And as it stands now, your weapon skills serve only to kill the monster as fast as possible. There is no reason why this cant be automated to relieve the player of that chore. And it is a chore. There is nothing strategic, engaging, innovative or fun about having to press a button once in a while.As it stands now, your basic attacks serve only to gain TP to issue more powerful attacks. There is no reason why this can't be automated to relieve the player of that chore. And it is a chore. There is nothing strategic, engaging, innovative, or fun about having to constantly return to your #1 to continue other attacks.
The next step is to implement automatic leveling when you're offline, preferably expanding it to instanced dungeons as well.
"Because it was so hard to concentrate on that before."Now with your #1 attack or your basic attack being auto, you can now concentrate on your real battle skills, communicate with your party or friends and not worry about losing those attack rounds and thus losing DPS.
Why do I get the feeling that half the people on this forum can't handle anything more involving than the PS1 era FF gameplay? It is so, so sad.
Making the game more uninvolving is never the answer as long as the game is not too involving as-is. This game has nothing to worry about in that aspect.
Last edited by Betelgeuzah; 03-24-2011 at 07:39 PM.
You seem to live in a world of extremes. Is it either option A or option B for you all the time? Either have the player micromanage every aspect of the game no matter how tedious it becomes, no matter what platform or input device the player chooses to use. Or Have the player have no involvement at all?
I prefer option C. a middle ground from both camps. I don't support FFXII style gambits where the game plays for you. I don't support a form of Auto Attack (AA) where you choose a skill and the game repeatedly uses that skill until you choose something different.
I do support AA for TP building, and for that only. So that means taking one user defined input and have that function and that function alone automated.
People from this forum aren't afraid of complex game mechanics. Its the glaring fact that the current battle system is tedious! it's not fun! Look at the "Letter from the producer V" http://lodestone.finalfantasyxiv.com...16083b634f7678
The spamming of actions is the 2nd biggest issue with the battle system, only beat out by a small margin to class uniqueness.
Will having a AA in place help reduce the feel of spamming of actions? YES!
will it dumb down the gameplay to a point of boredom? NO!
Will it create an overall less engaging battle in the grand aspect of the other 29 skills slots at your disposal? NO!
Now i can't tell you how many people responded to the Dev Polls. I imagine several tens of thousands of players. How can you argue with that raw data and say there is nothing wrong with the current state of affairs of what is a tedious battle system?
Last edited by ChiefCurrahee; 03-24-2011 at 08:44 PM.


 
			
			
				maybe make the attack semi auto, like it will automatically use under certain conditions , that we can choose from
such as full stamina bar, more than 50% stamina, use whenever possible, etc
have the automated attack use stamina as well. Keeps the strategy in (conserving stamina) and the button mashing out.



 
			
			
				Auto-attack and stamina can coexist. Remove or reduce the stamina cost from your basic (auto) attack and balance out it's damage and TP generation to compensate for this. Have Row 1 Space 1 (basic attack) be an auto attack toggle button and leave the other 29 slots for everything else. This problem is especially prevalent with gamepad users as you have to use the D-pad to cycle through your skills and it can take some time to get back to Row 1 Space 1.
It doesn't dumb the game down, it can actually help players adapt to changing situations mid-battle as they don't have to worry about returning to Row 1 Space 1 constantly.
You don't decrease the involvement to help with the tediousness unless absolutely necessary (= the game is too involving). You simply move from one problem to the next (tedious>uninvolving(+still probably just as tedious)).Either have the player micromanage every aspect of the game no matter how tedious it becomes, no matter what platform or input device the player chooses to use. Or Have the player have no involvement at all?
Yes, if you want to call it a world of extremes so be it. You don't fix a problem by replacing it with another one.
You don't prefer option 'C', as no such thing exists. You prefer the option where our involvement is taken away to fix the tediousness problem. I prefer the option where our involvement is not taken away to fix the tediousness problem. There are no extremes here. You can undervalue the scope of the change as much as you want, but that is irrelevant. The fact remains that it does take away from the involvement, and that is a reason enough to not change the system.I prefer option C. a middle ground from both camps.
Yes, because now instead of spamming you... do nothing. That is... such an... amazing... fix that I am completely and utterly baffled.Will having a AA in place help reduce the feel of spamming of actions? YES!
Instead of the feeling of spamming, we now get the feeling of not playing the game! And only because obviously there is 'no other, ultimately much better way' to deal with the 'problem' of spamming actions (a problem that the playerbase grossly exaggerates, as always).
I was bored with the stamina system. I will be even more bored with the auto-attack system. "But its not so big of change to the worse, only a small one, so don't complain!"will it dumb down the gameplay to a point of boredom? NO!
"Auto-attack is a dumb solution to the problem at hand" =/= "There is no problem at all."How can you argue with that raw data and say there is nothing wrong with the current state of affairs of what is a tedious battle system?
The combat needs fixing. This is not the way to do it.



 
			
			
				ChiefCurrahee is absolutely right, you do only live in a world of extremes Betelgeuzah. There absolutely is a middle ground between the two, you're just too blind to see it. Auto-attack does not mean that the game itself or combat is automated in all manners. It simply means that the basic attack is automatic, nothing else. You will still have to use all the secondary attacks (Stab, Light Strike, Heavy Thrust, etc...) and skills manually.
You seem to think that auto-attack means that battle is completely automated and the player has to do nothing which is entirely untrue. One function is automated, there is still strategy in the multitude of others such as positioning, secondary basic attacks, skills, buffs, target priority.
How you somehow figured that "I think the battle is completely automated" from this, I have no idea. It does not matter whether the whole battle is automated or not, it does matter that a part of the battle is automated when it does not need to be.There are no extremes here. You can undervalue the scope of the change as much as you want, but that is irrelevant. The fact remains that it does take away from the involvement, and that is a reason enough to not change the system.
The only people thinking in extremes here are you and Currahee. "It doesn't make the whole combat automated" is an excuse at best, when the battle does not have to be automatic at all.
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