I can't blame too much whm's ... most of my ls when we do dungeons, ifrit etc, don't want do it, expecially now with movement interrupt, and these servers. it's really stressfull
up, before i go to sleep, hoping to find a Dev response tomorrow morning![]()
Then they don't know how to heal in stressful environments. The problem, however, is this:I play whm a lot and moving and healing is pretty fun. Even tho you can't run and cast it still pretty simple to do. I'll say it again Jinko is one the best whm's i played with cause he does a good job @ keep ppl alive no matter what. Too many whm's in this game wanna stand in one spot and do nothing.
Movement should revolve around mechanics in a fight. People should not be lazy and kite shit all over the place because "it's easier," then expect a healer to tail them around like their personal butler. That's the point at which movement is for movements sake, and it's due to tanks not wanting to put real effort into their job.
Movement should occur when it is necessary, like avoiding fire on the ground, or getting to a buff on the floor, or LoSing a mob. It should not involve having to chase down a tank who doesn't know how to tank. I spend enough time moving around to get buffs on everyone while trying to stay out of range of mob AoE, and I try to time my spells perfectly every single time, and I also try to LoS things when the tank refuses to get a boss facing the proper direction. I am not also going to chase a PLD around a goddamn tree. If he takes too much damage and gets out of my range, then he deserve to die. Anyone who does that, even if it is the majority of players, is doing it wrong. If the content forces us into that situation, then the devs are doing it wrong, too.
Come into WoW and let me heal you in Dragon Soul, and if you can survive, you'll see how movement and healing should work during a battle. If I remember correctly, Jinko also plays WoW, and that's probably why he is able to pull off what he can in this game. WoW is a trial by fire for healers, and it teaches one what is proper and what isn't, and if it's one thing I have learned, it's what constitutes a tank who doesn't know what the hell he is doing.
Boss Fights are fine, I like what we have and I hope they stay the same.
I believe SE is on the right track in terms of working towards bosses with interesting mechanics.
The problem is this game engine (and server) allow for NE reactionary or on the go, quick stop quick start dps and healing. Currently as a healer even when using the hotkey to stop and face my target, my spells can literally lock up for 1-2 seconds and not work at all. This is horrible and completely destroys ANY desire to want to move. DDs have no on-the-go damage mechanics... not even Bards or Black Mages.
My hope is that 2.0 will fix this but the closer we get, the more I see posts from SE that to me read like excuses for 2.0 not fixing our delay issues (and I assure you the delay issues are what will kill this game and prevent it from ever being smooth or fun).
My honest suggestion to the SE team is to go play WoW and feel how that game moves and reacts. Feel how quickly your abilities respond to your input, how easily you can control your character and move while still keeping up with doing your role. Every MMO should run that smoothly, and quite frankly I've not played any that don't EXCEPT FFXI and FFXIV. If FFXIV 2.0 can respond to my input in a timely manner and not lock up on me, I have absolute faith it will be able to excel and succeed. If it cannot, it will fail.
I want to give this dev team all the encouragement in the world so they can work hard knowing people appreciate what they are doing because I know exactly how both sides of the development table feel (on a drastically smaller scale). However, I am not going to lie to Yoshi-P and egg him on towards the edge of a cliff without warning him it's there, either.
As far as the Turtle up and ranged dps vs melee dps fight goes, it's likely not something we will see ever completely go away. I can tell you the really good players will try to break out of that turtling though and try different ways of doing the fight which are less safe or easy. In the end though people are going to follow the path of least resistance...
I can tell you that utilizing the incap system further (either for achieving better drops or actually requiring it to down a boss) will force people to broaden their job usage.
One of best reply ever. You explained exactly everything.. And yes, the latency is what actually kill the actual game, and i hope that it will completly fixed in 2.0 . Btw if we want the same smoothness we need regional server, not only new infrastructure.. Even if they do a good job with the net code, expecially EU player will suffer a minunum of 200-300ms , and with this latency in WoW (as example, it's the same in Rift, SW, or even other games) you couldn't do some really hard-mode or high level pvp .I believe SE is on the right track in terms of working towards bosses with interesting mechanics.
The problem is this game engine (and server) allow for NE reactionary or on the go, quick stop quick start dps and healing. Currently as a healer even when using the hotkey to stop and face my target, my spells can literally lock up for 1-2 seconds and not work at all. This is horrible and completely destroys ANY desire to want to move. DDs have no on-the-go damage mechanics... not even Bards or Black Mages.
My hope is that 2.0 will fix this but the closer we get, the more I see posts from SE that to me read like excuses for 2.0 not fixing our delay issues (and I assure you the delay issues are what will kill this game and prevent it from ever being smooth or fun).
