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  1. #21
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Mikey_R View Post
    I never said it was a new concept, but would it fit in FFXIV? That is what you would need to decide. As an absurd example, I can't just say, make it so you press a GCD and then have to stand still and solve a 3 stack Tower of Hanoi puzzle to do damage. Could it be done? Yes. Is it sensible and does it fit the game? No. The biggest hurdle you have is the timing. You cannot make it super strict, otherwise it will feel bad to play and the job will suffer, make it too long and it is just another oGCD that you either early weave or late weave depending on timings. This is before we get into whether it is a good idea to force this mechanic on your job whilst you have to deal with everything else at the same time.
    Who decide that it doesn't fit FFXIV? All I see that this is your personal preference,

    Is current Phy Range situation fit to FFXIV? no it is not, it is causing a balance issues and existential crisis for jobs like machinist,

    your example doesn't relate to the subject,

    "You cannot make it super strict, otherwise it will feel bad to play and the job will suffer, make it too long and it is just another oGCD that you either early weave or late weave depending on timings."

    No it will not, You are comparing apples with oranges, rhythim/timing attacks is way different than oGCD which you mention in your example gunbreaker.

    "This is before we get into whether it is a good idea to force this mechanic on your job whilst you have to deal with everything else at the same time."

    Whether is it a good idea? As I said before you are repeating yourself, this mechanic isn't new it is a mechanic that in gaming since long time ago, while if the execution is bad it is the execution fault, this is already working.

    This is a gameplay mechanic like a hard casting,soft casting,walk casting. BLM should have hard casting, but it doesn't mean all skills are hard cast, and rest for healers and PVP kit for machinist.

    I believe you have to play other games see that for yourself before you compare it with current FFXIV mechanics
    (0)

  2. #22
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,491
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by BabyYoda View Post
    Who decide that it doesn't fit FFXIV? All I see that this is your personal preference,
    Yes, but, if you haven't noticed, I'm trying to get out of you more details on how you envision this to work.

    All I have to go off of is, when aiming, you press a button at the exact time, to trigger effect. With how every job is designed, this would mean pressing a GCD to start the aiming process, then pressing a button again to execute. I would assume you do not want the execute to be based off of the GCD timer, otherwise you could, in theory, use the GCD timer itself to queue the exact trigger press, making the idea pointless, or, since you have much higher freedom with oGCDs, you press an oGCD to trigger the effect. If you want to shake up the core foundations of every job, 1. it probably won't go down well and 2. you need to explain how you want to shake it up, how should this system work.

    Based on my above understanding, I then questioned how it will interact with certain systems already in place, ie. other oGCDs, Skill Speed etc. Conveniently, you ignore those.

    Yes, Continuation probably isn't what you envisioned, I know that. I was merely making the comparison that, Squall from FF8, has a timing for his attacks and limit break, which is similar to what you seem to want to propose, a timed button press and the devs solution to that was continuation. It was to show that the devs idea of making a timed input is making it an oGCD, specifically one that can only be used within the specific GCD window.

    As for games with timings, 2 big ones that stick out for me are Devil May Cry 4 and 5 and SoulCalibur. Staring with Devil May Cry, Nero has a mechanic where you press the trigger on hit, and you can get exceed gauge, perfect timing grants full exceed gauge, I was going for them whenever I could. As for SoulCalibur, we are looking at the frame perfect inputs, something I used to spend a lot of time in practice mode to get the timings down so that it became second nature in an actual fight. We also have the aforementioned FF8 where the timings are very very lenient. I have also been a player of a few rhythm games in my time as well.

    I am very familiar with perfect timings on inputs, but that is also why I do not think it would fit in FFXIV combat design. It also seems to be the general consensus from others in this thread. So sell it to us. Give us more details, how specifically do you envision it to be implemented in FFXIV, these questions people have, how would you answer them? I suspect your response is going to be something along the lines of, the devs will sort it out, at which point I, again, point to GNB, the perfect opportunity they had, and they didn't do it.

    Maybe you have a good idea, who knows, but we won't know unless we get more details.
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  3. #23
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Mikey_R View Post
    --
    We don't need to invent the wheel, take something that is working from other games and do it,
    WoW take many things from Everquest
    FFXIV ARR take from WoW
    play games that have X mechanic and understand how to implement it.
    PSO2, Windblown, many similar games.

    If you think GCD is something new in the market and FFXIV invented it you are wrong,

    I can explain it but you can watch on youtube too it will show a better image on how this system works,

    if we take FFXIV as an example GCD (not all of them) will be a rythihm mechanic for specific job, oGCD will not get effected,

    if we take perfect timing it is part of rythihm mechanic but not all of it, there are other systems that uses perfect timing and they are not rythihm games.

    one of FFXIV issues it has 2 mechanic and failing to balance them, (casters, non-casters), if we consider PvP we will have Walk casting, but let me ask a good question, does walk casting fit to ffxiv combat system? it wasn't until they introduce it, so it is an execution problem, I know many games (and sure you will) that have casting, non-casting, walk-casting, slide-casting, rythihm timing, animation-lock and many other mechanic in games that released before FFXIV by 5 to 10 years, and they are working fine and balanced more than current FFXIV DPS state.

    I didn't introduce something new, from your answer it look like it is new to you, there are people who do not like this mechanic and they shouldn't, jobs should be a unique experience that have people who likes it and people who don't, or we will have current FFXIV gameplay.

    Your question is good "how specifically do you envision it to be implemented in FFXIV" like how Yoshi P implemented ARR by copying WoW, copy good gameplay mechanic from other games, FFXIV isn't about me or you it is about all people who enjoy different experiences based on their taste.

    "Maybe you have a good idea, who knows, but we won't know unless we get more details."
    You didn't give yourself time to search on it, probably you won't understand it from the my post.
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