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  1. #1
    Player
    YUGON's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    164
    Character
    Kaiso Yugon
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Agreed.

    Even when I like Auto Attack feature, I like Stamina bar too. Of course, Stamina system must be revised, and maybe redesigned, because right now, is a joke.
    (0)
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  2. #2
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Stamina bar was originally ATB bar and people hated it, so I can't say better or worse.

    It does serve a purpose because our skill cool downs are just so numerous and short. Of course that also caused massive balancing issues in what would be considered a good use of stamina.

    If we take out stamina, and go straight cool down, all the cool downs would have to be rebalanced and that might get complicated.

    If you want to keep the stamina bar, the best way would be to slow it down and reduce the stamina usage. Right now it's too fast and too hectic. Though the skills themselves are also a problem.

    Basically the problem is mult-layered. You have over usage of the stamina bar which causes all sorts of problems, and you have unbalanced skills when using the stamina bar.

    Why the heck do some skills take half a stamina bar? why the heck do spells are virtually unlimited in the stamina bar. And why the heck does the animation becomes more of an issue then stamina itself.

    Doing away with it isn't a bad idea, it leads to a less complicated system which which to FF14 is having issues trying to balancing them. But keeping it can be done, it just take a lot more effort to balance every skill which is probably going to be needed anyway.

    Though yes the whole reason stamina bar came into being was because it had no auto-attack in alpha, and people cried about how boring it was to press 1 every 15 seconds.
    (0)

  3. #3
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    51
    I like the stamina system. Strategy plays into a fight alot more. I also am very against auto-attack. You have to be really active with the current system, which I like.
    (0)

  4. #4
    Player
    Armageddon's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    25
    Character
    Lord Armageddon
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    I agreed it should be remore.
    hard to play with it anyway in some situation because of the lag.
    And i'm pretty sure, will loose the lag with auto attack and the stamina bar gone
    (0)

  5. #5
    Player

    Join Date
    Mar 2011
    Posts
    81
    agreed.

    the stamina system seems utterly pointless, as if they added it in just because it sounded like it would reinvent their game. It didn't.
    (0)

  6. #6
    Player
    Shadowskill's Avatar
    Join Date
    Mar 2011
    Posts
    89
    Character
    Naberius Abaddon
    World
    Hyperion
    Main Class
    Dark Knight Lv 60
    Hello

    Can always change the usage of the stamina bar. maybe to control basic attacks, kind of like the delay system they had in FF11?

    Had this idea posted in the general forum, http://forum.square-enix.com/ffxiv/t...nt-Auto-attack

    Might work well with your idea
    (0)
    Last edited by Shadowskill; 03-24-2011 at 08:41 AM.

  7. #7
    Player
    Aldarin's Avatar
    Join Date
    Mar 2011
    Posts
    100
    Character
    Aldarin Blackwing
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Limiting Factors

    - Each move in the game currently requires the use of a resource:

    HP, MP, and TP.

    - In addition to these resources we have extra limiters on skills and abilities:

    cooldown times, casting times, and animation times.

    All of the above mentioned are acceptable and make sense. These are typical with any MMO. The stamina bar adds an additional threshold on abilities and actions that is cumbersome.
    casting times and animation times are basically the same thing, so there are really 3 main limits currently. The recast time, the animation time, and the stamina bar. The issue with the stamina bar is that is acts as a universal cool-down timer, which is redundant since the animation times also act as a universal cool-down. Every ability has a recast time, minimum being the animation time, as well as a universal cool-down time, being the animation time. Removing the stamina bar would change little in the current gameplay, but would remove a cumbersome element.

    As for auto-attack, there are both pros and cons to an auto-attack system. The biggest issue I see is what happens when people want to use a higher level ability as their base attack. As for meshing with the stamina system, auto-attack would be much easier to implement without the stamina bar, but the removal is not necessary.
    (0)

  8. #8
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Aldarin View Post
    casting times and animation times are basically the same thing, so there are really 3 main limits currently. The recast time, the animation time, and the stamina bar. The issue with the stamina bar is that is acts as a universal cool-down timer, which is redundant since the animation times also act as a universal cool-down. Every ability has a recast time, minimum being the animation time, as well as a universal cool-down time, being the animation time. Removing the stamina bar would change little in the current gameplay, but would remove a cumbersome element.

    As for auto-attack, there are both pros and cons to an auto-attack system. The biggest issue I see is what happens when people want to use a higher level ability as their base attack. As for meshing with the stamina system, auto-attack would be much easier to implement without the stamina bar, but the removal is not necessary.
    That's because they spam stack BR, so the stamina bar takes little roll in that.

    It is redundant though in the fact that you have attacks, skills and debuffs all stacked on the same bar. TP plays a stupidly small roll in this, as TP skills themselves becomes the odd man out.

    It's a really weird system when you dissect it to its theories, as you'll realized so many opposing figures are really stepping on each other's toes from MP, stamina, cool downs, and TPs glooping into one.

    Why have cool down if you have stamina, why have TP if you have stamina, why have MP if you have stamina? We don't really know anymore, besides very minor niches. I spam light attack, to get TP, which isn't really worth using due to the lag time, and stamina, while magic is always useful because they take almost no stamina with long casting times to replenish them, then we have to play with cool downs, it's irrelevant when you think about why we have so many "bars".

    Basically it's a mess, that'll get magically cleaner if stamina was removed.

    Something needs to be done like make skills exclusively auto attack, exclusively stamina and exclusively TP. When you start mixing and matching it really goes haywire.
    (0)

  9. #9
    Player
    Seirra_Lanzce's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,938
    Character
    Seirra L'anzce
    World
    Masamune
    Main Class
    Gladiator Lv 100
    Instead of removing the whole thing, i would say an adjustment/balance is in need. Say those basic attacks should consume little stamina comparing to a WS. Magic should use the same minimal stamina and still depletes MP.

    And they should add more cool animation in it.
    (0)

  10. #10
    Player
    Vanguard319's Avatar
    Join Date
    Mar 2011
    Location
    I've returned! First I find pants, then Louisoix dies for sending me to the void.
    Posts
    1,272
    Character
    Uni Neko
    World
    Hyperion
    Main Class
    Archer Lv 72
    I like the stamina system, it's a thinker's battle system. It forces the player to think about thier next move and how to manage thier damage and skill usage. In some ways, it's like the heat gauge in the Mechwarrior series, you built a mech around ballistic weapons, (low heat) missiles, (mid heat) and energy weapons. (high to very high heat) You could group your weapons to fire in various ways, but you were always limited by the heat they generate, with penalties for overheating, ranging from reduced movement, to shutting down and becoming a helpless target, or my personal favorite, suicide from engine/ammunition explosion.

    My point is that both systems force the player to plan a strategy: For a certain target, do they use lo-stamina attacks for constant damage over time, and risk not doing enough damage? Do they use stronger skills that use more stamina, generate massive spike damage, and risk tiring? Or do they choose a middle path, mixing hi and lo stamina skills for optimal damage and stamina use?
    (0)

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