


LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
(Marvelous economics IQ test!)

It was noted that making Esc a cancel cast button was not desirable because gamepad users don't have esc... honestly, too bad? At least give PC users the option toggle between hitting the same key twice to cancel, or hitting esc (or even allowing them to bind their own cancel key).
If PC controls are held back because the game is trying to cater too much to a gamepad, I would think most keyboard and mouse players would be very dissatisfied. Just because something isn't possible on a gamepad doesn't mean it shouldn't be added for keyboard and mouse... and if it's felt that that addition gives KB&M players some sort of "advantage" well... yeah, you have more buttons, of course you have an advantage. Don't like it? Stop using the controller.

Incidentally, "PS2 limitations" are considered filthy words to many American FF11 players.If PC controls are held back because the game is trying to cater too much to a gamepad, I would think most keyboard and mouse players would be very dissatisfied. Just because something isn't possible on a gamepad doesn't mean it shouldn't be added for keyboard and mouse... and if it's felt that that addition gives KB&M players some sort of "advantage" well... yeah, you have more buttons, of course you have an advantage. Don't like it? Stop using the controller.



----- Pour l'amitié franco-allemande - Für die deutsch-französische Freundschaft -----




Hi Rukkirii and Yoshida-san,Here are a few posts from Yoshida about the spell casting changes.
②Inability to cast due to movement intertia after stopping
⇒We have reduced this spec as much as possible while maintaining the quality of our graphics.
Similarly to when /facetarget is used, if we reduce the inertia period any more, we would have to remove it. Since inertia is mapped in the server, it is not possible to cast spells during this time.
With that said, my decision is:
“If /facetarget is not used, minimize the negative hit to graphics quality”
“If /facetarget is used, prioritize performance over graphics quality”
I believe that this is the limit to what we can accomplish before the 2.0 re-launch.
Of course we have considered forcefully stopping the movement of the character’s feet as soon as a spell is cast, but this would be too substantial of a change.
(I hope you can pass this along to Yoshida-san and the Dev Team.)
In regards to keeping the Inertia and Momentum, let's look at the goal that Yoshida-san wants to achieve:
If that's the key Goal and the main reason we're burdened with the "Moving Will Interrupt Spellcasting" that's interrupting our spells just as we STOP (besides the PvP *actively / purposefully choosing to Run while trying to Cast a Spell* (which is a separate issue)), then here's one possible solution to consider:
- Goal: Yoshida-san wants to have a certain level of "quality of graphics" for Navigation (Running, Walking) and then blending into a Stop and then Casting. That makes sense, sure.
This would allow you to keep your visual aesthetics of having a "settle (running to a stop, or walking to a stop)" and FIX the *major* problem that's affecting *most* Spellcasting Players right now.
- Solution: Flag all Characters' "Run to Stop" or "Walk to Stop" Animations / States (or a "Decreasing Range of Values for Momentum" (e.g., anytime your Momentum / Velocity is between '5' decreasing down to 0 (whatever value is appropriate)) as the equivalent of 0 (ZERO) Velocity, which would allow Spellcasting to occur.
Basically this would allow you to force your engine / code to acknowledge that that tiny amount of Momentum (as you're decreasing to a Full Stop (0)) is the *same* as if you really were at true 0 Momentum.
You can then apply a Blend from your "Run to Stop" animation or "Walk to Stop" animation into your Casting animation, while allowing players to start Casting without being interrupted by Inertia (current problem).
Look at the overwhelming feedback of players so far about this issue. This "Moving While Casting Interrupts" *because of settling (waiting to be fully stopped)* has made the experience of playing a Mage & Casting an ANNOYANCE rather than being able to enjoy the wonderful new Mage Jobs and situations.
Of course the FF XIV Engine (current) might be coded in a way that wouldn't allow this, but it'd be worth the time to have some kind of system like the above, to alleviate this problem.
Rather than force ALL PLAYERS to manually type "/facetarget" or force them to wait a moment of time before casting, a solution like the above would solve the issue *and* allow you to keep your visual fidelity.
The patch has been great so far in many areas, but this is one area that's made the gameplay experience worse.![]()
Please fix this.
Thanks!![]()



I'd like to flatter them more, but this change made me hate casting classes since 1.21.
I leveled archer without any reason because I loved conjurer and didn't want to play anything else in a group.
Now I rather play BRD than WHM because in any situation (with few exceptions) my ability to heal and protect is greatly reduced.
It's great for very stationary fights like Ifrit where you never move unless an explosion spawns beneath you.
For everything else, I have to say I kept my party alive despite the changes to spell casting instead of "It became easier now."
I also play BLM and everything Yoshi-P explains makes perfect sense for this class, not being able to cast while running is okay as BLM.
But not even once Yoshi-P said anything about Whitemages, healing, etc. so I'm starting to think he forgot they are affected by these changes too, and in a pretty negative way.
Er, WHMs couldn't move and cast in XI, learning how to heal a group in fights with a lot of necessary movement was simply part of the job (pun intended!).I'd like to flatter them more, but this change made me hate casting classes since 1.21.
I leveled archer without any reason because I loved conjurer and didn't want to play anything else in a group.
Now I rather play BRD than WHM because in any situation (with few exceptions) my ability to heal and protect is greatly reduced.
It's great for very stationary fights like Ifrit where you never move unless an explosion spawns beneath you.
For everything else, I have to say I kept my party alive despite the changes to spell casting instead of "It became easier now."
I also play BLM and everything Yoshi-P explains makes perfect sense for this class, not being able to cast while running is okay as BLM.
But not even once Yoshi-P said anything about Whitemages, healing, etc. so I'm starting to think he forgot they are affected by these changes too, and in a pretty negative way.



Hey I dunno if someone already said this or not, but I thought I'd point out that with the addition of spell canceling while moving, the old method of canceling spells by pressing the action a second time is no longer necessary. In fact, it makes casting spells more difficult since I am always trying to repeatedly press the action button after moving to ensure the spell is executed. However since pressing the button a second time cancels the spell, I often end up canceling the spell instead of casting it.
Please remove spell canceling by pressing the action a second time.
Ok..., so I've experience the new 'Moving will be made to interrupt spellcasting' system. I do not care for it, and I am still of the opinion that it should be removed. This 'feature' did not introduce anything good, added unnecessary /facetarget command to add to macro's, and even more headaches dealing with server and client lag. All of this for future PvP balancing... I would still would like to know how would hiding behind a tree will help me with PvP in a MMO?
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