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  1. #301
    Player
    LilaAquillina's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    45
    Character
    Azdaja Aquillina
    World
    Goblin
    Main Class
    White Mage Lv 60
    My .02 gil:

    Yes, please, let it be a feature to make getting around easier. Let me jump down ledges/up short ledges, over branches, etc.

    No, I don't want it used in combat, and I do not want a platformer. I guess it'd be cool, but tbh, every MMO that i've seen that tried putting in 'platformer' sections has just succeeded at annoying me.
    (5)

  2. #302
    Player
    Viritess's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    499
    Character
    Viritess Vonschalt
    World
    Sargatanas
    Main Class
    Lancer 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
    I really like the idea of added "positioning" skills, not sure if they are totally in relation to jump, but since you posted a fair list, i'll add my thoughts. While i'm not totally sure about Jumping in and out of ranges, i would love to see some attacks/skills that change or move your position or effect the enemy. Most of these suggestions were centered around

    DRG- I had once posted an idea for a skill in which you would "leap" over the enemy, stab down with your spear and then end up facing their back. Kind of a summer sault with some stabby.

    MNK- A hard kick to the back of the knee, which would either turn the enemy placing you on its flank, or atleast make their front count as a flank also for a few seconds.

    Even with a longish cool down some positional/position changing skills would be really awesome to 1: quickly pull off a WS or WS combo or 2: get out of the bad stuff AND make that an advantage.
    (0)

  3. #303
    Player
    KujinRen's Avatar
    Join Date
    Apr 2012
    Location
    Gridania
    Posts
    90
    Character
    Sammeo Guy
    World
    Leviathan
    Main Class
    Lancer 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 would like jump to be used for more than just a cosmetic feature. I'd like to see jump implemented into combat.

    Example:

    Let's say that during the Primal Leviathan encounter, the entire raid is standing on top of a huge rock in the middle of a vast blue ocean. Leviathan will occasionally use an ability that summons boiling water beneath your feet. By using the jump feature, you can avoid this mechanic reduce overall damage taken from the encounter.

    Example 2:

    Let's say that during the Primal Titan encounter, his 2-hour ability consists of jumping high in the air an stomps down to an earthquake. By having our characters jump, we can avoid the effect of "Knockdown" that lasts for 5 seconds, which can be dangerous as he will continue to throw huge boulders in the direction of ring animations that appear beneath your feet.

    Example 3:

    Final Fantasy has always been about huge epic looking bosses that take your breath away. Bosses are usually accessed through a epic stairway in a throne room or in space. Perhaps have an encounter that requires a bunch of jumping to higher platforms as the fight progresses, until you reach the top of a luminous battlefield. By not jumping to higher platforms during phase changes, you will be consumed by some random mechanic that kills you.

    Thank you for taking the time to read my 2 cents!

    Edit: If Square Enix ever considers some type of "Golden Saucer", the jump can be used for many of the mini games in game!
    (3)
    Last edited by KujinRen; 07-07-2012 at 10:49 AM.

  4. #304
    Player

    Join Date
    Apr 2012
    Posts
    288
    Quote Originally Posted by Viritess View Post
    I really like the idea of added "positioning" skills, not sure if they are totally in relation to jump, but since you posted a fair list, i'll add my thoughts. While i'm not totally sure about Jumping in and out of ranges, i would love to see some attacks/skills that change or move your position or effect the enemy. Most of these suggestions were centered around

    DRG- I had once posted an idea for a skill in which you would "leap" over the enemy, stab down with your spear and then end up facing their back. Kind of a summer sault with some stabby.

    MNK- A hard kick to the back of the knee, which would either turn the enemy placing you on its flank, or atleast make their front count as a flank also for a few seconds.

    Even with a longish cool down some positional/position changing skills would be really awesome to 1: quickly pull off a WS or WS combo or 2: get out of the bad stuff AND make that an advantage.
    I meant that as an extra to the combat system but it's movement related which is also jump related so I posted it here. I want more position changing skills and jump to be used in and out of combat.

    - Kurokikaze
    (1)
    Last edited by TimonLoon; 07-07-2012 at 10:54 AM.

  5. #305
    Player
    Viritess's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    499
    Character
    Viritess Vonschalt
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    Quote Originally Posted by TimonLoon View Post
    I meant that as an extra to the combat system but it's movement related which is also jump related so I posted it here. I want more position changing skills and jump to be used in and out of combat.

    - Kurokikaze
    Oh i'm not really disagreeing with you as i liked the ideas. I'm just less of a fan of a non cool down Jump being too useful in combat. See the absurdity of bunny hoping pvpness. (in my opinion) If standard jump is useful in combat without a cool down there is rarely any reason to not always jump. Those are the concerns i tend to hold when a "standard" style of jumping becomes combat utility.

    Now if you more or less mean a Jump > Dodge mechanic i can see it. In essence that is basiclly what GW2 has made. I'm just not sure FF14 is really built to be that style of game.
    (0)

  6. #306
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    If I wish to jump every second I should be able too.
    There is no need to jump literally every second other than to be obnoxious and give the people that don't want jump a reason to complain. Really, there isn't. You're just being defiant for the sake of being defiant. I don't feel like jumping can be acceptably put into combat without at least a few seconds cooldown. Otherwise it would be too easy to use to avoid things.

    I want jumping and I want it to be useful. But like most people, I don't care to see constant bouncing without any reason.

    By your logic- If I want to cast freeze burst and flare every second, I should be able to.
    (3)
    Last edited by Alhanelem; 07-07-2012 at 11:07 AM.

  7. #307
    Player
    Ralliare's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    194
    Character
    Edge Ralliare
    World
    Sargatanas
    Main Class
    Gladiator 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!
    Environmental challenges only.

    Adding in Combat based jumping would only cause greater problems when latency is concerned.
    (4)

  8. #308
    Player
    NefarioCall's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    1,093
    Character
    Nefario Call
    World
    Cactuar
    Main Class
    Alchemist Lv 80
    I haven't read the topic, but i'll put in my opinion to add to the pile.

    I think jump allows for all kinds of dynamic gameplay.
    Think of the cliff walk mission in FFXI. It was something memorable and a little bit different.
    Jumping can allow access to secret areas that might not be readily visable,
    or perhaps provide some plat-forming elements in an instanced dungeon (moving platforms etc).
    The last boss in Star Ocean 2 had this attack where terribly powerful ground waves would come outward from him. Jumping would avoid the damage. Things like this could apply to combat.

    Whatever you do, it's a tremendous game play opportunity.
    Use it in some way.
    (3)
    --------------
    http://forum.square-enix.com/ffxiv/threads/145190-Dungeons-Opening-Up-To-Explore
    Make it happen.

  9. #309
    Player

    Join Date
    Aug 2011
    Posts
    69
    Please don't add battle jump yea some could call it more realistic because you wouldn't sit there and get hit if you could get out the way.
    But just think of all the lag issues that won't get fixed with this. What if more than 1 person jumps beside you in combat? maybe the other will jump and not get hit and maybe you'll just get lag killed even if you push jump.
    (2)


    Fish = 2.0
    Zoidberg = FFXIV Players

  10. #310
    Player ejiboo's Avatar
    Join Date
    Dec 2011
    Posts
    167
    Character
    Eji Boo
    World
    Hyperion
    Main Class
    Marauder 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
    i like many aspects of this.
    (0)

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