My honest suggestion to the SE team is to go play WoW and feel how that game moves and reacts. Feel how quickly your abilities respond to your input, how easily you can control your character and move while still keeping up with doing your role. Every MMO should run that smoothly, and quite frankly I've not played any that don't EXCEPT FFXI and FFXIV. If FFXIV 2.0 can respond to my input in a timely manner and not lock up on me, I have absolute faith it will be able to excel and succeed. If it cannot, it will fail.
I want to give this dev team all the encouragement in the world so they can work hard knowing people appreciate what they are doing because I know exactly how both sides of the development table feel (on a drastically smaller scale). However, I am not going to lie to Yoshi-P and egg him on towards the edge of a cliff without warning him it's there, either.
As far as the Turtle up and ranged dps vs melee dps fight goes, it's likely not something we will see ever completely go away. I can tell you the really good players will try to break out of that turtling though and try different ways of doing the fight which are less safe or easy. In the end though people are going to follow the path of least resistance...
I can tell you that utilizing the incap system further (either for achieving better drops or actually requiring it to down a boss) will force people to broaden their job usage.
is moogle or ifrit fight about standing all the time in one place? ;XDFFXIV 2.0 is an ambitious and big project that everyone hope in (i left my old FFXI - WoW friends for XIV) , it has to compete with upcoming major mmorpg... In a period while action mmo are becoming the standard... From the current game we get this:
http://www.youtube.com/watch?v=KB30O...710GL65NHoPqw=
I know that with 2.0 will bring us new engine and server. But Ifrit, or even the old batraal got better and more modern mechanics...
Or even old WoW vanilla fights are more dynamic and fun, this looks like an XI fight in HD.. An encounter anchored to the past that looks kinda boring and lame (10 mins of spamming action and magic in the same SAFE point.. Is this FUN for you? )
It was so hard to let sand trap, spawn random in the whole area..? Or to make pop the thunder cloud random on 1 member of the pt? so This didn't penalyze the ranged vs melee war? I don't think that 2.0 engine/servers were needed for this... *mumble mumble*
Same is with the Ant and Mistress... (Only Coincounter feels a bit more "fresh" )
When my friends saw the chimera fight video they laughed at me.. (they're on SW doing nightmare mode now, and i'm the only one still on XIV ) .. And the only thing that i could do was agree with them.. after i did so many hard fights with them (like Lich King HM first italian kill on WoW) chimera looks simply "old and boring"
So devs, can you assure us that 2.0 will bring us more fun, challenging and fresh encounter? At least at the same level that old and current mmorpg offers? Please?
Please don't write replies like go to play wow again, or SW, or anything "white knightish" , this is a serious thread, and i'd like to know what this comunities think about this. Thank you!
what i think what would be MUCH more interesting, especially in chimera fight. would have been different attack points on bosses. I mean chimera for example has 3 heads... why do not make this into a strategy? 3 heads that we can attack in different situations.
i mean this would be more "final fantasy" like. we have this already in any offline FF.
huge boss monsters with different attack areas.
like in FFXIII barthandelus
Barthandelus
well and i think boss battles like Ifrit, moogle.... and also some job quest bosses are fun (even more than in some other shity MMO's like WoW etc.).
about chimera i cant tell you.
and this is what annoys me the most... its not about REGIONAL located servers which would fix this!!... i played tons of MMO's which have been located in Korea... and yeah it was smooth as hell...One of best reply ever. You explained exactly everything.. And yes, the latency is what actually kill the actual game, and i hope that it will completly fixed in 2.0 . Btw if we want the same smoothness we need regional server, not only new infrastructure.. Even if they do a good job with the net code, expecially EU player will suffer a minunum of 200-300ms , and with this latency in WoW (as example, it's the same in Rift, SW, or even other games) you couldn't do some really hard-mode or high level pvp .
even in TERA where i played on KOREAN servers and combat which is about aiming(!) and action combat i had no problems or delays at all!!!
all we need is a new client which is better programmed.. and new server structures.
EVEN JAPANESE players have little delay when pressing buttons (or deleting items from your inventory). that is NOT about location.. thats the shity client code... if this would be so... i would have had those delays in any other Asian MMO's where the servers are located in asia.
right?
Last edited by Tonkra; 03-17-2012 at 09:33 PM.
Exactly. The only thing I would personally add is that I think the pacing of battles in XIV is better than WoW. WoW can get a little too ADHD at times. With that said, the way movement works, the different cast times for abilities (instant, traditional, channeled, etc), and the way the game responds quickly to the player, are all things that XIV devs could take note on.My honest suggestion to the SE team is to go play WoW and feel how that game moves and reacts. Feel how quickly your abilities respond to your input, how easily you can control your character and move while still keeping up with doing your role. Every MMO should run that smoothly, and quite frankly I've not played any that don't EXCEPT FFXI and FFXIV. If FFXIV 2.0 can respond to my input in a timely manner and not lock up on me, I have absolute faith it will be able to excel and succeed. If it cannot, it will fail.
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