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  1. #1
    Player
    Lyndria's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    15
    Character
    Xihcsr Atra
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    I see a lot of good suggestions, but I feel that some of conversation has gotten slightly off topic.
    The scope of this is to examine the benefits/hindrances of the stamina bar.

    Auto Attack:
    - If auto attack is added it could work fine with or without the stamina bar.
    - If auto attack is not added, it could also work fine with or without the stamina bar.

    So my concern is that the additional threshold, bottleneck, etc. of the stamina bar in its current form is useless. The desired effects for limiting actions can be achieved using the other limitations already placed in the game.

    - We could use longer/shorter animation times to differentiate between abilities like bloodbath and rampart. Or, use the stamina bar for buff actions only. (Featherfoot, Fercocity, Blood Rite, etc.)
    - Does my Warmonger really need to take up half my stamina bar or could we just give it a longer animation time? Or could we just limit those types of actions to stamina without spells, WS's, attacks, ect. also taking away from the same bar?

    examples:

    Casting Sacrifice takes - mp, hp, stamina, casting time, animation time, and also has a cooldown.
    Using Seismic Shock takes - mp, tp, stamina, animation time and also has a cooldown.

    - in each case there is enough there to limit the actions of the player sufficiently in a variety of ways without using stamina.
    (0)

  2. #2
    Player
    Dreamer's Avatar
    Join Date
    Mar 2011
    Location
    Balmung (USA, EST)
    Posts
    1,417
    Character
    Mocha Leporina
    World
    Balmung
    Main Class
    Pictomancer Lv 87
    Quote Originally Posted by Celtodeno View Post
    ....remove stamina, add auto-attack, tweak and balance HP/MP/TP useage, remove BR and add Skillchain/magicburst, delete armory system, add some sort of sub-job system..
    <-- FFXI is that way. Please go play it. Some of us don't FFXI-2. There is zero reason why the current battle system can't work with some minor tweaks. You don't need to clone another game's battle setup in order to fix it.

    Quote Originally Posted by Lyndria View Post
    I see a lot of good suggestions, but I feel that some of conversation has gotten slightly off topic.
    The scope of this is to examine the benefits/hindrances of the stamina bar.

    Auto Attack:
    - If auto attack is added it could work fine with or without the stamina bar.
    - If auto attack is not added, it could also work fine with or without the stamina bar.

    So my concern is that the additional threshold, bottleneck, etc. of the stamina bar in its current form is useless. The desired effects for limiting actions can be achieved using the other limitations already placed in the game.

    - We could use longer/shorter animation times to differentiate between abilities like bloodbath and rampart. Or, use the stamina bar for buff actions only. (Featherfoot, Fercocity, Blood Rite, etc.)
    - Does my Warmonger really need to take up half my stamina bar or could we just give it a longer animation time? Or could we just limit those types of actions to stamina without spells, WS's, attacks, ect. also taking away from the same bar?

    examples:

    Casting Sacrifice takes - mp, hp, stamina, casting time, animation time, and also has a cooldown.
    Using Seismic Shock takes - mp, tp, stamina, animation time and also has a cooldown.

    - in each case there is enough there to limit the actions of the player sufficiently in a variety of ways without using stamina.
    It boggles my mind that people are so hung up on adding a lazy auto-damage feature to the game that adds nothing tactically in and of itself to the game. It's an outdated feature that needs to go the way of the dodo. People already can't seem to keep themselves from spamming melee attacks; this will only exacerbate that.

    Quote Originally Posted by Zantetsuken View Post
    I actually prefer the Stamina Bar. It gives the developers an additional balancing tool for future abilities and it gives the game tempo.

    I think a queue system would be nice though, especially if you can macro up attack sequences (which would negate the need for Auto-attack)

    This has potential to be a much better game than FFXI, rather than a simple clone.
    LotRO has some minor queuing in its battle system. It didn't seem terribly effective. Granted, it was only one attack, so additional queuing may fix that. But my gut feeling is that being able to queue a bunch of skills would make it feel like the game is playing itself.
    (0)
    Last edited by Dreamer; 03-26-2011 at 02:39 AM.

  3. #3
    Player
    Lyndria's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    15
    Character
    Xihcsr Atra
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    @kukurumei

    agreed.
    (0)

  4. #4
    Player
    Crowley's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    88
    Character
    Aliester Crowley
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50

    Queuing (in its current form) is bad

    Right now the only queuing that really happens is when you have depleted stamina. You can queue a spell once you are "letting go" of your current cast and slightly queue up the next, or queue the cast-bar portion of a spell during a WS animation.

    Currently the "cast interrupt" mechanic is almost impossible to trigger when you truly need it, and most often, triggers when you think a spell is not queued or cast (or lag) and you go to cast the spell again. You wind up, then cancel, then have to recognize this and recast again.... hard to believe that portion is working as intended... something wrong with the Esc key?

    Stamina, IMHO, is in place to limit physical dps rate ... so it isn't a spam-fest. Its the 4th limiting factor to disciples of magic though ... and I find it quite cumbersome. Even the idea is .. really. Might be better if that rank one spell at rank 50 didn't take the same amount of stamina ... but honestly I'd like stam completely removed. I cast 2-3 self-buffs and I'm practically tapped out >.> I have to stagger them to allow stam regen in-between, which slows down the pace of combat even more.
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