Hitting esc is just like hitting the spell a second time to cancel it tbh. So i agree with this 100%Because moving is just as easy and perhaps better considering there's no longer an animation lock on spell casting while trying to move.
It's smoother, and better and it's combined in to one simple thing, movement.
not omg press esc. key and move.
not omg hit enter a second time and move.
not omg i did it all at the same time myself but it locked up my movement and I died to ifrit cracks/hellfire/etc.
I don't know what the obsession is with wanting to do -more- work to cancel a spell.
They think it will be too hard, and so they whine.Because moving is just as easy and perhaps better considering there's no longer an animation lock on spell casting while trying to move.
It's smoother, and better and it's combined in to one simple thing, movement.
not omg press esc. key and move.
not omg hit enter a second time and move.
not omg i did it all at the same time myself but it locked up my movement and I died to ifrit cracks/hellfire/etc.
I don't know what the obsession is with wanting to do -more- work to cancel a spell.
The only thing surprising is that Neptune didn't start this thread just like the MP changes etc. You know all those things Yoshida totally broke which were fine before!!!!
lol
maybe knockback will stop cast too.
Here are a few posts from Yoshida about the spell casting changes.
Hi, this is Yoshida, the producer/director.
Thank you for all of your feedback on the changes to spell casting specs. I would like to respond to some issues.
■Casting spells after moving ■
This is in regards to the time it takes before being able to cast a spell after moving, which we have received a lot of feedback on. There are two reasons for this specification.
①The time it takes to communicate between the client and server
⇒This can take up to 0.3 seconds for transferring packets, plus the response time.
As an online game, this is unavoidable. (In order to prevent cheating, we cannot use the client only)
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. Also, we plan on implementing spells that can be cast while moving in version 2.0, so we would like to avoid this idea. (It would also be very difficult to separate spells between those that can/cannot be cast while moving, but we have more time to spend on this issue.)
■Behavior when inputting the same action twice ■
Another spec we have been receiving feedback on is that an action will be cancelled if the same action is input again while the action is being performed.
We plan on making an adjustment to this spec in patch 1.22. This spec is an integral part of FFXIV’s game play, but after patch 1.22 we plan on separately handling these cases based on whether /actionqueue is ON or OFF. To explain:
①If /actionqueue is ON
⇒An example of the queuing of actions would be when 3 actions (A, B and C) are input successively and the 3 actions are performed one after the other. If A, B and C comprises a combo, inputting:
Input A⇒ While A is being performed ⇒Input B⇒ While B is being performed ⇒ Input C
This will lead to the combo being executed as quickly as possible.
However, as unlikely as it may be, there will be situations where the player wants to cancel a queued action before it is performed.
Let’s say A, B and C comprise a combo, A can be performed any time, and a combo with B can be performed if A is successful while the character is to the side of the opponent and a combo with C can be performed if B is successful.
Suppose C is in the queue while B is being performed and the requirements for B are not met (for example: the opponent changes direction). The player will probably want to cancel C. Instead of performing C, which would not be part of a combo, it would be better to cancel C from the queue and re-queue A.
As such, a spec to cancel queued actions is necessary. In order to accomplish that, if /actionqueue is ON, inputting the same ability twice will cancel the ability (in other words, the current spec will remain).
②If /actionqueue is OFF
⇒Since queuing is turned off, no matter what is input, the ability that was input first will be performed completely. As a result, abilities cannot be cancelled while being performed when /actionqueue is OFF.
It would also be possible to assign “Esc” as the “action cancelling key,” but this is not possible for gamepad users, so we believe it is necessary to maintain the ability to cancel an action by inputting it a second time.
Finally, we are also thinking about implementing something like “/actioncancel ON/OFF” in addition to /actionqueue ON/OFF. We are afraid this may overcomplicate things, but we are looking into whether or not this would be beneficial for players.
I forgot to mention one thing. Basically, we will be removing the ability for monsters to cast spells while moving. However, for certain monsters for whom being able to cast spells while moving is a characteristic trait (the Achilles’ heel of ranged classes), we will still allow casting while moving.
I would recommend either using some form of crowd control before inputting a combo or balancing hate (to reduce monster movement) before inputting a combo. I also feel that it is a test of player skills to try to read the movement of the opponent and input a combo without using crowd control.It is difficult to pull of WS combos, because monsters change direction too much
There are many behaviors that cause monsters to change directions rapidly, but these will all be removed in version 2.0. I apologize that these behaviors have not been removed yet.
I think you said one sentence too much.Maybe I am wrong to expect action from the FF14 development team.
People will try their best if they receive encouragement and will become fed up if they are criticized too much.
If you could flatter us a bit more, we would gladly climb up a tree for you.
Maybe I said a bit too much myself, but remember that it is very late.
The problem with a cancel button is that it is difficult to distinguish which ability is to be cancelled during communication between the server and the client. It isn’t that we didn’t think of it. ^^So we have to input an ability twice to cancel it, huh…
Is it not possible to implement a cancel button?
I’m sorry; I’ve always been a big fan of cancelling actions.^^;Are there any players out there who are masters of cancelling actions?
Last edited by Rukkirii; 03-17-2012 at 02:33 AM. Reason: changed /queue to /actionqueue
Bethany "Rukkirii" Stout - Community Team
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?
The "moving interrupts casting" is an appropriate mechanic if your game functions on a near 1:1 server/client ratio (ala World of Warcraft.) Unfortunately, with the terrible server/client relationship of XIV, the moving while casting is quite meddlesome.
As it stands, I'd rather have them keep casting the way it is now and then ensure that we don't have to deal with INERTIA at all in 2.0. This way, the stop/go/jump/cancel nature of the game will be intuitive and won't have awkward pauses or barriers before you can begin to cast. Inertia is/was just a terrible idea in the first place.
I loved his response to the "maybe I should keep my expectations low for this dev team" person. The person who posted the comment he quoted from was being pretty rude to him in the original Japanese. Every once in a while Yoshida will call people out when they're acting like jerks, and it's refreshing when he does.
Thanks for the translation, Rukkirii! To be honest, I thought part of that might get left out of the English version, but it wasn't. Thank you especially for taking the time to translate everything that was said!![]()
Last edited by Rane; 03-14-2012 at 10:39 AM.
I think Yoshi-P deals with criticism very well, especially compared to devs like Greg Street from Blizzard. He explains why being rude makes his job harder, instead of calling the poster a "troll" or being even more of a jerk back to him. It's nice to see a producer/director who is up front and direct in an appropriate and honest manner. If a community manager reads this, please pass that onto Yoshida-san, if you can. I'd like him to know that his manner and efforts in regard to the playerbase are appreciated. It is very obvious that he goes above and beyond for us.
Unfortunately, I do still have to disagree with his feelings on how cast interruption should work. Now that movement cancels spells, I am able to simply tap forward to stop casting. Due to lag and targeting issues, it is very easy to accidentally cancel an action, and that can mean death while soloing, or a wipe if it happens to a healer. The plan to add a feature to turn it off is probably ideal, if he can't come up with another way of working around it. Still, I can tolerate it for the time being, and I understand he is working very hard and has much to do at once. He and his team are doing a great job. Keep up the great work!
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