Something to keep in mind about FFXII is that it uses an ATB system which necessarily slows it down. FFXIV, on the other hand, uses a Global Cooldown. Unlike the ATB system, Global Cooldowns allow exceptions in the form of Off-GCD abilities. EVERYTHING in FFXII depended on you charging up an ATB gauge before you could do something, even using an item or making an auto-attack.
Really, in the end, I just find it kind of weird that people keep insisting on judging FFXIV by its predecessors, when it's obviously its own game.
Also, just sorta curious, but has anyone checked how long it takes to charge up the ATB gauge in FFXII without any of the Action Speed licenses? Unless it takes less than 2.5 seconds to charge the ATB, then FFXII is just as fast as FFXIV.
The old Version of FFXIV had no global cooldown.. i am talking about FFXIV before the reboot "A Realm Reborn".. because someone said "1.0." was so slow... and i said "Have you ever played a FF" just like FF12? because the pace is almost the same
and that there are different types of combat speed and CS (combat systems) in every games.. turn based... slow... fast.. and its the matter of preference..
Last edited by Tonkra; 11-11-2014 at 09:45 AM.
I am aware of this, and I don't mind a slower pace of combat, so long as things are balanced around that. My point is that trying to compare FFXIV: ARR and FFXII is like comparing apples and oranges: Despite any similarities, they're still two entirely different things, and trying say one is better than the other is, as you pointed out, purely a matter of preference. Honestly, if I'm playing an MMO, I'd prefer the pace of combat to be on the faster side, but that's just because most of the MMOs I've played and enjoyed were ones like WoW or DFO, where actions go off basically as soon as you press the button (or button combo, in DFO's case).
i havent compared ARR and FFXII.. i compared the pace of FFXIV (old version, before ARR) to FFXII.. have you even read my posting before and which person and text i refered to? (everyone talked about 1.0. combat being slow -> not ARR)
i just refered to ARR regarding small details such as visually stuff like these blue dots at the end of the zones etc.
and thats where i have a problem with it ... did you even know that there is a turn based MMOrpg out there? (unfortunatley i forgot the name)... and i dont think that a fast paced combat is a must for MMO.. because 80% of MMorpg players know it like that from WoW...
when offline rpgs can have different combat systems... then a MMO can have it too! point.
and it also worked good in FFXI... people seem to have very close horizons when something becomes too "unconventional"...
especially in times of "fast food" combat systems today. (CoD, WoW, Diablo, Skyrim, FFXIII-3 etc.).. and the wow combat system has been copied in thousand other MMorpgs since it came out..
Last edited by Tonkra; 11-11-2014 at 10:14 AM.
@Tonkra Still apples and oranges, 1.0 was not a turn-based MMO, it was a really slow paced real time combat MMO, same as XI.
Final Fantasy 12 wasnt turn based either... FF13 etc.. soo...
FF12 played almost like a MMO
Well.. Gambits in FF12... paradigms in FF13, one player character in FF13-3... soo... well..
and still no argumentation at all why a MMORPG cant have a slow paced combat system. Just because you know the "fast" global cooldown combat system of WoW (and hundreds of MMO's copied that) doesnt mean that every MMO must have a combat system like that.
"Terrible argumentation is TERRIBLE"
i loved the old chaos thrust and doomspike animation of lancer it felt so intense:
https://www.youtube.com/watch?v=s0vrpjQd-Uo
massive, direct damage (multiple hits) instead of a DoT. plus they did much more damage. because those skills werent somethin that you spam like in ARR or WoW.. its like in Final Fantasy that these skills are "special attacks".... the tp had to be built up in order to perform them.
in contrast to the basic attack.
so in my opinion it was much more FF alike what the combat pace and system was.. that what we have now (just the limit break system is one tribute to FF)
Last edited by Tonkra; 11-12-2014 at 01:12 AM.
FFXI was Real Time System game. It was not Turn based. My MMO days are before WoW's time and idc about WoW's influence.
I feel the bigger picture is our differences. I like the series due to the differences in it's releases. Also why I didn't want XIV to be a XI-2.
Both Real Time and Turn Based Systems allow players to think and plan strategies and learn from trial and error. I don't look at Real Time Systems as button mashers and Turn Based Systems as slow either.
All this continues to tell me is you dislike Real/Active Time Battle Systems. You label them "Fast Food" Combat systems of basically today. Yet in the 80s and 90s RPGs were a flood of Turn Based Systems and modifications of it (example: ATB). Everyone copies everyone. Then and now.
WoW clone is irrelevant, past practice in Video Games history proves that.
Last edited by ReplicaX; 11-11-2014 at 11:15 AM.
Because change terrifies so many gamers. Just look at the highest selling games. CoD franchise and EA sports franchise, which are churned out every year with, at roots, no real differences between the last one. Even the devs said they wont change things as it would "annoy the fans". Assassins creed is another series that practically just reskins the same game every version. So many players base their expectations on the previous game and don't approach new games as a new game.
Also look how many call Miqo'te Mithra and Lallafell Tarutaru. Or /whisper when there is no whisper, or the MArketboard an auction house, even though they are two totally different systems.
Last edited by Sapphic; 11-11-2014 at 11:34 AM.
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