For sure... Slow = Z z z z for me. I need ACTION!
For sure, I don't like your idea. Making the action slower only make this game even more boring than the currently.
I think the point here is "How to make battle system that not allow you to spam"
Try to make mob hard enough that if you not use your TP properly then you will die. and easy mob give low SP.
First... Where do you get your stats? 51% really, can you back that up with some sources. And second... I don't think that analogy is even needed or relevant.
But on to your comment about BR, I agree, that perhaps the new battle system will use it in a better way, or improve upon it. Can't wait to see what they do.![]()
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Much of the system stays the same. Hawk's eye and Raging strike are "buff" type abilities and have no reason to change, you activate them and use them. If you are concerned about an AA eating the buff, either AA aren't augmented by some "attack enhancing" buffs or thats where AA toggle on/off comes in handy.What determines which are the "basic" attacks that are utilized during auto attack in the AA system you described? All DoW/DoM have multiple "basic" attacks, which each serve different purposes currently. How will things like "Multishot" work? With the horrendous sluggishness of the macro system, how do you integrate things like "Hawk's Eye" or "Raging Strike" into an attack? How will reactive abilities like "Phalanx" operate if you happen to auto-attack at the wrong time?
Phalanx again has no need to change, it's a reactive ability and when conditions are met you activate the skill.
as far as additional "basic" attacks you gain from rank up. Those are either situational skills like Heavy thrust. It's a skil thats on a short cool down, with high accuracy and potent "bind" type effect.
Attacks like "Pierce" which adds an AoE component can become slotable upgrades so all your AA have AoE capability (at your choice, since you have to slot it maybe under "traits")
Or "Pierce" becomes an alternative attack, or a "stance" like Reika suggested. you activate this as you AA, or your stance, it adds slight delay, slight attack loss, but hits multiple mobs.
great changes don't need to be made to the battle system to include AA. Balance of TP gain and weapon delay are the pivotal aspects that need to be largely taken into account.
I'm excited to see what they have in store of us ^^
Excellent Dev post! I'm grateful for the information and professionalism. I'm also super excited about auto-attack for a number of reasons.
Nice move SE, now bring that same sort of decision making into other areas of the game.
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I thought we was suppose to get an update on patch 1.17 this week.
I just hope that they don't make it exactly like it was in 11... I hated that battle system. It was soooo slooowwwwww! It was cool when you had TP and could dish out some very cool graphical weapon skills.... that much i liked. But the battle itself usually took a VERY long time because of the incredibly slow auto attack system. And to me it was pretty boring... sitting there for 10-15 seconds until i could get 100 TP and then do a WS. woopdee... nah I don't want that to happen to this game. If they do that then the auto attack better be faster (as they say it will be but who knows) and TP gain better be comparable to what we have now. Please don't screw this up SE...
I can only say ....Haste gear![]()
SE continue what youre doing.
Im happy if auto attack comes back but the real issue for me with auto attack is battle speed , i hope for a faster battle system than ff11 and well i guess, get basics right they can build on the system after and maybe improve it.
I would like to interact in battle but not to point where i spam actions like with current system so i hope this will be a good change for final fantasy 14 and certainly in my view something that is needed.
Om another note will the battle user interface get tweaked with the battle update? , that is something i like to see i kinda prefer the interface in 11 to way 14 is.
Last edited by MaxWinter; 04-01-2011 at 04:27 AM.
You cannot have it "stay the same" and add AA. It is a fundamental game change.Much of the system stays the same. Hawk's eye and Raging strike are "buff" type abilities and have no reason to change, you activate them and use them. If you are concerned about an AA eating the buff, either AA aren't augmented by some "attack enhancing" buffs or thats where AA toggle on/off comes in handy.
For many reactive abilities, it will not allow you to execute if you step over them with another attack or ability even if you previously met the requirements. Although Phalanx seems to be the most forgiving of those. But again, what about abilities like "Multishot"? That particular ability absolutely cannot function or exist in the AA system you have described.
I really don't understand the term "basic" attack. There are many attacks in the game right now that serve different purposes. Often times within the same battle. If a button needs to be pushed to enable a different type of attack, then isn't that then just the exact same system we have now?as far as additional "basic" attacks you gain from rank up. Those are either situational skills like Heavy thrust. It's a skil thats on a short cool down, with high accuracy and potent "bind" type effect.
Attacks like "Pierce" which adds an AoE component can become slotable upgrades so all your AA have AoE capability (at your choice, since you have to slot it maybe under "traits")
Or "Pierce" becomes an alternative attack, or a "stance" like Reika suggested. you activate this as you AA, or your stance, it adds slight delay, slight attack loss, but hits multiple mobs.
Not only is AA a great change in itself, great change is a REQUIREMENT for an AA system to be included at this stage. To be quite frank, they can't even figure out how to add a targeting system that has any resemblance to a usable functioning system, and all of a sudden they will add AA that is going to work? Forgive me if I have my reservations or concerns.
Will those that have been clamoring for this finally sit down and play this game without reservation? Or will they leave again at the drop of a hat when they level up and find the games true issues, frustrations, and shortcomings? Those very same issues that are being delayed or outright ignored due to these limited resources being allocated to working on things like AA?
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I'm hoping that with the "timing of the attacks" that stamina still exists solely for Weapon Skills. And say your party wants to do a skillchain. You'd better have enough Stamina saved up.
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