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  1. #1
    Player
    Phe's Avatar
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    Mar 2011
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    Ogawa Sanshirou
    World
    Ragnarok
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    Thaumaturge Lv 50
    I'm glad to see some people actually post constructive suggestions.

    Quote Originally Posted by Eldaena View Post
    If we want to go for realism ( big LOL here =p ) wouldn't it be more realistic for weaker spells to be cast while running, and more difficult/powerful spells would root the mage? Like say fire, aero, stone, thunder, blizzard and eventually water I guess would be like smaller spells that could be cast when moving. Then the second ones may root you but have lower casting times than the third installment. Also maybe Cure could be used when running, but cura would root you with a lower casting time than curaga. etc.
    Good idea.
    Regarding PvP, sleep should be also a spell that roots the caster.

    Quote Originally Posted by Nakiamiie View Post
    What could be a good idea is:
    - any spell cast while moving is weaker by X%
    - spells cast while standing still are at 100% effectiveness.
    my favorite idea was always to just slow the mages down and not forcing them completely to stop.
    either just the walking mode when casting or (if it's possible) adjust the movement speed depending on the spell,
    like 75% mov.speed for cure, 50% for damage spells, 25% mov.speed for sleep etc.

    it doesn't have to be black or white guys.
    tell me everyone - what kind of compromise would you like?
    (2)
    ----- Pour l'amitié franco-allemande - Für die deutsch-französische Freundschaft -----

  2. #2
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    Quote Originally Posted by Eldaena View Post
    If we want to go for realism ( big LOL here =p ) wouldn't it be more realistic for weaker spells to be cast while running, and more difficult/powerful spells would root the mage? Like say fire, aero, stone, thunder, blizzard and eventually water I guess would be like smaller spells that could be cast when moving. Then the second ones may root you but have lower casting times than the third installment. Also maybe Cure could be used when running, but cura would root you with a lower casting time than curaga. etc.
    lol i know you probably intended for that to be a joke, but my friend actually mentioned that as a viable "compromise." And, yes, what Nakaimiie proposed would be good enough for me. I just don't wanna see mages running around for "18 seconds," and then seeing a mob's hp go down 30%...that would be retarded. The only way a mage should be able to get beastly spells off like that should be either of these:

    A. They're able to come up w/ an innovative way to dodge attacks long enough to pull that spell off (i.e. utsusemi, blink, "third eye" lol, stoneskin, etc.)

    or

    B. They have a party assisting them, keeping hate off them (or a tank buddy kiting the mob while they cast, etc.)
    (0)

  3. #3
    Player
    b0ats's Avatar
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    Entaro Tassadar
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    Sargatanas
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    Marauder Lv 50
    this is a pretty big deal apparently also /upset @ lina
    (2)
    Currently playing: Fire Emblem Awakening & Tales of Xillia.

  4. #4
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    DeadRiser's Avatar
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    Limsa Lominsa
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    Kipp Kaida
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    Quote Originally Posted by b0ats View Post
    this is a pretty big deal apparently also /upset @ lina
    I'm still not healing you Lol I'll move everytime I start casting
    (0)

  5. #5
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    Eldaena's Avatar
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    Eldaena Vonxandria
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    Conjurer Lv 90
    I wonder if spells were less effective while moving if they'd gain the same enmity as spells at full effectiveness? I mean it would make sense that they wouldn't but I wonder if it's programmed to show differentiation?
    (0)

  6. #6
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    For fast paced MMO yes, lot of instants works just fine. For XIV... I don't want gameplay to be tailored for mages who are supposed to use instant spells because of the latency issues.

    If let's say we have Sleep which become instant, it means that the gameplay will take that in consideration and we may have a boss encounter where players will be given a second or so to sleep popping adds let's say. What will happen in that case? JP players? Fine, latency is low, they'll sleep. NA? Well latency is average they may be able to sleep. EU? Screwed as usual.

    Same goes with any spells. So if they make it instant, then the gameplay will have to be adjusted for that, making it really difficult for those who have to bear with a high latency.

    However when a spell casting time is 3 seconds, latency weight less in the average time a player will need to react + cast a spell, so everyone will more or less on par.
    (0)
    Antipika.
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  7. #7
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    Drako's Avatar
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    Drako Lombardi
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    Balmung
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    I was actually pleasantly surprised about this adjustment. Earlier in the thread i expressed my distaste, and how much i didn't want them to implement it because i felt the server lag would effect it in a terrible way, similar to FFXI. But so far it seems to be working very well, and i don't feel like there is any kind of latency messing it up. So obviously they put a lot of the code that handles the interruption and what not on the client side. I'm happy with it overall, now that i see that it isn't a 2-3 second lag to wait to cast like it is on FFXI.
    (2)
    Last edited by Drako; 03-16-2012 at 12:24 AM.

  8. #8
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    The biggest annoyance I have at the moment with the casting changes is that PvP, for which changes were supposed to happen in the first place, does not exist in the game. So essentially we got the annoying "balancing" change before we even have the feature that needed the balance implemented into the game. Totally stupid and pointless to have it changed right now.

    I also do not see PvP happening before 2.0, so essentially we have to cope with this borked system for 4-5 months for NO reason AT ALL right now.

    That and the fact that our current engine does NOT support this change properly. Takes upwards of 1-1.5 sec to see the spell canceled after moving and if you get a spell error like "cannot cast when moving" or "too far away" or the spell cancels due to movement, the damn game delays for even more time, roughly another 1-2 seconds before you are able to start casting again. It's like the fucking server runs on coals and steam and needs time to register the spellcasting error, needs more time to process it and THEN it allows you to start casting again. Probably didn't explain it properly but you get the picture. So damn ANNOYING!
    (7)
    Last edited by Razen_Arghast; 03-16-2012 at 01:27 AM.

  9. #9
    Player
    Phe's Avatar
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    Ogawa Sanshirou
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    Ragnarok
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    Thaumaturge Lv 50
    Quote Originally Posted by Razen_Arghast View Post
    Totally stupid and pointless to have it changed right now.
    omg face it!
    mages would be overpowered if they could move while casting!
    noone would play melee jobs!

    wait...
    they did play those gimp melee jobs over the last year. i'm confused.

    (and don't forget we need 7 months to get used to the new system.)
    (2)
    ----- Pour l'amitié franco-allemande - Für die deutsch-französische Freundschaft -----

  10. #10
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    Quote Originally Posted by Phe View Post
    omg face it!
    mages would be overpowered if they could move while casting!
    noone would play melee jobs!

    wait...
    they did play those gimp melee jobs over the last year. i'm confused.

    (and don't forget we need 7 months to get used to the new system.)
    Yes, but to deem them overpowered you need to be able to measure them against melee classes in PvP which we don't have yet and I bet won't have before 2.0. So?

    No reason to not leave things as they were while we run on the faulty engine to avoid frustrating us all the time and simply implement the spellcasting changes together with PvP after 2.0 hits.

    Unless you somehow consider casting-while-running makes Mages overpowered right now for our current PvE only content? I simply do not see that.
    (1)

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