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  1. #21
    Player
    Shadowskill's Avatar
    Join Date
    Mar 2011
    Posts
    89
    Character
    Naberius Abaddon
    World
    Hyperion
    Main Class
    Dark Knight Lv 60
    Looking through this system, the stances would play a bigger role then the Auto-attack per say.

    Examples: End game NM hunting. DD role. you would say turn auto-attack on to allow higher DPS, then stay in a more Aggressive stance. maximizing your DPS.

    Tanks would be jumping between stances to deliver WS's and resume the tank role (depending the style of the player) for me Tanking. I would turn Auto-attack off to allow me to time my attacks for avoiding damaging blows (frontal attacks) this may lower my DPS, the trade off would allow less MP for healing, lowering enmity generation of healers. also increase few other aspects on top. though this all depends on the play style of the individual

    For solo play, would bring more to the plate. can set auto-attack on. then bounce between stances to max DPS, letting the player have a more relaxed playing field. Same with turning Auto-attack off, giving the player a more hands on feel.

    As you stated in last post, there will always be a "set" play style depending on what you are doing. allowing the players to decide what they prefer on how to play. would make the battle system easier to take on, making it friendlier for both sides.
    (0)

  2. #22
    Player
    viion's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,206
    Character
    Sky Box
    World
    Ragnarok
    Main Class
    Marauder Lv 90
    I dont feel like im playing when im hitting the same number over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and again...

    I'd like to concentrate on doing other things, hence auto-atk wins.
    (0)

  3. #23
    Player

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    Mar 2011
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    174
    A way to implement auto attack:

    1) Target mob
    2) Engage mob
    3) Auto attack begins
    (0)

  4. #24
    Player
    OmegaNovaios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    273
    Character
    Omega Novaios
    World
    Hyperion
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by God View Post
    A way to implement auto attack:

    1) Target mob
    2) Engage mob
    3) Auto attack begins
    Exactly like FFXI

    How about:

    1) Target mob
    2) Engage mob
    3) Regular attack action toggles on/off auto attack

    1UP to FFXI
    (0)

  5. #25
    Player

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    Mar 2011
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    174
    Quote Originally Posted by OmegaNovaios View Post
    Exactly like FFXI


    3) Regular attack action toggles on/off auto attack
    Ohhh Variety I like it.

    I can't believe this needs a thread. Auto attack is not hard to do, don't make it complicated or you may as well keep it the way it is.
    (0)

  6. #26
    Player
    Shadowskill's Avatar
    Join Date
    Mar 2011
    Posts
    89
    Character
    Naberius Abaddon
    World
    Hyperion
    Main Class
    Dark Knight Lv 60
    What would the values of the attacks be based off of?

    What would happen to the normal attacks that have added effects like Evasion/defense, TP, Bind, work in a form of a combo attack (Heavy strike to Flurry)?

    I know I tend to look to deep at things at times. but just tossing auto-attack on the system as it is. would need little more insight then.. ok auto-attack on/off we are done.

    I read through many threads with methods of converting the system as it stands be reworked to allow auto-attack, some pretty good ideas in those threads.

    Some classes are easier to implement an auto-attack. Mage, Archery, imo would be very simple to just toss on auto-attack. classes like GLA, PUG, MRD would not be as simple due to the many abilities falling under the normal attack section that would need to be removed or adapted to fit the new system.

    What seems simple from the surface may not always be so simple once look at all outcomes from that one "simple" addition of, in this case Auto-attack.

    If SE was to implement a FF11 style of auto-attack, they would need to introduce a delay on weapons. remove all these abilities like Light strike, Pummel, Broad swing, etc. to fit the auto-attack of the FF11 system. would work great imo.

    I was just taking what we had at our disposal then working it around what SE had on their site, then finding a balanced method that would allow both auto-attack on/off. without changing the battle system to much from how it is atm.
    (0)
    Last edited by Shadowskill; 03-22-2011 at 09:43 PM.

  7. #27
    Player
    Gun_Anam's Avatar
    Join Date
    Mar 2011
    Location
    Besaid
    Posts
    157
    Character
    Gun Anam
    World
    Odin
    Main Class
    Marauder Lv 50
    I mentioned on one of the many other threads about this same topic how to implement an auto-attack to keep everyone happy.

    Add an auto-attack skill that can be added to your skill bar. It will provide a basic attack that uses no stamina and generates no TP and will continue to attack until another skill is used. Implementing it ths way keeps the combat involving and allows people to get attacks in when they've no stamina, while still making people work for their TP.

    Implementing an auto-attack any other way would require reworking stamina, TP gain, and almost every attack buff skill in the game, plus it would also require all mob AI to be altered to include auto-attacks.
    (0)

    Là á Bhlàir's math na Càirdean.
    (Friends are good in the day of battle)

  8. #28
    Player
    Shadowskill's Avatar
    Join Date
    Mar 2011
    Posts
    89
    Character
    Naberius Abaddon
    World
    Hyperion
    Main Class
    Dark Knight Lv 60
    Not true. the system I go through. would allow the Stamina bar to be used as it is. by separating the MP/TP/Stamina bars from each other. You will still be able to focus on your WS's while the "auto-attack" keeps you normal attacks cycled through an optimized usage controlled by the game. only differences would be. introduction of the "stances" from the FF14 site. To determine which normal attacks would be handled under each of those stance.

    As for THM, CON. They would just have a standard attack that would be cycled thru the stamina bar by the game, then the player can focus on what they need to do whether it be healing the group. DoT, Magic bursts through the BR. or nuking the monster for added DPS.

    Much like your idea, just the "other attack" would not take anything away from the TP gain.

    Would also allow the player to turn the auto-attack feature off allowing almost the exact same play style, just you are in control of when you would attack.

    This could also be added with the BR system. by inputing say a normal attack you would be stuck (much like you are at the present time with doing this), then change the system allowing the player to say add a WS ability to the BR system, then putting that on the side till it is ready to be set off. while allowing the normal attacks to be filtered in without using the attack bonus, Accuracy bonus used on the WS move that was set for the BR.

    As for the Enhancing abilities as well as the Magic spells, they are all on a cool down timer so pretty much everything would be able to be handled on that spectrum, not really sure what you mean by the monster AI. can't see this system changing that in any way. they pretty much have their own system working for them, SE can just leave that battle system to what it is.
    (0)
    Last edited by Shadowskill; 03-22-2011 at 10:43 PM.

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