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  1. #1
    Player
    Phenidate's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    344
    Character
    Autumn Lovelace
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by BlaiseLallaise View Post
    In regards to the switching stances debate, I see no reason why they couldn't just initiate an auto-passive upon defeating the last mob in a group in the same way that we now have an auto-active upon initial attack. They don't even have to remove the ability to switch stances on the fly. I would be in favor of such an adjustment.
    Makes sense. One adjustment/clarification to this idea I'd like though; if I initiate active state the game should not try to move me back to passive. I could just imagine going into active to start auto attacking the next monster and the game decides to move me back to passive because of lag or input delay after defeating the first monster.
    (1)

  2. #2
    Community Rep Bayohne's Avatar
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    Mar 2011
    Posts
    1,713
    We have picked up a few of the concerns that sprung up since patch 1.18 and auto-attacked Matsui with them. (See what we did there? Auto-attacked? Haha!)

    It feels like the interval between auto-attack rounds is too long.
    Keeping in mind that we’ll be adding various new elements to auto-attack (such as haste and double attack), we have no plans of making significant changes to the basics of auto-attack, including the speed of attacks.

    It’s super hard to accumulate TP! I would like to attack FASTER!
    We would like to adjust TP accumulation while considering attack intervals and the balance between classes. Under the previous system, battles often began with the action gauge nearly full, so we understand that this may be why the beginnings of battles may seem slow now.

    We would like to improve the pace of battles by mixing in actions that don’t expend TP as the classes are further developed.

    I would like auto-attack for Thaumaturge and Conjurer removed. I hate it when my auto-attacks wake up the enemy I just put it sleep!
    We are working on being able to cast spells without going into active mode, so if auto-attacking is unnecessary, you can participate in battles using only your arsenal of spells. Passive/Active modes affect a lot of other functions, so we're sorry, but the adjustments will take a long time.

    Both the structure and balance need adjustments, so we think it would be better to provide more details at a later time.

    I want Spirit Dart and Phantom Dart to have lower recast times!
    We will look into this while considering class adjustments and class balancing.
    (81)
    Matt "Bayohne" Hilton - Community Team

  3. #3
    Player
    Lienn's Avatar
    Join Date
    Mar 2011
    Posts
    1,949
    Character
    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Bayohne View Post
    We have picked up a few of the concerns that sprung up since patch 1.18 and auto-attacked Matsui with them. (See what we did there? Auto-attacked? Haha!)



    Keeping in mind that we’ll be adding various new elements to auto-attack (such as haste and double attack), we have no plans of making significant changes to the basics of auto-attack, including the speed of attacks.



    We would like to adjust TP accumulation while considering attack intervals and the balance between classes. Under the previous system, battles often began with the action gauge nearly full, so we understand that this may be why the beginnings of battles may seem slow now.

    We would like to improve the pace of battles by mixing in actions that don’t expend TP as the classes are further developed.



    We are working on being able to cast spells without going into active mode, so if auto-attacking is unnecessary, you can participate in battles using only your arsenal of spells. Passive/Active modes affect a lot of other functions, so we're sorry, but the adjustments will take a long time.

    Both the structure and balance need adjustments, so we think it would be better to provide more details at a later time.



    We will look into this while considering class adjustments and class balancing.
    Well, its such an unfortunate idea just bringing FFXI battle system here...it was a broken battle system that were mainly based into haste and multi-hit gear...and the answer already shown exactly this...and when i say they copied it from FFXI i have my posts removed... :/

    I hope you don't mind me not tossing you a "like" this time, Bay.
    (2)

  4. #4
    Player
    BlaiseLallaise's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    545
    Character
    Blaise Lallaise
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Lienn View Post
    Well, its such an unfortunate idea just bringing FFXI battle system here...it was a broken battle system that were mainly based into haste and multi-hit gear...and the answer already shown exactly this...and when i say they copied it from FFXI i have my posts removed... :/

    I hope you don't mind me not tossing you a "like" this time, Bay.
    I'll toss you a "like". I feel the same apprehension you do with the direction the battle system is going. Granted, I like the recent changes, but I also fear that it'll morph into something much like FFXI. I hope I'm wrong. I REALLY hope I'm wrong.
    (1)

  5. #5
    Player
    Tezz_Xivectro's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    594
    Character
    Tezz Xivectro
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Bayohne View Post
    We have picked up a few of the concerns that sprung up since patch 1.18 and auto-attacked Matsui with them. (See what we did there? Auto-attacked? Haha!)



    Keeping in mind that we’ll be adding various new elements to auto-attack (such as haste and double attack), we have no plans of making significant changes to the basics of auto-attack, including the speed of attacks.


