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  1. #791
    Player
    Rousseau's Avatar
    Join Date
    Feb 2012
    Location
    Limsa Lominsa
    Posts
    102
    Character
    C'alhi Tia
    World
    Coeurl
    Main Class
    Summoner Lv 81
    Quote Originally Posted by ArtEmisPalmecia View Post
    No, but much like in the real world, the passive people get walked over, while the a-hole who calls customer service gets what he/she wants. Now, if being a pessimist is considered being a jerk, then I'm a jerk.

    Now I'm cool, you are cool, we all are cool now. World keeps spinning.
    It's not being passive to be encouraging in order to get what one wants. I find that it works out better than annoying the pants off the person in question.

    Quote Originally Posted by darkstarpoet1 View Post
    one can tell that yoshi is finally ending his grace period with the jp players. that's the people that have started getting on him the last few updates and why things were changed(ex: server merge method). he is finally starting to see what a developer has to deal with. people complain that tanaka was rude towards his critics and now those same people are stating yoshi should act the same.

    i do love the double standards that exist on these forums.
    I don't think he was rude at all. I think he handled things the best way he could, by explaining why it is a good idea to encourage him to make the changes we want, instead of yelling at him and insulting him. He is right, the previous method does tend to work better, and it continues to work long after the latter fails (due to stress and frustration).
    (1)
    Last edited by Rousseau; 03-17-2012 at 02:10 AM.

  2. #792
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Phe View Post
    bring on your ideas guys.
    there are compromises:
    - reduced mag. atk or mag. acc when moving
    - slow down mages instead of stopping them
    - spell binding only for certain spells like high damage, sleep etc.
    - modified mechanics for PvP (like in FFXI)
    - automatically stop the character when starting a spell

    what do you prefer?
    got more ideas?
    i'm not so much against the movement stops your cast as i am them putting something in on this engine/server that cannot allow them to do it properly. if it wasn't for the lag and bugs that came with the system put in place it would have been fine.

    personally i liked the other thread about having the battle mode that when you started casting a spell it stopped you. if you started running again after the stop it canceled the spell. this option would have worked perfectly for controller users.

    i just think if they cannot put the system in place due to the limitations in game in version 1 it should just be worked on and released with version 2.0.

    Quote Originally Posted by Rousseau View Post
    I don't think he was rude at all. I think he handled things the best way he could, by explaining why it is a good idea to encourage him to make the changes we want, instead of yelling at him and insulting him. He is right, the previous method does tend to work better, and it continues to work long after the latter fails (due to stress and frustration).
    i never said what he said was rude. i said people are saying he SHOULD be. they hate tanaka for doing that after constantly bashing him, but now that yoshi gets some of the same they start saying he should act exactly like he did.
    (0)


    http://crystalknights.guildwork.com/

  3. #793
    Player
    Mychael's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    917
    Character
    Justin Beiber
    World
    Ridill
    Main Class
    Archer Lv 1
    If we must have this feature, I say that rather than literally 0 movement allowed, we should get a fraction of a yalm. Why? It would stop the problems with inertia, help correct for lag, in case the game doesn't get the message until just a tiny bit too late, and not make anything worse. Frankly, if moving half a step in walk mode will put you out of range for something... you had just as much of a chance to be out of range to begin with. I'm barely talking a full "step" (unless you're a lalafell)--just a little something--definitely not being able to move away from anything

    Personally, I would like a complex system rather than black-and-white. Since you asked, Phe, some different ideas of mine would include...
    • Different rules for different spells.
    • A low-level spell could be cast while moving for a heavy penalty to magic accuracy, enhancing magic, and healing magic (e.g. a 50% chance your attack/enfeebling magic would miss, a 35% reduction to healing magic potency, and a 50% reduction to enhancing magic skill)
    • A mid-level spell could be cast while moving with a heavy penalty to magic accuracy and magic attack and a heavier penalty to healing magic and enhancing magic. (e.g. 50% chance of miss, and -35% damage; -65% "Cure" effect; -80% enhancing magic skill)
    • High-level spells would not be castable while moving.
    • Based on difference between your level and the spell's level.
    • You could cast a spell 10 levels below yours while walking, but not running.
    • A spell 30 levels below your level can be attempted while running.
    • Being hit while running and casting has a 30% chance to inflict a 2 second stun effect on the caster.
    • An ability that allows you to cast any spell at full potency while moving with a 25% chance of reflecting 50% of the damage onto yourself.

    Etc.
    (1)
    Last edited by Mychael; 03-17-2012 at 06:52 AM.

  4. #794
    Player

    Join Date
    Mar 2011
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    61
    Quote Originally Posted by Mychael View Post
    If we must have this feature, I say that rather than literally 0 movement allowed, we should get a fraction of a yalm. Why? It would stop the problems with inertia, help correct for lag, in case the game doesn't get the message until just a tiny bit too late, and not make anything worse. Frankly, if moving half a step in walk mode will put you out of range for something... you had just as much of a chance to be out of range to begin with. I'm barely talking a full "step" (unless you're a lalafell)--just a little something--definitely not being able to move away from anything

    Personally, I would like a complex system rather than black-and-white. Since you asked, Phe, my ideas would include...
    • Different rules for different spells.
    • A low-level spell could be cast while moving for a heavy penalty to magic accuracy, enhancing magic, and healing magic (e.g. a 50% chance your attack/enfeebling magic would miss, a 35% reduction to healing magic potency, and a 50% reduction to enhancing magic skill)
    • A mid-level spell could be cast while moving with a heavy penalty to magic accuracy and magic attack and a heavier penalty to healing magic and enhancing magic. (e.g. 50% chance of miss, and -35% damage; -65% "Cure" effect; -80% enhancing magic skill)
    • High-level spells would not be castable while moving. However, a BLM/THM ability will allow you to cast any spell at full potency while moving with a 25% chance of reflecting 50% of the damage onto yourself.
    • Based on difference between your level and the spell's level.
    • You could cast a spell 10 levels below yours while walking, but not running.
    • A spell 30 levels below your level can be attempted while running.
    • Being hit while running and casting has a 30% chance to inflict a 2 second stun effect on the caster.

