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  1. #21
    Player
    Kurogaea's Avatar
    Join Date
    Nov 2014
    Posts
    1,365
    Character
    Raifu Kurogaea
    World
    Gilgamesh
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Zojha View Post
    Same. Especially as Monk. I imagine it'd be near impossible to hit all your positionals with GL3 if you animations locked you in place all the time.
    To be frank, they only added positionals because they removed animation locks. I wouldn't mind the lock of animation since most of the game focuses alot on lore and amazing graphics than actual gameplay. I mean mechanics just give the player something to do differently without much straying from how things are suppose to be done, its still a straight line no matter what way you look at it. Locked battle animation is like watching a movie that you planned, in contrast to unlocked animation they wanted to appeal to MMO standards without keeping what made FF so traditional, like the time based actions (though I'm sure they had that in mind). In fact both options seem the same....hm... Nothing wrong with the change though, Crisis Core is still my favorite FF game, even Dissidia's a blast.
    (0)

  2. #22
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Kurogaea View Post
    To be frank, they only added positionals because they removed animation locks.
    Monks in 1.x was also positional (also every combos of the other classes) and there was animation-lock. But the fights were also slower.

    That you are for animation-lock mean that you haven't played 1.0, where even pulling the weapon during running caused your character to stop for the animation ^^
    And fights like Ifrit requieret perfect timing for the use of skills (last phase as an example was "wait until Ifrit do a skill, evade it, do 1 skill and not more, wait until Ifrit do his skill again") so you are not in animation-lock if you have to run.
    (2)
    Last edited by Felis; 10-19-2015 at 05:23 PM.

  3. #23
    Player
    Koga_Edge's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah (1.0) Gridania (2.0)
    Posts
    121
    Character
    Marie Claire
    World
    Siren
    Main Class
    Dragoon Lv 70
    The damage numbers don't really bother me as they aren't as pronounced as yours (Even your Pet/Chocobo damage numbers are tiny and red) unless there is some sort of extreme difference between versions.

    As for targeting, this game (2.0) was built around a controller(FFXI's Layout), even if you're on a PC you should probably get one. The D-pad controls the targeting, Up/Down is for friendlies, while left and right are for enemies (while in combat)

    What's wrong with the combat music?

    Fates have a hard cap per level, this is what it means when it mentions your reward while partaking in a fate higher than your level
    (0)
    Sanjuro - - Asura - - FFXI - - Go Go Puppetmaster!

  4. #24
    Player
    Koga_Edge's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah (1.0) Gridania (2.0)
    Posts
    121
    Character
    Marie Claire
    World
    Siren
    Main Class
    Dragoon Lv 70
    The animations have been worked, reworked and worked again and again. It stems from 1.0 when your didn't have enemy warning cones for their abilities (but you could still move out of the way) and much of 1.0 was standing in one spot (Such as MRD class gained a buff if they stood still for more than 15 seconds) and being animation locked. but since the enemy ability dodging became a core mechanic they opted for the loose, non-animation lock you have today

    Again. 1.0 was a game that heavily and I mean HEAVILY relied on teamwork. You wanted to get a GC promotion? better go fight that big imperial machine, but bring a party first. Wanted your jobs AF body? better get an alliance.
    The solo capability was added for (and focused on) the more casual players, so that people could progress with out needing a cadre of friends (like in XI).

    Targeting with Tab works just as it did in XI, it cycles targets (if no target) from the left of your screen to the right.
    (0)
    Sanjuro - - Asura - - FFXI - - Go Go Puppetmaster!

  5. #25
    Player

    Join Date
    Jun 2015
    Location
    Limsa Lominsa
    Posts
    155
    Quote Originally Posted by Blacknalla View Post

    - Targeting with TAB. I used the tab key to target very often, but it usually targets mobs that are at long distance instead the ones im in combat with or are closer to me.
    Try targeting using a PS controller, its even worse
    (0)

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