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  1. #71
    Player
    kukurumei's Avatar
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    Mar 2011
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    Mei Mei
    World
    Ultros
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    Leatherworker Lv 50
    Definitely bad idea. These things are meant for single player modes, not MMO modes that have stupid AIs no time limits, and sly gamers who will abuse it the first chance they get.

    again the parallels with the old sp system is uncanny. you are rewarding players that the longer you drag a fight the better you are.
    (1)

  2. #72
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    Quote Originally Posted by kukurumei View Post
    Definitely bad idea. These things are meant for single player modes, not MMO modes that have stupid AIs no time limits, and sly gamers who will abuse it the first chance they get.

    again the parallels with the old sp system is uncanny. you are rewarding players that the longer you drag a fight the better you are.
    Not really much benefit to dragging on the fight. Rage timers will murder you once they do what they are supposed to. Dragging on fights won't be beneficial when you die because of it. Also the "stupid AI's" should be fixed. The current dev team is not responsible for the AI and they will fix it as such. Also there was a cap on the older sp system. Nobody I partied with dragged out the fight as long as possible. If anybody knows the old sp system it's me. The only thing the old sp system promoted was for people to take damage so that healers could heal.
    (0)
    Last edited by ClashBlades; 06-07-2011 at 11:37 AM.

  3. #73
    Player
    Physic's Avatar
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    Apr 2011
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    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by kukurumei View Post
    Definitely bad idea. These things are meant for single player modes, not MMO modes that have stupid AIs no time limits, and sly gamers who will abuse it the first chance they get.

    again the parallels with the old sp system is uncanny. you are rewarding players that the longer you drag a fight the better you are.
    why drag out a fight? If your limit makes killing easier, why would you make killing harder so you can make killing easier for 1 minute? Also if your limit guage is built on damage dealt, or damage recieved, etc, wouldnt it serve you better to kill many things and get more rewards sp/items whatever than to do nothing for a longer? I just dont see how it would be effecient to hold monsters for a skill, the skill would have to be insanely powered for it to be worth that much, and a skill that lasts one series of hits, or 30 sec or whatever aint usually worth gimping it up for 10-15 minutes.
    (1)

  4. #74
    Player
    kukurumei's Avatar
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    Mar 2011
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    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Physic View Post
    why drag out a fight? If your limit makes killing easier, why would you make killing harder so you can make killing easier for 1 minute? Also if your limit guage is built on damage dealt, or damage recieved, etc, wouldnt it serve you better to kill many things and get more rewards sp/items whatever than to do nothing for a longer? I just dont see how it would be effecient to hold monsters for a skill, the skill would have to be insanely powered for it to be worth that much, and a skill that lasts one series of hits, or 30 sec or whatever aint usually worth gimping it up for 10-15 minutes.
    Turtle defense. MMO is a world of stupid AI, they don't know if you're turtling or berserking, or strategically shitting in the can afking. In any case it's just another gimmick that's be stupidly abused because it's so easy to abuse something like that.

    That's why 2hr ability was the "limit break" like skill they thought up with instead of stupidity of "building" super skills, you had one to start off.

    The TP bar already serves the purpose for "building of power".

    Single players are made without such considerations because they are not expected to go beyond double digit playtime. (at most you're going to fight every enemy a handful of times and every boss a few times).
    (1)
    Last edited by kukurumei; 06-07-2011 at 05:15 PM.

  5. #75
    Player
    Anima's Avatar
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    Mar 2011
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    Gridania
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    519
    Character
    Blazel Nox
    World
    Masamune
    Main Class
    Lancer Lv 60
    This was what I had in my Mind.
    As I am a Pug, mainly, I will use it as an example.

    Pugilist:
    Limit Gain:Receiving Damage/Dealing Damage/Evade (The amount could be split/adjusted so it gives a ratio of 3|3|4)

    Ability: Raging Fists - When you hit with melee attacks, you gain a small amount of stamina. (Could be others, I just used Kor's for example.)

    Initiation:Execute Simian Thrash[TP Use:3000] on enemy (Initiation is like Skills needed to trigger the Limit Break/Overdrive Skills, so maybe Chaos Thrust for Lancers, etc)

    ++++++++++
    I was also thinking of a way it could decrease, maybe like Dissidia 012's Assist Gauge depletion, but by far much slower, or maybe by Dying, 1/2[Varies, this is just an example] of the bar would deplete, this could also give people a reason to not die.
    ----------------
    Out of topic. I personally like the Stagger Bar from FFXIII. Maybe In XIV it could be by attacking an enemy[Depletes in time just like XIII, and gaining Stagger Points will be slower] with something they're weak[Physical attack/Mag/Debuff/etc] to or when they are weak[Great Buffalo Leg Incapacitate makes it easier to stagger or something of sort] but ofc, this is meant to only boost a little, unlike in FFXIII which has quick battle system. In order to not fill up space, this could go with the [Target Bar] when targetting something.
    (0)
    Last edited by Anima; 06-08-2011 at 03:25 PM.

