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  1. #11
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    Quote Originally Posted by Bled View Post
    For the whole "auto vs manual attack", i say the system in place now is awesome as is. I like DCUO's manual, fast action fighting but that does not fit in Final Fantasy, I dislike though how boring auto attack gets.
    But spamming numbers can get boring too. The idea of manual is good, but the implementation in FFXIV is boring. TERA, GW2, and B&S seem to pull off action-based combat really well. FFXIV, not so much. Even though SE's heart was in the right place, they didn't seem to be able to realise their vision (combat where actions and positioning matter). Active combat where position matters allows for a lot of strategy and CREATIVITY when fighting.

    While Im on the subject, the responsiveness and visual representation of our attacks in FFXIV is also quite poor.

    But anyway, in conclusion, auto-attack does not seem to resolve the issues afflicting FFXIV's combat system at the moment.
    (1)
    Last edited by gifthorse; 05-12-2011 at 07:56 PM.

  2. #12
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    Quote Originally Posted by gifthorse View Post
    TERA, GW2, and B&S seem to pull off action-based combat really well.
    Yeah, SEEM, so until I have an controller in my hands playing those games, I'm not going to say those battle systems are any better.
    (0)

  3. #13
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    Quote Originally Posted by gifthorse View Post
    But spamming numbers can get boring too. The idea of manual is good, but the implementation in FFXIV is boring. TERA, GW2, and B&S seem to pull off action-based combat really well. FFXIV, not so much. Even though SE's heart was in the right place, they didn't seem to be able to realise their vision (combat where actions and positioning matter).

    Active combat where position matters allows for a lot of strategy and CREATIVITY when fighting.

    The responsiveness and visual representation of our attacks in FFXIV is quite poor.

    But anyway, in conclusion, auto-attack does not seem to resolve the issues afflicting FFXIV's combat system at the moment.
    Yeah, I agree that the current system is not the best implementation, i just pray that Yoshi does not implement auto-attack.
    (0)

  4. #14
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    Quote Originally Posted by Sonic_the_Hedgehog View Post
    Yeah, SEEM, so until I have an controller in my hands playing those games, I'm not going to say those battle systems are any better.
    Well, by the looks of things, the combat is very responsive and fluid. So that's at least one aspect of those games which compares favourably against FFXIV's combat.

    But I will also reserve judgment until i play the game myself. Everyone I know says that TERA's combat is really fun though, so it's probably safe to assume the game plays well.
    (0)

  5. #15
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    Quote Originally Posted by Bled View Post
    Yeah, I agree that the current system is not the best implementation, i just pray that Yoshi does not implement auto-attack.
    I can guarantee your prayers will be unheeded.

    They already said they are making the combat system REVOLVE around auto-attack. Apparently auto-attack is integral to the new system. So that just goes to show what we can expect from the new combat system, LOL.
    (0)

  6. #16
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    Quote Originally Posted by Bled View Post
    Yeah, I agree that the current system is not the best implementation, i just pray that Yoshi does not implement auto-attack.
    Sorry dude, but it's coming.

    http://forum.square-enix.com/ffxiv/t...ll=1#post63333
    (0)

  7. #17
    Player
    Physic's Avatar
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    Bladed Arms
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    Balmung
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    Monk Lv 70
    Quote Originally Posted by Sonic_the_Hedgehog View Post
    That post is filled with so much fail its sad. Its not even the auto attack that gets me, but rather for whatever changes they are planning they can think of no other way to make it work than with auto attack. I cant think of any of the major issues with battle that are effected by auto attack, or lack there off
    They are talking about class uniqueness, and stats and using auto attack to solve that?

    the main issues with battle are due to a lack of interactivity, lack of needing to use skills, lack of movement,
    and lack of any sort of visual uniqueness for 90% of your attacks. lack of combos
    auto attack solves and helps none of these issues, while theoretically it may not hurt some, the fact that auto attack is integral to all his plans suggests that whatever he is trying to solve is not what most people think is the problem with battle.
    (2)

  8. #18
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    Cairdeas's Avatar
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    Mar 2011
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    Limsa Lominsa
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    Character
    Julie Nymphiel
    World
    Balmung
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    Marauder Lv 60
    lol this thread got owned by a Mod.
    (0)
    I have to thank Square-Enix for the amazing job they have done recreating Final Fantasy XIV from Scratch. Especially the inclusion of Missing Genders which we petitioned for in good faith. This was proof to us players that the Developers are truly Sympathetic to our requests and that being honest and vocal can pay off with the amazing characters we have who are Female Roegadyn, Male Miqote, and Female Highlanders. Thank You SE, Thank You Community Team, Thank You Yoshi-P.

