This would actaully be pretty good for controller people. Liked
This would actaully be pretty good for controller people. Liked
@ OP tl;dr, but no thanks. This game is casual enough.
See, but the point is that its wrong for you to have to adjust to a server error.
Lets break it down:
1- You can't cast while running. = OK
2- So you stop running, your character makes a stop in your screen and you hit cast.
3- You get an error message about being unable to cast while moving.
See, the thing is, you weren't moving anymore. A player shouldn't be concerned with the server problems. Rule says stop running before casting and so you did. Its outrageous to ask for players to wait a second due to latency.
A good game design would mask this. How? Easy, it used to mask it perfectly fine. Just make the face target command automatic.
It doesn't take away from being able to cancel spells, it doesn't really affect anything negatively. If you are hitting a spell button, its because you want that spell to start being casted that second. If you get hit by ifrit its because you chose a poor moment to start casting. This isn't like WS animation lock. It doesn't lock you for as long, just for that one second where the casting begins, and you can still cancel it by moving.
Having to deal yourself with server latency doesn't make a game more hardcore. It makes it poorly designed.
I have no problem with the new changes even with controller i just look @ the 2 blue bars when they stop glowing i can cast... Is this really that hard to do?See, but the point is that its wrong for you to have to adjust to a server error.
Lets break it down:
1- You can't cast while running. = OK
2- So you stop running, your character makes a stop in your screen and you hit cast.
3- You get an error message about being unable to cast while moving.
See, the thing is, you weren't moving anymore. A player shouldn't be concerned with the server problems. Rule says stop running before casting and so you did. Its outrageous to ask for players to wait a second due to latency.
A good game design would mask this. How? Easy, it used to mask it perfectly fine. Just make the face target command automatic.
It doesn't take away from being able to cancel spells, it doesn't really affect anything negatively. If you are hitting a spell button, its because you want that spell to start being casted that second. If you get hit by ifrit its because you chose a poor moment to start casting. This isn't like WS animation lock. It doesn't lock you for as long, just for that one second where the casting begins, and you can still cancel it by moving.
Having to deal yourself with server latency doesn't make a game more hardcore. It makes it poorly designed.
Well this isn't a MUD game. I mean, that's a good way to work around a flawed system.
And you don't thik its wrong for a player to be hit by it when he's well far from it?
That one second in casting delay can make a win or lose difference in close call scenarios. Plus its just annoying to get that message when playing casually, honestly. I look at the screen, my character stopped moving. I shouldn't be getting that message. Simple as that.
I would say if a 1 second delay is determining your success rate then you just need some more practice or your group as a whole. No one disagrees that we shouldn't have to work around a delay, but it is there and I agree with the reasons yoshi gave for not being able to implement your idea. We will just have to adjust until 2.0.Well this isn't a MUD game. I mean, that's a good way to work around a flawed system.
And you don't thik its wrong for a player to be hit by it when he's well far from it?
That one second in casting delay can make a win or lose difference in close call scenarios. Plus its just annoying to get that message when playing casually, honestly. I look at the screen, my character stopped moving. I shouldn't be getting that message. Simple as that.
I think its wrong to be standing in a spot where plume pops. Simple as that.and you don't thik its wrong for a player to be hit by it when he's well far from it?
That one second in casting delay can make a win or lose difference in close call scenarios. Plus its just annoying to get that message when playing casually, honestly. I look at the screen, my character stopped moving. I shouldn't be getting that message. Simple as that.
Waste of time thread.
That does not matter they way its implemented does not slow you down tho. You can spam the spell and let go of the run button it will go off when you stop its not like when you start casting the spell when you think it stops and it get interrupted @ 99%. The spell wont go off until you stop moving so it does not slow you down.Well this isn't a MUD game. I mean, that's a good way to work around a flawed system.
And you don't thik its wrong for a player to be hit by it when he's well far from it?
That one second in casting delay can make a win or lose difference in close call scenarios. Plus its just annoying to get that message when playing casually, honestly. I look at the screen, my character stopped moving. I shouldn't be getting that message. Simple as that.
Edit about the Plumes: Plumes are a trap if you stand in them too long even if you manage to get out you still take dmg. Being in plumes for more than 1 sec means your gonna take dmg and it's your fualt a lot of ppl seem to think you can stand in them for a while then run away.
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