  6. #76
    Player
    Anty's Avatar
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    Mar 2011
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    Character
    Anty Lion
    World
    Sargatanas
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Rentahamster View Post
    While I agree with your sentiments that skills more akin to limit breaks and overdrives would be nice to have, I'm not sure if the proper course of action would be to add yet another resource management system into the battle system.

    Couldn't you achieve the same results by introducing limit-break-like Weapon Skills that cost 3000 TP to use?


    Additionally, if these "limit breaks" are too powerful, it would be very detrimental to game balance. I'm sure you remember how overpowered some of those limit breaks and overdrives were in their respective games.

    they could take so much longer to get full, much longer then 3000 tp, so they would be most used in nm fights.
    That could speed them up (its not that they are difficult but can be boring long). And it could add some fun elements.
    Also hate management would be of a greater importance. So people couldnt just go nuts but had to take care still. So that there wouldnt be an abuse of these skills.

    I wouldnt mind a 2 hr ability either. Should be like 1,5 or 1 hr though. That is still not "spamming"
    (0)

  7. #77
    Player
    kukurumei's Avatar
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    Mar 2011
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    Mei Mei
    World
    Ultros
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    Leatherworker Lv 50
    Quote Originally Posted by Anty View Post
    they could take so much longer to get full, much longer then 3000 tp, so they would be most used in nm fights.
    That could speed them up (its not that they are difficult but can be boring long). And it could add some fun elements.
    Also hate management would be of a greater importance. So people couldnt just go nuts but had to take care still. So that there wouldnt be an abuse of these skills.

    I wouldnt mind a 2 hr ability either. Should be like 1,5 or 1 hr though. That is still not "spamming"
    Fancy over the hill animation wow-ness aside, it would be redundant. You are almost guaranteeing user abuse with no tangible recourse. It's dang hard to script a decent boss battle as it is in FF14.

    Developers have to work within the bounds of MMO mentality, that falling over dead with fancy graphics is a single player mentality that has to be carefully moderated, when a game needs to last hundreds of hours to thousands of hours between content creation.

    I get the "OMFG move" of badassing things...but that's not going to last more then half a dozen times feeling.
    (0)
    Last edited by kukurumei; 06-08-2011 at 01:22 AM.

  8. #78
    Player
    elreed's Avatar
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    Mar 2011
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    810
    Character
    Don Elreed
    World
    Excalibur
    Main Class
    Archer Lv 50
    Quote Originally Posted by kukurumei View Post
    Fancy over the hill animation wow-ness aside, it would be redundant. You are almost guaranteeing user abuse with no tangible recourse. It's dang hard to script a decent boss battle as it is in FF14.

    Developers have to work within the bounds of MMO mentality, that falling over dead with fancy graphics is a single player mentality that has to be carefully moderated, when a game needs to last hundreds of hours to thousands of hours between content creation.

    I get the "OMFG move" of badassing things...but that's not going to last more then half a dozen times feeling.
    I dont know if you just wanna bitch this idea just to be sure the game doesnt have fun and involvement elements, i dont get it really.

    What all this people are saying is that it would be great and fun to have actually a limit break/overdrive abbility different for every job, why would i like to be base build in what you do, same as old sp mode? well if you are the kind of person that do as much as you can in every fight, you should have something even better than skillchains, battleregimens and weapon skills that could help you in a fight, like the 2hrs abbilities that we had in FF XI, but this time would be awarded based on what you do, so if you start a dungeon, campaign, dynamis type when you get to be fighting the boss you have something else to help you in a fight and it could add a lot of elements into the fight that the game actually has but are not that much required like incapacitation of mobs.

    As it is now you can incapacitate the mob if you want the drop, but if you have this limit break abbilities you could actually make a tactic goal in every boss/NM fight to incapacitate so the ppls in the party can make theyre damage limit break skills at that moment or if the party is loosing the fight you could have a limit break abbility for whm to heal everyone same as FF XI, i dk.

    And as i said before, they could add new limit breaks for every job and those can be unlockable by ranking up and doing really hard chain of quest. They could add different effects to those limit breaks so you can make a tactic of wich of them will you be using, like elements affinities, debuffs, well i hope you get the idea of what this is about.


    BTW I DONT CARE WHAT IT TAKES THE DEVS TO DO IT, THIS IS BUSSINESS FOR THEM, THEY HAVE THE PEOPLE WHO KNOWS ABOUT CODES AND ALL, AND THEY HAVE THEIR WORK HOURS TO THINK ABOUT HOW THEY'RE GONNA ADD THIS KINDA STUFF WITH PRO'S AND CON'S, THIS IS NOT A HOBBY FOR THEM SO LET THE WORRIES FOR THEM AND ADD ELEMENTS TO MAKE A BETTER GAME.
    (3)
    Last edited by elreed; 06-08-2011 at 03:01 AM.

  9. #79
    Player
    PSxpert2011's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
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    1,383
    Character
    Psxpert Sylph
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    WITH THE POWER OF GREYSK.... THE TWELVE!!!! ... I HAAAAVE THE POWEEEEEER~! (TP gauge lv.5 <flashing yellow/whitish>)
    (1)

  10. #80
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    Matsui let us know that this would be an idea that they will look into after the battle adjustments take place.
    (28)
    Bethany "Rukkirii" Stout - Community Team

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