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  1. #1
    Player
    Nabiri's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,164
    Character
    Khaien Akiyama
    World
    Balmung
    Main Class
    Ninja Lv 70
    Quote Originally Posted by Nakiamiie View Post
    Just a quick note, I like it when I see your purple posts. Keep it up!
    Maybe I should start using colour too.... hmm. xD
    Haha, you're sweet. :3
    There's some dude who uses this bright orange colour, it's so cheerful. XD Makes me smile every time I see it. (Have to highlight it to read it, but I do that anyways sometimes to avoid losing my place lol :x )

    But on topic, you have some cool ideas about knock-back. Would be more exciting if we had to worry about being knocked off the edge of a cliff. (Also for some reason I pictured a boss battle on an island-like platform where we could be knocked off any side. ) And if they can fix lag/delay issues perhaps we could jump to avoid earthquake-like attacks that might knock us back. I wouldn't be to bothered by that I guess.
    (2)
    Last edited by Nabiri; 07-06-2012 at 12:22 PM.

    ~She gave her heart to a falling star~
    ~~~~~~
    If he's not here, then where?
    ~~~~~~
    ~Been searching for my Afterman~

  2. #2
    Player
    Rane's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    663
    Character
    Rane Farstrider
    World
    Excalibur
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Estellios View Post
    Definitely jumping for exploration. Combat-wise, it would need to be worth it mechanics-wise. Like some people were saying, avoiding stuff like earthquakes would be sweet if there are no latency issues. Otherwise, the only real combat use I'd like to see would be for moving around/positioning around an arena in order to avoid certain attacks. For example, a boss could be fought in an arena that fills/drains with poisonous water, so you have to jump to higher levels to stay out of it.

    Regarding what button to use on the gamepad, looking at the 2.0 screenshots we are getting an active mode toggle on the action bar so they could just get rid of that button on the gamepad.
    Quote Originally Posted by Nabiri View Post
    But on topic, you have some cool ideas about knock-back. Would be more exciting if we had to worry about being knocked off the edge of a cliff. (Also for some reason I pictured a boss battle on an island-like platform where we could be knocked off any side. ) And if they can fix lag/delay issues perhaps we could jump to avoid earthquake-like attacks that might knock us back. I wouldn't be to bothered by that I guess.
    I love these ideas! As both of you said, 2.0 would have to fix the current problem with lag, or it wouldn't be very much fun trying to dodge ground-based attacks with jump. If this problem is fixed, however, I think there are a lot of very interesting, creative ways that jump could be integrated into certain battles (especially boss battles).
    (2)

  3. #3
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    the best way to use jump

    -Is by doing an auto jump Like in the game Zelda . If you walk off a ledge you char should auto jump off..
    No. Auto jumping is just a crutch that gives you very limited jumping while allowing you to do certain things with the environment that you would otherwise be able to jump on/over/etc but prevent the player from doing it. The player doesn't feel in control and if auto jumping isn't executed perfectly, you end up with players jumping when they don't want to, which is detrimental to their experience. No jumping is better than auto jumping. Free jumping or nothing.

    Free jumping is easier from a programming/design standpoint and avoids all the extra work creating script for designated jumping locations. A cooldown is all that's needed to prevent abuse.
    (1)