  9. #19
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    SuzakuCMX's Avatar
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    Apr 2011
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    Great Gubal Library
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    2,034
    Character
    Peach Parfait
    World
    Gilgamesh
    Main Class
    Weaver Lv 70
    Responsiveness?
    This one is a given.

    Strategy?
    To some extent, but nothing that requires hours of research and absolutely flawless execution of skills in an exact order or else you get wiped.

    Fast pace?
    Yes

    Slow pace?
    Final Fantasy is known for having slow paced battle but for an MMO it doesn't work out too well.

    Auto-attack or Active/MANUAL attack?
    Indifferent as long as the other features presented in this post are there. I prefer manual though, since it makes me actually feel like I'm doing something >.>

    Combos?
    Combos are nice but not necessary past the Battle Regimen. But if they made something like skill fusion (Using a skill at the same time as another person = skill combo for new skill, such as Cure + Element Spell = heal + increased protection from that element) would make me really happy.

    Party vs. Single Mob or Party vs. Party of Mobs or Single Player vs. Party of Mobs or Single Player vs. Single Mob?
    Again, for the most part I don't care. I prefer parties vs. a huge, epic monster in "long" (10 minute) battles rather than party vs. a bunch of tiny mobs like Behests are, though.

    Acrobatics?
    Only if you actually need to use them, like in GW2 for dodging and such. Otherwise it's just a whistle that adds nothing for me.

    Visuals?
    As long as I can tell what's on the screen.

    Positioning?
    Would be a nice bell but overall I don't mind...positioning will always matter as long as AoE attacks exist, but not as much as they could.

    Creativity with attacks?
    I like creativity, which is why I like the Armory system.

    Luck/Dice-roll systems?
    Only for crits and loot. They shouldn't have a large part in anything else, though, IMO.
    (0)
    Last edited by SuzakuCMX; 05-13-2011 at 05:42 AM.

    Peach Parfait/Khulan Angura on Gilgamesh

  10. #20
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    Lienn's Avatar
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    Mar 2011
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    Character
    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    Responsiveness?
    Absolutely. Its the base of any good battle system.

    Strategy?
    Yep. But i don't mean stuff like SC...i mean strategy like the way parties are built and the role everyone need to accept in order of win.

    Fast pace?
    Yup! IMO 20~30 minutes should be the time limit for a monster to fall. I hated those 1~2hrs fights at FFXI...once, while helping a friend with his brand new sky LS, we took almost 4 hrs to kill his first Kirin...Kirin even run out of MP due such long fight...its not even close to be fun.

    Slow pace?
    No, thanks.

    Auto-attack?
    Dependes of how its used. IMO auto-attack needs to be a secundary option, not the base of a battle system.

    Active/MANUAL attack?
    Yup! I love button smashing! I always loved this kind of games! IMO it can be merged with an auto attack system...but it should always be the base of a battle system.

    Combos?
    Yup. IMO combos are much more interesting strategy-wise than timed skills.

    Party vs. Single Mob?
    Nah. Tired of it already

    Party vs. Party of Mobs?
    I'm waiting this since the beta. This is what i wanted in this game!

    Single Player vs. Party of Mobs?
    No, thanks. 1-on-1 or many vs many. When 1 player can solo large groups of monsters something is wrong.

    Acrobatics? Visuals?
    Its secundary. Once the battle system is good, animations don't matter much.

    Positioning?
    Yes. In an active battle system positioning needs to be a key part of it.

    Creativity with attacks?
    Yup. Nothing worse than having every player using the very same set of actions in a certain class (Like PLD/WAR, NIN/WAR, RNG/NIN, etc in a "certain" game)...specially when players start rejecting people that decide using their creativity at their playstyle.

    Luck/Dice-roll systems?
    Indeed! I love games with high risk-high gain skills. IMO a good game would have from the safe, high accurate skills that deal low damage until the really inaccurate skills that deal massive damage. This also is important since not everyone plays the same way.
    (0)

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