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  1. #1
    Player
    SydeBeheln's Avatar
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    Mar 2011
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    383
    Character
    Side Beheln
    World
    Goblin
    Main Class
    Marauder Lv 54

    [DEV] Archer and there arrows idea....

    I formulated this concept from two final fantasy titles, and there corresponding mechanics involving both Ammo(from final fantasy 12) and Gathering tools(from final fantasy 11).

    PLEASE READ ALL OF THIS, BEFORE COMMENTING, THANKS!

    FINAL FANTASY 12
    I'll be short and to the point. We all know in FF12 Ammo took the form of one singular item we would place in our ammo slot, this gave us infinite ammunition for whatever type of ammo we chose to equip. This could range anywhere from blind bolts, to standard wooden arrows(examples).

    FINAL FANTASY 11
    In FF11 our Gathering tools such as pick axe's, or hatchets, were based around a system, where the more you used them, the more likely they were to break, and in some cases may even break on the first use. This lead to players bringing multiple pick axe's and hatchets in stacks of twelve.

    FINAL FANTASY 14
    In final fantasy XIV, Archers are currently at the knees of controlling there arrows per fight by continuously navigating back and forth from the monster in order to stop their auto-attacking/arrow using mechanic. The only other alternative is exiting passive/active mode. Without some method of turning off their AA feature, Archers are having to find alternative and some what hassling combination's of ways to control their arrows per second(as I like to call it).

    MY IDEA
    Because of the current system being released in 1.18 Archers are beginning to ask for unlimited Ammo. I will say, I do not agree in unlimited Ammo. However, I do agree their should some form of ease to the limit of arrows per second.
    Combining FF12's singular Ammo item(arrow, bolt, bullet/shell whatever it may be) with FFXI's Gathering Tools random break on usage mechanic, we can form an ease to the amount of ammo per second.

    Examples include...An archer has equipped an Iron Arrow, he brought along a stack 12 Iron Arrows. While in combat instead of blowing through all 12 of those arrows per attack, it would instead randomly generate a "break" per arrow at any given time in combat. This could be followed up with a chat-log text indicating "your Iron Arrow has broken". At that point the Archer then uses "refill" to re-equip another Iron arrow.

    This system Could be modified by a statistic. Depending on an Archers "x" statistic(whatever it might be), Will determine the breaking percentage per arrow.

    This is an idea, I feel will ease the number of arrows Archers will have to not only lug around, but also have to use in combat, and this system actually goes hand-in-hand with the new battle system being released in 1.18. On top of that, players should remember Quivers can excel the amount of arrows a player can carry by expending on one inventory slot. These quivers could carry 99 of any said arrow.

    Thanks for reading! Let me know your opinions, and what you might think ^^!
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  2. #2
    Player
    Viridiana's Avatar
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    Mar 2011
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    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    Quote Originally Posted by SydeBeheln View Post
    FINAL FANTASY 14
    In final fantasy XIV, Archers are currently at the knees of controlling there arrows per fight by continuously navigating back and forth from the monster in order to stop their auto-attacking/arrow using mechanic. The only other alternative is exiting passive/active mode. Without some method of turning off their AA feature, Archers are having to find alternative and some what hassling combination's of ways to control their arrows per second(as I like to call it).
    Are we talking about the same FFXIV? 'Cause I seem to recall something about ARC AA not using arrows at all. . .
    (2)

  3. #3
    Player
    SydeBeheln's Avatar
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    Mar 2011
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    383
    Character
    Side Beheln
    World
    Goblin
    Main Class
    Marauder Lv 54
    If your referring to the hand-to-hand combat that archers are getting, that is only when you are close enough to an opponent. However, once you back up to a specific distance, you will engage with your bow and arrow instead. I even mention this in the post, when I speak of the alternative hassling methods required to stop the arrow using AA archers will have.
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  4. #4
    Player
    Mishari's Avatar
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    Mar 2011
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    Character
    Mish Nhanniji
    World
    Shiva
    Main Class
    Black Mage Lv 70
    Archer don't get AA for ranged attacks.
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  5. #5
    Player
    SydeBeheln's Avatar
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    Mar 2011
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    Character
    Side Beheln
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    Goblin
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    Marauder Lv 54
    Where have you seen this information, and I'm not talking about the current system, the new one.
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  6. #6
    Player
    Mishari's Avatar
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    Mar 2011
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    259
    Character
    Mish Nhanniji
    World
    Shiva
    Main Class
    Black Mage Lv 70
    It was not explicitly said.
    But after reading the last topic on lodestone about AA,
    I just assume the AA for Archers is only active in close range.
    I admit that I'm not really sure about that.
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  7. #7
    Player
    Viridiana's Avatar
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    Mar 2011
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    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    The following basic attacks will be removed:
    Pugilist: Heavy Strike
    Gladiator: Light Slash
    Marauder: Light Swing
    Lancer: Light Thrust

    The abilities Light Shot (Archer), Spirit Dart (Thaumaturge), Phantom Dart (Conjurer), Throw, and Stone Throw will remain available, although their usage will be regulated by a recast timer.

    Recast timers will be adjusted for certain actions obtained via quests and guild marks whose action costs were managed solely through the stamina gauge.
    Pugilist: Light Strike / Flurry / Pummel
    Gladiator: Light Stab / Heavy Slash / Heavy Stab
    Marauder: Broad Swing / Full Swing / Heavy Swing
    Lancer: Heavy Thrust / Pierce / Full Thrust
    Archer: Multishot / Close Shot / Heavy Shot
    Thaumaturge: Shadowfall / Silhouette
    Conjurer: Nature’s Fury / Elemental Shroud

    Quote Originally Posted by Bayohne View Post
    Checked with the dev. team regarding questions about archers and their ability to auto-attack. Auto-attack as a system will initiate when the player is fighting an enemy in close range. While archers will be able to auto-attack enemies while in close range it won't be with arrows. New animations will be implemented to make this all happen!
    Gee, there's Bayohne saying that ARC specifically will not auto-attack with arrows, as well as the letter from the producer saying that Light Shot will have a recast timer. So, yeah, you're pretty much wrong all around.
    (0)