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  1. #271
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    Looks like he also had some follow up posts to players concerns about this topic.

    Quote Originally Posted by Naoki_Yoshida View Post
    With the current server state, we noticed a lag when we cast spells. Are you sure there won’t be a bigger lag than 0.3 seconds when cancelling a spell via movement?
    We are currently performing tests by changing the process from a script to hard-coding. Please note that if we are unable to achieve the results that we want, we will not implement the feature forcefully.

    Quote Originally Posted by Naoki_Yoshida View Post
    *When an enemy that is much higher level than you performs a long-ranged attack, you tend to KO prior to actually seeing the damage.
    * When you use a WS, the attack motion, damage done, and logs are out of sync (HP drops > attack motion > logs)
    I’m going to go a little off topic here, but this is something I eventually wanted to talk to the community about.
    This issue actually isn’t caused by server lag, but due to how the client program was made. Therefore, it’s currently working by design.
    It was designed so that any communication from the server will reflect the UI without any lag.

    After I took over, I instructed the devs to change how this works and it was originally planned to go live in patch 1.17.
    However, upon implementation, we received numerous negative feedback from the QA team such as “It’s harder to cure” and “It’s more stressful than what it was before.” It took me a while to make the final call, but at the end, we decided not to implement it. The process is currently masked and it can go live at any time.

    The current plan was to implement this with 2.0, but if need be, it can be implemented sooner. Would you guys prefer us implementing this sooner in the current state?

    The only thing about this is that if it is implemented in the current state, it might actually feel like there’s more lag than what there is currently.
    This is due to the server implementing a wait time in order to make sure the damage, motion, and logs are all synchronized.
    It may not have been a problem if it was implemented from the start, but since it’s not, the feature may cause more stress for the players.
    It’d be great if we could receive feedback regarding this matter (it might be better if a new thread was created specifically for this discussion).
    Please make a separate topic if you would like to discuss this topic so it can be easier for us to send your feedback to Yoshida.
    (23)
    Last edited by Camate; 12-15-2011 at 02:27 AM. Reason: Edited due to translation error.
    Bethany "Rukkirii" Stout - Community Team

  2. #272
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    Rubicon's Avatar
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    Rubicon Vale
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    We will set up a specific key for halting spells, so we did not implement this spec as a method of halting spells.

    Am I reading between the lines but does this mean that once the specific key is implemented, movement as a means of halting spells will be removed? ...so we did not implement [moving] specifically as a method of halting spells.
    (3)
    Last edited by Rubicon; 12-14-2011 at 06:36 AM. Reason: Spelling mistakes

  3. #273
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    Krausus's Avatar
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    Quote Originally Posted by Rubicon View Post
    We will set up a specific key for halting spells, so we did not implement this spec as a method of halting spells.

    Am I reading between the lines but does this mean that once the specific key is implemented, movement as a means of halting spells will be removed? ...so we did not implement [moving] specifically as a method of halting spells.

    what it sounds like to me is he wants to make movement stop spells for future PvP balance. I know this will open a whole new can of worms but PvP is coming mages being able to kite others to death will make them OP.
    (3)

  4. #274
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    Quote Originally Posted by Krausus View Post
    what it sounds like to me is he wants to make movement stop spells for future PvP balance. I know this will open a whole new can of worms but PvP is coming mages being able to kite others to death will make them OP.
    So PVE suffers so there can be balance for PVP? /uninstall
    (14)
    Last edited by quantumsaint; 12-14-2011 at 06:55 AM.
    http://i.imgur.com/L3DQO.jpg

  5. #275
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    Quote Originally Posted by Krausus View Post
    what it sounds like to me is he wants to make movement stop spells for future PvP balance. I know this will open a whole new can of worms but PvP is coming mages being able to kite others to death will make them OP.
    All they need to do is just have mages casting behave differently in a PvE vs a PvP environment. If you're in a PvP instance, moving interrupts your casts. If you're doing general PvE, you can move while casting. I don't see why it's an issue.

    This the reason why I didn't want PvP to be in FFXIV in the first place, BECAUSE of this "can of worms" where now Square has to juggle even MORE balance issues with their classes between PvE and PvP. The two forms of play are so different from each other that it's very difficult to make skills and spells perfectly balanced for both types of play. :/

    Edit: However, I remember in some of the old player polls that PvP was in very low demand for XIV, so that does give me some hope that Square won't worry too much about the PvP side.
    (12)
    Proud member of the "why the the heck are giant obnoxious images allowed in signatures" club.

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    I'd rather play solo than play with a bunch of elitists.

  6. #276
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    Krausus's Avatar
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    Quote Originally Posted by Bahn View Post
    All they need to do is just have mages casting behave differently in a PvE vs a PvP environment. If you're in a PvP instance, moving interrupts your casts. If you're doing general PvE, you can move while casting. I don't see why it's an issue.

    This the reason why I didn't want PvP to be in FFXIV in the first place, BECAUSE of this "can of worms" where now Square has to juggle even MORE balance issues with their classes between PvE and PvP. The two forms of play are so different from each other that it's very difficult to make skills and spells perfectly balanced for both types of play. :/

    Edit: However, I remember in some of the old player polls that PvP was in very low demand for XIV, so that does give me some hope that Square won't worry too much about the PvP side.
    FTR I do agree with you but I think if things where that easy more games would do it, to date I dont know of 1.
    (1)

  7. #277
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    darkstarpoet1's Avatar
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    Quote Originally Posted by kwestro View Post
    .
    Spoken like a person who doesn't know my full stats. All my DOM/W classes are 50 except ARC. No power-leveling. I know what I'm talking about. I've played the roles, extensively. Checkmate.
    and if you are taking up for it then you just show even people that leveled without pl parties could still be absolutely horrible at their job like you must be, checkmate.
    (1)


    http://crystalknights.guildwork.com/

  8. #278
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    BruceyBruceyBangBang's Avatar
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    How about you just save yourself the long explanation and just not implement it.
    (6)

  9. #279
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    Firon's Avatar
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    Firon Veleth
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    How about the devs do what they want sometimes and fk player fed back, cause they do is bitch and cry.
    (7)

  10. #280
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    Quote Originally Posted by Firon View Post
    How about the devs do what they want sometimes and fk player fed back, cause they do is bitch and cry.
    that's what they did when the game released a year ago. we see how well they can think for themselves.
    (8)


    http://crystalknights.guildwork.com/

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