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  1. #51
    Player
    Payadopa's Avatar
    Join Date
    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    It should stay the way it is. People who are prepared (as in readying their weapon) should have an advantage over people who get attacked without realising it at first (only to draw their weapon afterwards). If this game needs something it's more tactic/ skillful play, not less.
    (0)

  2. #52
    Player

    Join Date
    Jun 2011
    Posts
    4
    i would like to point something. when fighting monsters that regularly use Shock Spikes (ex: gnat), it seem there is a problem with the character attacking movement after attacking the monster and get stun effect. immediately the 2nd attack is executed without character attack motion, i was unable to execute any other action to cure myself, even continuously pressing the action button (second wind). The only option is to move away and heal myself.

    i know maybe it's not directly related to auto attack but dev team need to address it.

    i thought there is a problem with my PC but after testing it on different PC, it happen again.
    (0)

  3. #53
    Player
    Fear's Avatar
    Join Date
    Aug 2011
    Location
    Ul`Dah
    Posts
    821
    Character
    Fear Vivi
    World
    Ragnarok
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by ReapKarmah View Post
    I think it's so pointless having a dedicated button to control passive/active mode. Much more I think it's stupid to have such modes in the first place. Let us simply engage a target and disengage automatically when it's dead.

    Why is it SE refuses to bring over the successful bits that worked from XI? Ugh..
    I agree completely, an attack system from FFXI would make much more sence you would be able to keep your TP unless you rest (no auto rest), mage classes can cast without hitting it and the system would feel and look much better
    (0)

  4. #54
    Player
    MistyMew's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    1,474
    Character
    Misty Mew
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by ReapKarmah View Post
    I think it's so pointless having a dedicated button to control passive/active mode. Much more I think it's stupid to have such modes in the first place. Let us simply engage a target and disengage automatically when it's dead.

    Why is it SE refuses to bring over the successful bits that worked from XI? Ugh..
    reading your comment i have to say....i ...i love you Reap
    and agree 100% !!
    (0)


    MORE HIGH HEELS + INSTANCED HOUSING! !

  5. #55
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    146
    Quote Originally Posted by Phenidate View Post
    With the addition of auto attack there is very little reason to manage active and passive states now.

    Stop making us manage our active and passive states to enter and leave combat. Have the system do it automatically as was done in FFXI, and is done any any other MMO that differentiates between being in and out of combat. This responsibility should not be forced onto the player.

    Presently this is one of the most awkward things in game to manage. Why is it we have to micromanage what state we are in anyway? Is there a reason we don't have a 'start attack' button, and when combat is over we put our weapon away?

    So please.

    Change the system so that what is essentially drawing and sheathing your weapon happens automatically.
    When we want to auto attack, provide a button to hit so we start beating its face in.

    This way hopefully starting and finishing a fight with a monster would go like this:
    • Target monster.
    • Press [start attack key] or activate ability.
    • Weapon is draw, attacks go off.
    • Combat commences and eventually finishes.
    • After a brief delay the game places you back into passive move.

    Some probably want to point out that active mode is important to keep mages from constantly regenerating MP while they cast. The solution then is simple: After casting a spell the system keeps the players weapon out for a few seconds. Long enough so that it overlaps the time period within which you would need to cast another spell in combat. If you are waiting longer than that between spell casts then its about the same as it is right now where a caster would change back to passive mode to regenerate a handful of MP mid fight anyways.
    It would be nice but i think they are avoiding this maybe because they would have to change code i can't say that for sure though, maybe it will become jump function. I'd also like to see the moving on foot characteristics changed i think its stupid that i can't full sprint in a circles because the diagonals make you walk or something like that.
    (0)
    Last edited by DonMega; 09-19-2011 at 10:53 AM.

  6. #56
    Player

    Join Date
    Sep 2011
    Location
    ウルダハ
    Posts
    32
    Wouldn't the removal of this function preclude mages ability to leave combat to generate resting MP? The party would be "engaged" so we would lose the mechanic of specific party members leaving combat to allow for HP / MP regeneration...thats no good.
    (1)

  7. #57
    Player

    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    256
    i say leave it all as it is just remove the recast timers for our standard melee attacks.

    "oh i swung my sword, oh no, it cant do it again for 30 seconds when in real life it only takes 2"

    its pretty retarded imo.
    (0)

  8. #58
    Player

    Join Date
    Oct 2011
    Posts
    1
    This is the one of the last two "BIG" things on my list of "...things SE needs to fix before I'll commit to ffxiv full time". I just don't understand it....they have a perfect working mmo in ffxi, why did they need to re-invent the wheel? Do they NOT like money? Passive/Active mode needs to go -- if I have to enter a combat stance to cure myself one more time *&%^*%^#*
    (0)

  9. #59
    Player
    Gidonoidon_Sur's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    618
    Character
    Agilo Sur
    World
    Ultros
    Main Class
    Marauder Lv 23
    Quote Originally Posted by Xenolis View Post
    This is the one of the last two "BIG" things on my list of "...things SE needs to fix before I'll commit to ffxiv full time". I just don't understand it....they have a perfect working mmo in ffxi, why did they need to re-invent the wheel? Do they NOT like money? Passive/Active mode needs to go -- if I have to enter a combat stance to cure myself one more time *&%^*%^#*
    So pro-removing active stance. Change to be exactly like FFXI please.
    (0)

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