    We would like to adjust TP accumulation while considering attack intervals and the balance between classes. Under the previous system, battles often began with the action gauge nearly full, so we understand that this may be why the beginnings of battles may seem slow now.

    We would like to improve the pace of battles by mixing in actions that don’t expend TP as the classes are further developed.
    One subtle element being the revamp of stats i assume? You may also think about tying stats into TP accumulation & think about a type of "Store TP" trait.
    (such as higher tiers of INT/PIE for mages accumulates higher TP, or STR/DEX for melee)
    Would love to hear your thoughts on something like this.

    I'm not saying "do ONLY this!", but would be interested in knowing the types of things they have in mind for the stat reworking.
    Battles seem slow now, but this revamp could have us killing monsters quicker if it works out good along with Materia.
    (0)

  6. #6
    Player
    Sigmakan's Avatar
    Join Date
    Mar 2011
    Posts
    877
    Character
    Sigmakan Kaph
    World
    Hyperion
    Main Class
    Ninja Lv 80
    Thanks Bayohne, great info (although i think you were scooped by a few hours )
    (1)

  7. #7
    Player
    Zenaku's Avatar
    Join Date
    Mar 2011
    Location
    FL,Hialeah
    Posts
    5,526
    Character
    Zenaku Yamada
    World
    Cactuar
    Main Class
    Conjurer Lv 50
    Wait allowing mage to cast spell in Passive wont that mean that they just getting MP while standing there? Or are you guys thinking of removing this and just making spell"AKA Refresh" to regain MP which would be a nice thing and give Mage and even class DD more MP.
    (0)
    Tactics Ogre: Let Us Cling Together Autographed By "Akihiko Yoshida Tarot Card Sweepstakes Winner

  8. #8
    Player
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,244
    Personally I would like Archers and other ranged classes in the future to be able to have an ranged auto attack then a dead zone and then when up close keep the melee attack. (This is common in most if not all other MMORPG's I have played and I feel kind of cheated without a ranged auto attack.) That or keep it like it is and give all classes an auto attack that fits their class. Ranged attackers should have a ranged attack for auto attack. Currently I am fine with the system and it works good (even though I wish my melee attack was with a knife you could equip in your off hand or with the bow itself, In the future I would like to see this implemented. Also, I think special buff abilities like Raging Strike and Ferocity should not effect you next attack, it should only effect you next special attack, TP move or ability. It is so annoying if I am standing next to a mob I try to pop Raging Strike 2 and Ferocity then my guy punch the mob and I lose my buff when I want to use it on my TP move. Sure I guess I shouldn't be standing next to the mob as a ranged class but you don't have a choice sometimes.

    Quote Originally Posted by Lienn View Post
    Well, its such an unfortunate idea just bringing FFXI battle system here...it was a broken battle system that were mainly based into haste and multi-hit gear...and the answer already shown exactly this...and when i say they copied it from FFXI i have my posts removed... :/

    I hope you don't mind me not tossing you a "like" this time, Bay.
    This isn't FFXI battle system at all really, it has some very basic similarities but it ends there. It actually fits into the more streamline MMO feel now with some strategy and balance thrown into the mix.
    (2)

  9. #9
    Player
    Mihana's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    597
    Character
    Sa'hana Zhralyia
    World
    Mateus
    Main Class
    Bard Lv 80
    Quote Originally Posted by Dargoth_Draconia View Post
    Also, I think special buff abilities like Raging Strike and Ferocity should not effect you next attack, it should only effect you next special attack, TP move or ability. It is so annoying if I am standing next to a mob I try to pop Raging Strike 2 and Ferocity then my guy punch the mob and I lose my buff when I want to use it on my TP move.
    Are you sure about this? As I've never used up my abilities while attacking using Auto-Attack. I punch the enemy and still retain my Raging Strike II, Hawk's Eye, and Bloodbath effect and it's not removed until I trigger an attack. This is how it's been for me anyway...
    (2)

  10. #10
    Player
    Lienn's Avatar
    Join Date
    Mar 2011
    Posts
    1,949
    Character
    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Dargoth_Draconia View Post
    This isn't FFXI battle system at all really, it has some very basic similarities but it ends there. It actually fits into the more streamline MMO feel now with some strategy and balance thrown into the mix.
    This isn't...still. But will be soon enough unless people show the dev team they don't want FFXI again...because when Eorzea become a HD expansion of FFXI it will be already too late to complain.

    And yep, it will...sooner or ater both games will be similar enough to receive a merging and that's what wiill happen...because isn't just FFXIV that is changing...FFXI is too...they are going to revamp every job of FFXI (it is official...just check POL for info). They both are changing, moving in the opposite direction so they can merge in an intermediate state somewhere in the future.
    (1)
    Last edited by Lienn; 08-03-2011 at 12:49 PM.

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