Agreed, I was quite happy to see someone respond with something other than "its dumb"!
As for the game is not build around it, I can agree with you to an extent. With AF they certainly implemented a lot of gear that's whole use tows the line of being a macro piece. I'm actually glad you mention Ifrit because that fight is one where I feel it downplays another mechanic they introduced which is combos. Frontal and side combos can be extraordinarily dangerous due to latency post Hellfire, and even as early as Plume stage depending on the person's connection. Now don't mistake this to mean "we got used to comboing Ifrit, we can used to gear swapping", but I do think there's precedent for them having a fight that (for awhile) undermined a mechanic they introduced.
As for swapping gear for every action, I can sympathize with that, which is why I mentioned limiting gear swapping to a limited number of mannequins they assign to us. This prevents what Blaize was talking about for needing to swap 3 times for one action, but still allows the choice to set up a mannequin for abilities. For macros, my play style is totally different and I utilize them for reactionary abilities, but I can understand someone who uses the action bar only (my wife does this).
It's going to be one mannequin per class/job, and since you can't change classes in battle the mannequins won't help.
Last edited by Molly_Millions; 03-23-2012 at 01:25 AM.
Not I don't.
As for the blinking issue, if the Windower team could create BlinkMeNot, I'm sure SE can too. I would actually like them to allow use to lock gear models on us anyway since I love the look of my entire BLM AF but I know full timing it is stupid.
Which was my point about introducing additional mannequins to provide gear swapping. Allow players to create sets without it counting against the players inventory, only allow gear swaps in active mode to happen from a mannequin, only allow X-amount of mannequins to allow players to gear swap, but not fine tune it to the point of Snapshot > Shot > Idle or whatever the three step set was RNG in XI.
And then you get into the inventory management problems...Not I don't.
As for the blinking issue, if the Windower team could create BlinkMeNot, I'm sure SE can too. I would actually like them to allow use to lock gear models on us anyway since I love the look of my entire BLM AF but I know full timing it is stupid.
Which was my point about introducing additional mannequins to provide gear swapping. Allow players to create sets without it counting against the players inventory, only allow gear swaps in active mode to happen from a mannequin, only allow X-amount of mannequins to allow players to gear swap, but not fine tune it to the point of Snapshot > Shot > Idle or whatever the three step set was RNG in XI.
As cool as you thought it was in XI, the problems of introducing this mechanic can all be avoided by NOT introducing the mechanic in the first place. Boy, am I glad the devs agree with me.
You want me to come to your side and agree with you that it's a fantastic mechanic and that everyone should do it. I'm not going to do that because the flashing characters annoyed the shit out of me in XI. Like or not, that's my reason for not wanting it in this game. The same crap happens in this game when you change gear your character flashes, which would again annoy the shit out of me if it were to happen in battle. The stat bonus is not worth the annoyance factor for me.
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