Rarely Plays
See your face upon the clear water. How dirty! Come! Wash your face!
loltanaka: http://www.youtube.com/watch?v=WOOw2yWMSfk
Atlantica is a turn-base MMORPG
Guild Wars 2 has jumping
and... Ryzom? Star Wars Galaxies? <<< meh
My idea is to make jumping be context sensitive. If you walk up to a cliff, you should see an exclamation mark (similar to when you're near Aetheryte), be able to type /jump or click "Jump" in the menu, thereby having your character jump down the the precipice below.
Last edited by sirdayne; 05-23-2011 at 03:26 AM.
it can be looked at as "opening a door" of sorts"
most people arent against this type of use of jump, but the most vocal people who want jump dont want this, they wanna just be able to jump all over everything with no limitations(and some want it just to annoy people)
My XIVPad: http://xivpads.com?2031148
Because the environment has SOO much going for it right now, jumping would just take away from it
This is what I want to see in-game also. It would solve both sides of the issues; you can still jump and get over things, but only at a logical point. Even if there wasn't a command to hit, it'd be nice if there was an animation when you ran off a small cliff or climb up a small thing. The game feels too slow paced (not in a bad way or anything) to add in a jump that you can do as often as you want.
This ties in to my second point:
Secondly, character movement, despite what some may think, is not smoothed out. Adding jump requires them to smooth character animations and reactions between player input (controller or keyboard) and the character moving. This is big to me because I want to see boss encounters that involve more movement and positioning and I know I'm not going to see that based on what we have right now.
One is precipitated by the other. On-demand jump means they have to smooth out the rest of the things involving player movement, which in the long run will benefit the game because it'll give the creators the freedom to design boss encounters that require movement. Better movement also opens up other things, including better chances of successfully implementing things like vehicles (this is going to be a given seeing that one of the major players in the world is a technology-based empire) and mounted combat. There's so much to gain that to me it easily overrides the people who think jumping annoys them as is not "Final Fantasy".
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
There are many others that would have it this way. Me being one of them.
Just to play devil's advocate here.. isn't setting up the three options here skewing the win to the non-jump camp since you have effectively split the jump supporters into two groups?
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