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  1. #21
    Player
    Zoltan's Avatar
    Join Date
    Mar 2011
    Location
    Sparta
    Posts
    273
    Character
    Zoltan Zornfaust
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    Of all of the things in Final Fantasy XI, the skillchain was one of the best features.

    It required timing and coordination of your party (team) in order to execute it. If the magic attack spell was not started during the right window or if the sequential weaponskills were executed too soon or too late, then the magic burst failed.

    It was not that difficult to learn. It was even fun instructing noobs how to do it. The end increased damage was definitely worth the effort.

    While I am concerned that they made some weaponskill combos dependant on starting from in front of the monster, I really hope they take something good from FFXI.

    I hope that they do not make it so that there are timers that let you know exactly how long you have to continue the battle regimen's progress like the combo timer.
    (2)

  2. #22
    Player
    Skies's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
    Posts
    1,723
    Character
    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    They are most likely going to use the same system present in combos to introduce regimens this time, probably tie it to a status effect as well which 'tracks' which effects the monster suffers in a given amount of time.

    From my perspective on how they introduced combos with a status timer, it seems to be an actual programming shortcoming rather than a planned feature. However, given this is likely a status on the monster, not on you, you can probably notice when you've ran out of time to get the Regimen going, but not how much time you have left.

    Also please, please, PLEASE don't make it a completely arcane and unexplained system. It's all nice and cool to have some combos to discover by yourself and all but, you know, at least some introductory and basics, and some advanced 'iconic' ones, needs to be obviously executable, or at least there needs to be INSTRUCTIONS on how it works. Otherwise people will nevr really get the hang of it at all.
    (0)

  3. #23
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    66
    I also miss teamwork. I also am a fan of "windowed timing" in an MMO. Actions that require exact timing are always publicly dragged through the community mud, whether or not they're from player error or server latency. Actions that require timing, but give a reasonable window to account for latency seem to promote teamwork, a sense of urgency in battle, and can be implemented both with melee and magical attacks.

    I also dream of defensive/buffing combos. E.G: CNJ [Protect] > THM [Sanguine Right] > MP drain spikes on everyone in range of the effect until protect wears off. Crazy nonsense like that which gives us flexibility in all of our applications- not just different ways we can attack.
    (1)

  4. #24
    Player
    Zetsumei_Tsunarashi's Avatar
    Join Date
    Mar 2011
    Location
    Shadowlord Server
    Posts
    1,601
    Character
    Zetsumei Tsunarashi
    World
    Sargatanas
    Main Class
    Summoner Lv 100
    I think if they give you a reasonable window of time to execute the combo it should be fine. Some people might believe strongly that you shouldn't have that much time to set up the combo. but I think you should be given ample time in order for other members to catch on to what you're doing and then follow up with the proper thing without even saying anything.

    People did this with skillchains in FFXI. Experienced players had the skillchains memorized and could follow up someone's weaponskill with the proper WS to do a skillchain without even planning it ahead of time. I think eventually people will get to this point in FFXIV as well if a combo system is developed. However I think much more time should be allowed to perform the combo in FFXIV. I'd suggest a time limit of a full minute. The reasoning for this is because many combos require the player to be in the proper position in order to execute. Without enough time for positioning people may have a hard time executing the combos. Also one minute would be enough time for multiple party members to realize what's happening, get tp, get in position, and execute the proper combo.
    (0)

  5. #25
    Player
    Jin_'s Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    98
    Character
    Jin Sing
    World
    Excalibur
    Main Class
    Weaver Lv 50
    Quote Originally Posted by Kiote View Post
    No thanks.

    Please Go Crono Trigger/Cross on this and make it so that Battle Regimes require two or more specific classes with specifc skills to create New skills.

    Fire + Fast Blade = Red Lotus Blade

    Leg Sweep + Sucker Punch = Some Crazy Skill Where Lancer Trips the Enemy and Puglist drives it's face into the ground.


    You don't have to make every skill link every skill. Personally, I'd rather only certain combos work. But the potential for higher tiers of this could make for very interesting mechanics.

    DO NOT:

    Allow for infinite time to set up these skills while everyone stands around unable to attack.
    I wish I could Like more
    (0)

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