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  1. #1
    Player
    Croatoan's Avatar
    Join Date
    May 2022
    Posts
    1
    Character
    Lifwix Bywix
    World
    Maduin
    Main Class
    Arcanist Lv 26

    Action condensing options

    There should be the OPTION to make all weaponskill combos "one-button" chains instead of requiring you to press a sequence of 3 different keys.
    There're also several actions that should be optionally consolidated to 1 key. AST's draw/play for example.
    If implemented, this wouldn't grant any kind of advantage or effect other players in the least.
    (8)
    Last edited by Croatoan; 06-06-2022 at 04:36 AM.

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,701
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Croatoan View Post
    There should be the OPTION to make all weaponskill combos "one-button" chains instead of requiring you to press a sequence of 3 different keys.
    Technically, by removing the brain-dead, fat-finger trap of our "combos" (not actually skill combinations in any practice, but merely singular multi-GCD actions), they can provide a slight advantage, though really to those most screwed over by those physical traps (e.g., those with impaired dexterity).

    But, get rid of that fat fingering, such that one can only hit skills which restart the same combo, start a new combo, or continue into (one of) the next step(s) of the combo, and that advantage would be removed.

    But yes, I'm all for the option, if combos are to remain rigid sequences and therefore really only each a singular decision. I see no problem with single, irreducible decisions having a singular button.

    ...I'd technically prefer actual combos, but that is a distant pipedream.
    (3)

  3. #3
    Player
    Saraide's Avatar
    Join Date
    Jun 2021
    Posts
    3,000
    Character
    Saraide Derosa
    World
    Odin
    Main Class
    Dark Knight Lv 100
    And yet when checking many logs of many different players on real content you very often see missed combos. If the 2-3 spaces on your hotbar you free up make or break your setup, then the issue isnt combo buttons taking up multiple spaces, it's that your hotbar setup sucks.

    Pointing to it being an option is completely meaningless. Job difficulty and mechanical difficulty is always connected, make one easier and you make the other easier aswell.
    (3)

  4. #4
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,073
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    You have the option to play a healer.
    (12)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  5. #5
    Player
    Scruit_Bigtime's Avatar
    Join Date
    Mar 2022
    Posts
    34
    Character
    Scruit Bigtime
    World
    Ravana
    Main Class
    Gunbreaker Lv 90
    here i as hoping this was a post asking AST play/draw and play minor/draw minor arcana to be combined

    which i'd welcome.

    removing the 1-2-3 combos will just lead to people saying "game boring all i do is spam 1 over and over"
    if pressing 3 buttons in sequence is hard... i dont know what to say
    (4)

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,701
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Saraide View Post
    And yet when checking many logs of many different players on real content you very often see missed combos. If the 2-3 spaces on your hotbar you free up make or break your setup, then the issue isnt combo buttons taking up multiple spaces, it's that your hotbar setup sucks.
    A setup can be smoother and more intuitive to the point of creating a more enjoyable experience by trimming the 2-7 redundant buttons of each combo step having its own key without that "making or breaking" the setup as a whole. There are more and finer thresholds than just "broken" and "workable".

    Job difficulty and mechanical difficulty is always connected, make one easier and you make the other easier aswell.
    If we're to call not even having the option to forgo button bloat a worthwhile contribution to "mechanical difficulty", then where does that end?

    The same would then apply to anything, even just lack of polish. If the way anything gives something more to manage (to do or not do, however unfun it may be), then that would excuse its cost to polish or other gameplay options.
    • This skill is bugged and does less potency that is stated? Well, those who know are rewarded, so that's an extra measure of skill-gap and therefore beneficial.

    • This skill crashes the game? Well, like all but your 1-2 GCDs in combo sequence, don't press it. Those who don't get rewarded. Surely that's worth the extra button.

    There are gameplay reasons to keep the option of having each step even of a singular, inflexible decision require its own button, but "mechanical difficulty" ain't it.
    Tactile feel? Sure. But pure traps aren't worth spending buttons on.
    (2)
    Last edited by Shurrikhan; 06-03-2022 at 07:10 PM.

  7. #7
    Player
    Dionysius's Avatar
    Join Date
    Jun 2018
    Posts
    212
    Character
    Zeack Crosse
    World
    Masamune
    Main Class
    Red Mage Lv 90
    How are you gonna "queue" the buttons if it's condensed into one?
    (0)

  8. #8
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,485
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Dionysius View Post
    How are you gonna "queue" the buttons if it's condensed into one?
    The same way they have always been queued? Go to the Wolves Den, pick any melee DPS/Tank and see how the combo still behaves the same way as if you had separate buttons.
    (4)

  9. #9
    Player
    Lustre's Avatar
    Join Date
    Feb 2022
    Posts
    486
    Character
    Tatsuya Sarugaku
    World
    Moogle
    Main Class
    Paladin Lv 90
    Why do people keep asking for this? It gives me a strong "I want to roll my face on the keyboard and collect my rewards" vibe
    (8)

  10. #10
    Player
    Saraide's Avatar
    Join Date
    Jun 2021
    Posts
    3,000
    Character
    Saraide Derosa
    World
    Odin
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Shurrikhan View Post
    A setup can be smoother and more intuitive to the point of creating a more enjoyable experience by trimming the 2-7 redundant buttons of each combo step having its own key without that "making or breaking" the setup as a whole. There are more and finer thresholds than just "broken" and "workable".


    If we're to call not even having the option to forgo button bloat a worthwhile contribution to "mechanical difficulty", then where does that end?

    The same would then apply to anything, even just lack of polish. If the way anything gives something more to manage (to do or not do, however unfun it may be), then that would excuse its cost to polish or other gameplay options.
    • This skill is bugged and does less potency that is stated? Well, those who know are rewarded, so that's an extra measure of skill-gap and therefore beneficial.
      This skill crashes the game? Well, like all but your 1-2 GCDs in combo sequence, don't press it. Those who don't get rewarded. Surely that's worth the extra button.

    There are gameplay reasons to keep the option of having each step even of a singular, inflexible decision require its own button, but "mechanical difficulty" ain't it.
    Tactile feel? Sure. But pure traps aren't worth spending buttons on.
    I'm all for a fine tuned approach of changing jobs, a sledge hammer approach solves nothing. You accuse me of going to extremes but then do it yourself, I suppose we're both guilty of it if we're being honest.

    For example I didnt mind the cartridge combo collapse on gunbreaker. Why? Because you already couldnt misclick the combo. As it is on the jobs that have it, combo steps require you to pay attention that would be freed up otherwise. If you look at logs that arent particularly high, combo breaking is happening a lot so it absolutely would change balancing as a whole. Combo collapse isnt a just tiny QoL thing.

    I would much prefer for the devs to have a specific vision for each job in mind and then stick to it all the way. There is already the option to not engage with standard combos: it's called playing a job that doesnt use them.
    (0)

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