    Etc.
    -PvP is totally excluded from my post since we don't have it yet and is pointless to discuss atm-

    Too much DnD in that and also too overcomplicated while not really helping with anything. Your suggestions while seeming interesting, make attempting to cast pretty much any sort of spell while not stationary completely pointless. Mostly because of those extremely harsh penalties. Don't kid yourself, you would never knowingly choose to cast a spell that has a 50% chance of missing on top of 35% reduced damage. Hell, even one of these penalties is enough to make me not even THINK about attempting to cast in that way.

    People go out of their way to land combos to avoid penalties like that (Drg I'm looking at you), or to make the most out of their abilities. I seriously doubt anyone would ever, willingly, be content with their abilities functioning at less than 100%. You would never spend MP on a Protect that will buff for 80% less, when you could spend it on one at 100% potency. ESPECIALLY when they cost the exact same MP points.

    Sorry but I don't see how this can work at all.

    Edit: About suggestions:

    I'd like to see an ability that allows us to instantly cast a spell with cast time. Think it is pretty base for a damage mage's arsenal (I'm looking at YOU Resonance!)

    And my only real suggestion is still for them to undo the changes for now, while we operate on the fail engine, and reintroduce them once we get a proper and stable server that can handle them correctly. I don't think I see any middle ground between that and have things as they are right now, causing endless frustration.

    I'm willing to give a go at the "Stopping the caster when a spell is cast and facing them to the mob", but I have my doubts it will solve anything pretty much.
    (0)
    Last edited by Razen_Arghast; 03-17-2012 at 06:16 AM.

  5. #795
    Player
    Mychael's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    917
    Character
    Justin Beiber
    World
    Ridill
    Main Class
    Archer Lv 1
    Quote Originally Posted by Razen_Arghast View Post
    -PvP is totally excluded from my post since we don't have it yet and is pointless to discuss atm-

    Too much DnD in that and also too overcomplicated while not really helping with anything. Your suggestions while seeming interesting, make attempting to cast pretty much any sort of spell while not stationary completely pointless. Mostly because of those extremely harsh penalties. Don't kid yourself, you would never knowingly choose to cast a spell that has a 50% chance of missing on top of 35% reduced damage. Hell, even one of these penalties is enough to make me not even THINK about attempting to cast in that way.

    People go out of their way to land combos to avoid penalties like that (Drg I'm looking at you), or to make the most out of their abilities. I seriously doubt anyone would ever, willingly, be content with their abilities functioning at less than 100%. You would never spend MP on a Protect that will buff for 80% less, when you could spend it on one at 100% potency. ESPECIALLY when they cost the exact same MP points.

    Sorry but I don't see how this can work at all.

    Edit: About suggestions:

    I'd like to see an ability that allows us to instantly cast a spell with cast time. Think it is pretty base for a damage mage's arsenal (I'm looking at YOU Resonance!)

    And my only real suggestion is still for them to undo the changes for now, while we operate on the fail engine, and reintroduce them once we get a proper and stable server that can handle them correctly. I don't think I see any middle ground between that and have things as they are right now, causing endless frustration.

    I'm willing to give a go at the "Stopping the caster when a spell is cast and facing them to the mob", but I have my doubts it will solve anything pretty much.
    I agree with everything you say.. the tl;dr of my post is that I think it should be an option with restrictions. I'm good at overcomplicating things, but I wasn't trying to say it should have all of those, they were just some ideas I was throwing out. ^^

    Edited to make it more clear that I wasn't suggesting all of those at the same time, lol.
    (0)

  6. #796
    Player

    Join Date
    Mar 2011
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    61
    I see. Anyways, gonna stay with my previous as my main suggestion for now and see what happens over the next few days. Maybe we will get an interesting response?
    (0)

  7. #797
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    I doubt they gonna change it this system is in the 2.0 design already so it's here to stay. I personally don't have a problem with it cause i can see when my blue arrows are not glowing letting me know I'm OK to cast. If you casting a half second later gonna stop you from winning then you wasn't gonna win in the first place.
    (1)

  8. #798
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    Mar 2011
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    61
    It's not about casting a second earlier deciding between a win-loss (althought it can happen). It's all about pointless frustration really.
    (1)

  9. #799
    Player
    Mushy's Avatar
    Join Date
    May 2011
    Location
    Ul'Duh
    Posts
    632
    Character
    Mushy Tailspin
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    okay so the lore and common sense tell us to cast a spell and have to think deeply or something, you cannot be running all willynilly - but this is a game damnit and its a lot more funner to run while you cast and stop for that brief moment when the spell goes off, cuz its just a damn timer anyway
    (2)
    MAGIC MUSHY ROOMS

  10. #800
    Player
    Charismatic's Avatar
    Join Date
    Jul 2011
    Posts
    481
    Character
    Patricia Lanvaldear
    World
    Sargatanas
    Main Class
    Arcanist Lv 50
    I don't know about you guys, but I can definitely concentrate while on the move.
    I might run into stuff, but that's another story.
    (3)

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