc. When not locked on, it will move directly left/right/forward/backward/diagonal. Flows most visually into abilities like Dragon Kick, Concussive Blow, Sucker Punch, etc.
    [Distance likely based on STR/DEX equally. Cooldown based on DEX (1), MND (2).]
    Shift: Activates a short teleport to a nearby target on next dash. Will appear on the far side (W), close side (S), to the left (A), or to the right (D) according to the button pressed after. If melee attacked by the target before the teleport is used, the teleport will be consumed to create a sort of side-flipping dodge, automatically activated by the attack. Either one must be used within 2 seconds.
    [Distance and chance of dodge activation success based on PTY/MND. Dodge success chance after activating, regardless of animation, is based on DEX (1), STR (2).]

    Bard / Archer - focus on distant maneuvering and breaking deadlocks when able. Comparatively long ICDs.
    Space: Flip to side, front, or back. Conical AoEs made while in midair have no minimum yalm factor and will strike more circularly if the target is near the point of the jump.
    Shift: Creates a dash. Follows a hidden stamina resource, with higher cost per second with each second used. Pairs with regular jump to make a long leap, no flip unless near the target.

    Dragoon / Lancer - something of a mix between Monk and Bard, almost.
    Space: Charges towards a target or flanking the target. Jumps (barely off ground) and slides back on (S). Hidden momentum counter, diminishing quickly after last usage. Charge distance and attack range increased by momentum.
    Shift: Turns next Charge into a Leaping strike. Cannot flank. Can leap over allies for improved collusion-like mechanics. Dragoons also have access to a second tier (Shift-Shift), which replaces the current "Jump" and "Elusive Jump". Locked on will act as "Jump" and not locked on or moving in a direction away from the locked-on target will provide "Elusive Jump."

    Etc, etc.

    ----------------------------------------------------------------

    Like Kurokikaze I don't think this will make the game more like an action game. Simply having quicker and more intuitive controls does not make something "action" styled. It just means you have better control, and in this case more options, more precision, and therefore more strategy available to you.

    I understand that playing with lesser resources does make a sort of concessional strategic mindset of it's own, but as Nox has mentioned the point of 2.0 is to be responsive. Combat is being revamped again, combat regimen is being revamped and reintroduced. I think this could play a part in it without being obnoxiously unfitting.
    (3)
    Last edited by Shurrikhan; 07-07-2012 at 05:42 AM.

  5. #285
    Player

    Join Date
    Jul 2012
    Location
    Uldah
    Posts
    7
    So I have a question about the beta testing. I've been playing since this game originally came out and am a part of the Legacy Campaign, does being apart of the that campaign automatically allow you to be part of the beta testing or is there something you have to do to become a part of that?

    Also will we be able to transfer the characters we make in beta over to 2.0 when it starts up? Otherwise why would we put so much effort into the beta character if we don't get to keep it? Just wondering.
    (0)

  6. #286
    Player
    Carzilla's Avatar
    Join Date
    May 2011
    Location
    Long Beach
    Posts
    286
    Character
    Carzilla Dequinto
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Jumping should be limited to the obsticles you come across, if there is a ledge low enough walking towards the ledge should initiate an auto jump. That way the terrain desIdes where jumping occurres and people cannot spam jump AND a jump button is not required!

    Like in Zelda oot

    No spamming or button mapping
    (1)
    Bring back the good ol times

    EVGA 660 TI SC
    AMD hexacore 3.5 ghz
    Patriot 16 GB RAM
    Gigabyte 890 fx
    Segate Barracuda HDD

  7. #287
    Player Alerith's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    2,187
    Character
    Alerith Rayneheart
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    A 1 second build up where you run slightly faster, a jump with a landing where you're keep running and slow back to normal running speed.

    Whole process should take 4-5 seconds.
    (2)

  8. #288
    Player
    DeadRiser's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,612
    Character
    Kipp Kaida
    World
    Sargatanas
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Kiote View Post
    This right here is why people did not want them to add jump. These are the kind of skills morons would use over and over and over and over until nobody wanted to be around them anymore.
    It's called having a cooldown. Like Elusive Jump.
    (0)

  9. #289
    Quote Originally Posted by Serah_Leonheart View Post
    So I have a question about the beta testing. I've been playing since this game originally came out and am a part of the Legacy Campaign, does being apart of the that campaign automatically allow you to be part of the beta testing or is there something you have to do to become a part of that?.
    Nope, if anything there's a good chance they'll have a sign up and take in people who aren't/haven't been playing FFXIV. While they said they want to try to get legacy members in, there's still a good chance not everyone will get in.

    Also will we be able to transfer the characters we make in beta over to 2.0 when it starts up?
    No. Your 1.x character is being transferred.

    Otherwise why would we put so much effort into the beta character if we don't get to keep it? Just wondering.
    Beta test = Testing and relaying feed back.
    Beta test =/= head start and early preview.

    That's where people got confused because of companies disguising demos as 'betas' to cover their asses if something ends up as broken during the demo. "Oh it's just a beta!"
    (0)

  10. #290
    Player
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,244
    Quote Originally Posted by Alhanelem View Post
    All it needs is a short, 5 second cooldown or so (upon landing) so that you can always use it when you need to use it, but can't just continuously bounce up and down. Simple, and effective.
    If I wish to jump every second I should be able too. The people that don't want jumping perhaps they could just make it where you can't use jump inside main cities. I really wouldn't be bothered by that. Though I am bothered by a cool down on jump.

    "ALSO REMEMBER THIS" Jump is being designed for 2.0 and not the current game engine (even if they decided to give it to us in this model for fun). The game looks and feels realistic simply from the screen shots, they want it to have a realistic feel as well by not limiting our types of movement. So with that being said understand that they will likely make it look fluid and feel right and not be a silly bunny hop that drives some of the people crazy for unknown silly reasons. Trust in Yoshi-P and get off the whole "omg WoW has jump you are copying WoW" mind set.
    (1)

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