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  1. #261
    Player
    IveraIvalice's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    595
    Character
    Ivera Ivalice
    World
    Sargatanas
    Main Class
    White Mage Lv 90
    i want to see it put into jumping over some small gaps as some people said and up some environmental places that are designed for it, but i cant tell you how much i would hate seeing people hop there way on top of a building or a tree, thats horrible.

    for that reason i have to say put invisible walls if necessary to prevent stupid stuff like this.
    i honestly dont know why some people said not to do this since we have invisible walls in game already, its part of keeping order in a game, sure i would prefer without them but in some cases its unavoidable like the paths with bottomless pits bellow you around brokenwater.

    aside from that i think jumping without much of a purpose is stupid, why put it in there if its just for that bunny hopper to have his fun. if your going to do something do it right and have a reason for it, thats a common development logic. and since we were actually asked to say what we want jumping to be for and it has previously been stated that jumping is pointless and is only there for those that want to jump, i can tell this was a poor decision on the development team >.>

    since were here to fill in the purpose for it im gonna give my input as a game dev, a semi hardcore player and a gamepad user.
    i hate bunny hoppers, i would just say have a cool down between when you can use it, since it seems it is already set to a button command in the keyboard im guessing its gonna stay like that. so for the game pad i would say when your not targeting anything, clicking the A or X button, whatever controller your using would let you jump. im talking about the button that lets you quick target things, and just leave targeting to the d-pad.
    but once you target something, that button will act as it always has and acts as a selection button for confirming actions and talking to npcs.

    i would also like to say that i think it should have some place in battle, i dont want it to be used all the time but in specific situations, for example. when developing the titan primal fight, make a move where he smashes the ground and would make the whole arena tremor, you will take damage if you dont jump to avoid this.
    things like that seem like they would have a cool and more diverse purpose. i guess things that are ground related because that would only make sense. other then that i dont think it would work well in everyday standard combat.

    i want to finish off by saying that i came to this game for the realism and the immersivness that this game brings above all other mmos. dont forget that this is a final fantasy rpg. its easy to do what every other mmo out there does but dont lose what makes this a final fantasy rpg.
    keep it interesting, keep it realistic, have a purpose.
    (1)

  2. #262
    Quote Originally Posted by Okipuit View Post
    Greetings,

    We would like to gather your thoughts about jump and how you would like it to be used (In combat? Getting around obstacles?) so we can pass them along to development team. Please let us know what you think. Thanks!
    Keep it out of combat for sure unless you're meaning adding more jumps to DRG. Implementing jump into combat does turn it into an action game which last I read Yoshi wants to actually avoid. If it has to have a purpose, keep it to jumping over fences, granted you guys are reintroducing collision detection in 2.0

    Quote Originally Posted by Anapingofness View Post
    Personally, I'd like to see it used in combat
    Dragoon.
    (3)

  3. #263
    Player
    Asgardx's Avatar
    Join Date
    Apr 2012
    Posts
    30
    Character
    Gaarl Grimm
    World
    Balmung
    Main Class
    Marauder Lv 50
    Honestly, the fact that FFXIV doesnt have jump now was refreshing. I don't care for it. Jumping should only be in MMORPG's if there is a point to exploration of the world. If you guys, as a team, developer hard to reach areas that are secret, hidden by coves / rocks / trees / caves, etc and make them only accessed by jumping then I say go ahead. I don't want jumping in combat / pvp / town. Just exploration uses.
    (3)

  4. #264
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    Quote Originally Posted by SwordCoheir View Post
    Pretty much agree with the majority of folks who want jumping to stay out of combat, though I wouldn't mind the ability to jump on enemies in a Mario'esque fashion in some mini-game.
    Not seeing a "majority of folks" wanting to keep it out of combat.

    Active jumping can be an eyesore (for those wanting a photorealistic game, who jumps around like that irl....?)
    It "can be," but it doesn't have to be. Auto jumping sucks, takes freedom away from the player, and requires more programming and scripting. A reasonable jump height coupled with a cooldown means no "jumping around like that" or "bouncing constantly." Regardless, this thread isn't about whether you want jump or not. It's going to be in the game. The question at hand is what level of utility it should offer.

