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  1. #1
    Player Alerith's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    2,187
    Character
    Alerith Rayneheart
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    I don't think that toggling Passive/Active states should be automatic. It helps with camping and reaction time if you can do it on your own.

    You can either:
    A) Target a mob, ready an ability, wait to automatically enter active mode, use the ability
    -or-
    B) Enter active mode before you need to, ready/use an ability

    The delay isn't HUGE, but it's enough to where not having it can increase your effectiveness.

    Also, you won't auto attack if you don't have your skill bar up, so you can enter active mode, approach an enemy, then just stand there if you want. You won't swing until you hit enter again to bring up your skill bar. Granted, if you don't know your hotkeys, you're going to have a harder time than someone who can hit the hotkey and back out of the skill bar.

    For mages trying to sleep, hit the sleep hotkey, enter for your target, then just hit ESC to back out of the skill bar and you won't attack your sleeping target.
    (1)

  2. #2
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    282
    I'm for removal of manually activating active/passive mode.
    (0)

  3. #3
    Player
    LuciBlack's Avatar
    Join Date
    Mar 2011
    Posts
    136
    Character
    Lucious Black
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    I disagree.
    Sure they can make initial engageing easier with autoattack.
    But i like the funtion of active/passive. Such as: running around town with my weapon out.

    I too use a differant "0 Ability Fight" action in slot number 1 so i can easily push one button to active, lock and start auto attacking.
    (0)

  4. #4
    Player
    zaviermhigo's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    1,820
    Character
    Zavier Mhigo
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    I hope they implement haste gear way before implement arcanist with haste. I just don't think they'll restructure the classes to give haste, maybe a job will have haste? WHM? idk. I just hope we could maybe add haste on gear through materia? I know its for stats already present on gear, but that doesn't mean they can't expand on this later. I just wonder how long we'll have to wait before any haste is implemented.

    Question about haste:
    Will haste effect everything we do, weapon delay obviously which effects auto attack speed, but will it also increase spell casting as with xi you could haste yourself first and go through the buff roto faster?
    (0)

  5. #5
    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)

  6. #6
    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)

  7. #7
    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.

  8. #8
    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)

  9. #9
    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)

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