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  1. #1
    Player
    Babydoll's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    1,998
    Character
    Cesil Rapture
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by ShinigamiKayla View Post
    remember back when Fenrir first came out... ohhhh the good old days... but yeh the battle system reminds me of Aion for some reason even the equipment screen x__x we just have to have our fingers crossed for smn though~
    I do remember Fenrir! Haha everyone standing outside and couldn't even enter the battle..had to spam a macro and hope ya got in lol, same when Diabolo came out =D
    (0)

  2. #2
    Player
    RikkCavalier's Avatar
    Join Date
    Mar 2011
    Posts
    149
    Character
    Rikk Foixewesfv
    World
    Excalibur
    Main Class
    Dancer Lv 91
    I would like the ability to toggle between AI modes and to issue commands. For instance, have a guard mode, where your pet won't attack unless you attack or something attacks you (this will be the default.) An aggressive mode, where your pet attacks everything (although I would hardly use this, if at all.) And a passive mode, where your pet does nothing or avoids combat. Also, besides the AI portion just to be able to issue commands to your pet via button, action bar or macro: /pet "action" <t>
    (2)

  3. #3
    Player
    MrKupo's Avatar
    Join Date
    Jul 2011
    Posts
    438
    Character
    Kupo Storaifo
    World
    Balmung
    Main Class
    Fisher Lv 76
    I'm hoping the pet attack is controlled by an attack action (like archer light shot) considering control of emnity is a pretty huge thing in this game. It would also be nice to have half of the skills control the pet and half of the skills control the character.

    That's just me tho. I usually don't play pet classes because the player does nothing but stand around.

    EDIT: On the other hand, I'd like pets/companions like battle chocobos or path companions to have an AI of themselves. Really I want to control my summons/puppets.
    (0)

    When all else fails, Heck the Bed.

  4. #4
    Player
    Nero's Avatar
    Join Date
    Mar 2011
    Posts
    1,671
    Character
    Karon Mephisto
    World
    Ragnarok
    Main Class
    Marauder Lv 50
    did someone realize that the official website got updated now with arcanist and summoner? i know it was there allready.. i know people have seen it.. i know its confirmed allready.. but just wondering if people care about the now "official" presentation on the website.
    (0)

  5. #5
    Player
    TTred's Avatar
    Join Date
    Aug 2012
    Posts
    30
    Character
    Gom'i Aku
    World
    Siren
    Main Class
    Arcanist Lv 26
    Quote Originally Posted by Nero View Post
    did someone realize that the official website got updated now with arcanist and summoner? i know it was there allready.. i know people have seen it.. i know its confirmed allready.. but just wondering if people care about the now "official" presentation on the website.
    I hope they don't update the image with a screenshot/3D model. I rather like Akihiko's art.
    (0)

  6. #6
    Player
    Nero's Avatar
    Join Date
    Mar 2011
    Posts
    1,671
    Character
    Karon Mephisto
    World
    Ragnarok
    Main Class
    Marauder Lv 50
    Quote Originally Posted by TTred View Post
    I hope they don't update the image with a screenshot. I rather like Akihiko's art.
    yeah, thats what i was thinking. XD
    (0)

  7. #7
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by TTred View Post
    If you prefer a summon/pet system requiring more hands on from the player - like this post.
    This is still pretty vague. There's two approaches to what you're mentioning.

    1) Commands directly from the summoner themselves: We have action bars and will continue to have them going into 2.0. The most the summon would be able to do is auto attack once engaged to the mob, with the summoner triggering abilities from their own action bar.

    2) Pet UI separate from player UI: Going again with the fact that we have action bars, summons having individual action bars with pertinent commands that can be triggered by the player and can also be set to auto-use.

    Seeing that Arcanist and SMN will have debuffs and DoTs as part of their gameplay, I'm thinking they may go with the latter rather than the former. Otherwise the SMN may not have time to do what they need to do during a fight, especially with the faster pace of combat.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  8. #8
    Player
    TTred's Avatar
    Join Date
    Aug 2012
    Posts
    30
    Character
    Gom'i Aku
    World
    Siren
    Main Class
    Arcanist Lv 26
    Quote Originally Posted by Duelle View Post
    This is still pretty vague. There's two approaches to what you're mentioning.

    1) Commands directly from the summoner themselves: We have action bars and will continue to have them going into 2.0. The most the summon would be able to do is auto attack once engaged to the mob, with the summoner triggering abilities from their own action bar.

    2) Pet UI separate from player UI: Going again with the fact that we have action bars, summons having individual action bars with pertinent commands that can be triggered by the player and can also be set to auto-use.

    Seeing that Arcanist and SMN will have debuffs and DoTs as part of their gameplay, I'm thinking they may go with the latter rather than the former. Otherwise the SMN may not have time to do what they need to do during a fight, especially with the faster pace of combat.
    I guess my initial description does lack some of the specifics you detailed, but I was generalizing for the sake of not actually knowing what SE's direction with summons will be. Overall, I agree that the second choice seems more likely.

    I would love to see some cross skill dynamics between the Summon and Summoner. Something I saw in WAR with White Lion. There were certain abilities that activated a combo attack between pet and master.
    (0)

  9. #9
    Player
    Hysterior's Avatar
    Join Date
    Jun 2012
    Location
    Ul'dah
    Posts
    2,439
    Character
    Larek Darkholme
    World
    Gilgamesh
    Main Class
    Sage Lv 100
    I think Arcanist should be the same as the old Summoner job from FF11 having you Carby around

    The Summoner job could be totally different and more like the artwork where you maybe summon the summoning just for one spell (afterall a job is just 5 new skills = 5 summon skills?)

    If summoner entails losing Carby I might stay as Arcanist
    (1)

    Larek Darkholme @ Ragnarok

  10. #10
    Player
    Potchi's Avatar
    Join Date
    Apr 2012
    Posts
    55
    Character
    Potchi Parcheep
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    I don't know if anyone has suggested this yet and if they have sorry for the duplicate... But anyways... What about a system that combines UI with the player. A custimizable sort of deal where just as we set our abilities, we set Carby's as well and also choose combinations of certain characteristics that directly affect its UI in different circumstances. Just a thought...
    (0)

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