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  1. #1
    Player
    Namasu's Avatar
    Join Date
    Aug 2013
    Posts
    352
    Character
    Namasu Agepoyo
    World
    Adamantoise
    Main Class
    Gladiator Lv 51
    Quote Originally Posted by Meklore View Post
    I usually run back at the mob as soon as the cast bar finishes & don't take any damage.
    It's the cast bar not the red lines which determine if you are in the target area or not.
    Why do people like OP get to lvl50 and still doesn't understand this? This isn't an action MMORPG. It's suppose to feel more turn base and cast timer dependent in the spirit of Final Fantasy's classic ATB system.
    (0)

  2. #2
    Player
    Goreth's Avatar
    Join Date
    Oct 2013
    Posts
    57
    Character
    Goreth Cervantes
    World
    Exodus
    Main Class
    Thaumaturge Lv 51
    Quote Originally Posted by Namasu View Post
    Why do people like OP get to lvl50 and still doesn't understand this? This isn't an action MMORPG. It's suppose to feel more turn base and cast timer dependent in the spirit of Final Fantasy's classic ATB system.
    FFXIV is supposed to be turn based? I applaud you for that response, few would dare to make such an audacious claim.
    (7)

  3. #3
    Player
    Namasu's Avatar
    Join Date
    Aug 2013
    Posts
    352
    Character
    Namasu Agepoyo
    World
    Adamantoise
    Main Class
    Gladiator Lv 51
    Quote Originally Posted by Goreth View Post
    FFXIV is supposed to be turn based? I applaud you for that response, few would dare to make such an audacious claim.
    I said "feel" more turn based not supposed to be turn based, but it seems you're just like most people on this forum with terrible reading comprehension.
    (1)

  4. #4
    Player
    Goreth's Avatar
    Join Date
    Oct 2013
    Posts
    57
    Character
    Goreth Cervantes
    World
    Exodus
    Main Class
    Thaumaturge Lv 51
    Quote Originally Posted by Namasu View Post
    I said "feel" more turn based not supposed to be turn based, but it seems you're just like most people on this forum with terrible reading comprehension.
    I have played a few turn based games and none of them involved getting hit by mechanics you were clearly out of or indicators that don't really indicate anything (the issues people are discussing in this thread). So since being akin to turn based and "feel more turn base" mean two very different things in your mind perhaps you would care to elaborate on what exactly it is you meant, you know for those of us with terrible reading comprehension.
    (5)

  5. #5
    Player
    Jonny_Tapas's Avatar
    Join Date
    Apr 2011
    Location
    Limsa
    Posts
    197
    Character
    Jonny Tapas
    World
    Faerie
    Main Class
    Archer Lv 50
    Quote Originally Posted by Namasu View Post
    Why do people like OP get to lvl50 and still doesn't understand this? This isn't an action MMORPG. It's suppose to feel more turn base and cast timer dependent in the spirit of Final Fantasy's classic ATB system.
    This... am I seeing this correctly...

    OK first... Says who?

    Here's what I see since I've been playing this since the beginning of it's existence.

    1.) We had a game with zero use for dodging mechanics to start with.
    2.) Darkhold was introduced and the need to dodge Ogre slams and Batraal lazers raised a few eyebrows... Let the latency youtube begin.
    3.) Ifrit was born and the issue became glaringly painful. It was paired with action lock not allowing you to move when performing an action. You couldn't even cancel.

    Ever since this point SE has done nothing but develop ways to avoid lock and make the game feel smooth and seemless. Now we complain about gliding.

    What about this to you favors turn-based over action RPG.
    (1)

  6. #6
    Player
    Goreth's Avatar
    Join Date
    Oct 2013
    Posts
    57
    Character
    Goreth Cervantes
    World
    Exodus
    Main Class
    Thaumaturge Lv 51
    Quote Originally Posted by Jonny_Tapas View Post
    This... am I seeing this correctly...

    OK first... Says who?

    Here's what I see since I've been playing this since the beginning of it's existence.

    1.) We had a game with zero use for dodging mechanics to start with.
    2.) Darkhold was introduced and the need to dodge Ogre slams and Batraal lazers raised a few eyebrows... Let the latency youtube begin.
    3.) Ifrit was born and the issue became glaringly painful. It was paired with action lock not allowing you to move when performing an action. You couldn't even cancel.

    Ever since this point SE has done nothing but develop ways to avoid lock and make the game feel smooth and seemless. Now we complain about gliding.

    What about this to you favors turn-based over action RPG.
    The answer:

    Quote Originally Posted by Namasu View Post
    I said "feel" more turn based not supposed to be turn based, but it seems you're just like most people on this forum with terrible reading comprehension.
    (0)

  7. #7
    Player
    Ladon's Avatar
    Join Date
    Aug 2012
    Posts
    570
    Character
    Resa Nome
    World
    Hyperion
    Main Class
    Paladin Lv 90
    The other problem is that they are inconsistent with their mechanics. Player skill effects go off after the animation while enemy skill effects are applied at the start of them. What's silly is that if they just reversed this concept, it would go a long way in helping the issue. You'd rarely see a situation where you are hit by something outside of the animation and players would feel like they had a lot more control since what is actually happening is also represented better on the screen.
    (7)

  8. #8
    Player
    Kith's Avatar
    Join Date
    Aug 2013
    Posts
    20
    Character
    Kith Ayri
    World
    Excalibur
    Main Class
    Arcanist Lv 60
    Right now, the biggest issue seems to be the game has zero movement prediction on the server and doesn't trust the client at all when it comes to movement in battles (which is odd given the number of teleporting bots seen around, so there must be some trust but I digress). There is a post here for another online game, Path of Exile which is an Action-RPG (ie, Diablo) style game and the linked post explains how they are compensating for latency; what i'm primarily pointing out is the part on movement prediction and how ARR really needs something like this if they are intending to stick with the 300ms update cycle as well as the tight-timing dodge mechanics.

    While this method can induce "rubber banding" when client/server disagree, it seems preferable to the roulette style of dodging we have now and, given the less frantic pace of movement in ARR vs an ARPG, its less likely to rubber band anyway. Yes, it does involve trusting the client somewhat and verifying later, but if there are only 2 server clusters for the entire planet, then lag compensation is outright required to level the playing field.
    (4)

  9. #9
    Player
    Aaron_T's Avatar
    Join Date
    Oct 2013
    Location
    Wooster, OH
    Posts
    394
    Character
    Aaron Tee
    World
    Faerie
    Main Class
    Marauder Lv 50
    I agree, its some total crap sometimes, and I feel like the issue about "dodging" is being "dodged"
    ~snortle~ ~guffaw~
    (5)

  10. #10
    Player
    Hagito's Avatar
    Join Date
    Jan 2012
    Location
    Gridania
    Posts
    92
    Character
    Finn Miller
    World
    Hyperion
    Main Class
    Archer Lv 50
    All I know is that I evaded it, was two miles away and still got hit.

    (7)

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