    Action cancelling would be great, exploraiton would be great, evading certain specific kinds of attacks would be great. Evading normal attacks is a nono, that would have negative consequences for PvP in particular.
    (7)

  5. #265
    Player
    ydp002's Avatar
    Join Date
    May 2011
    Location
    Limsa Lominsa
    Posts
    168
    Character
    Kidd Ikuto
    World
    Hyperion
    Main Class
    Archer Lv 50
    Well not sure if this was mention before. Jump could be implemented in combat. Earth quake attack from a boss or a mob. Should have the option to jump from such attack. Just a thought.

  6. #266
    Player
    LunaChild's Avatar
    Join Date
    Mar 2011
    Posts
    216
    Character
    Belmont Blanc
    World
    Masamune
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Okipuit View Post
    Greetings,

    We would like to gather your thoughts about jump and how you would like it to be used (In combat? Getting around obstacles?) so we can pass them along to development team. Please let us know what you think. Thanks!
    Let have jumping just for traveling, no for combat and in cities too if possible ( like unable to ride chocobo).
    (2)

  7. #267
    Player
    jwang's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    254
    Character
    Lorev Ildgar
    World
    Excalibur
    Main Class
    Paladin Lv 70
    I want:

    No more 3 inch ledges stopping me from crossing the terrain in the most expedient manner.

    Dungeon exploration which involves some (but not excessive) amount of tactical jumping (Some of SWTOR's datacrons are really fun to get this way).

    Gigantic bosses which serve as a combat platform itself, or a rail-style combat course where you have to time jumps to get over obstacles or get power-ups. Something like Shadow of Colossus would be amazing if it could be pulled off.
    (6)

  8. #268
    Player
    vax's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    506
    Character
    Vax Redrick
    World
    Mateus
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Okipuit View Post
    Greetings,

    We would like to gather your thoughts about jump and how you would like it to be used (In combat? Getting around obstacles?) so we can pass them along to development team. Please let us know what you think. Thanks!

    I really don't want to jump being added, but i think it's pretty much a fact that will be in FFXIV, so i hope it will be only to pass obstacles, don't want it to see on combat.
    (3)

  9. #269
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,995
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Okipuit View Post
    Greetings,

    We would like to gather your thoughts about jump and how you would like it to be used (In combat? Getting around obstacles?) so we can pass them along to development team. Please let us know what you think. Thanks!
    I'd like to see it as a sort of intuitive-conditional use, rather than the simple jumping (usually in place) found in other MMOs. However, this would best play off things like parts of the revamped Black Shroud outskirts having multiple layers of pathable terrain via fallen or crooked trees, smallish holes and tunnels, etc. Something like FF13, minus the huge L'Cie leaps and without being used automatically, perhaps with the player's movement or camera direction determining which jump is used when multiple--and there should, in most situations, be multiple possibilities rather than there being jump points mostly just for aesthetics. The use of Shift or Control paired with the jump can also add control.

    I think this will serve to make the world a little more free-feeling. Obvious pairings would be the ability to move off smallish ledges, especially if a sort of sliding mechanic is added. It's always been awkward to me to have to move over to where the ledge is exactly only 4' ft or so, and then appear as if I've simply skipped the frames between the top and bottom. The quality of movement animations have always played a key part in the vividness and freedom that a game world will appear to have.
    ____________________________________________________________________________

    In combat, I would really prefer to see jump as a dodge-closing mechanic more or less unique to its class. The way a Monk moves, in that sort of sliding motion, should be distinct from the way a Lancer might charge or a Dragoon leap, or a Gladiator dive and roll with his shield still held above him. Shift may apply here as well.

    Just a quick note, I think this would probably appear smoothest if paired with the slight auto-movement during abilities, i.e. if out of range, rather than the ability being pressed repeatedly until in range, the character can take the few steps forward quickly and strike. Reduced animation locking would also serve to make the entire feel of combat smoother around those implementations.
    (2)
    Last edited by Shurrikhan; 07-07-2012 at 01:52 AM.

  10. #270
    Player

    Join Date
    Jun 2011
    Posts
    97
    Only way jump should is be utilized is for jumping up and down all the damn invisible barriers we have now.
    (1)

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