Could someone address this please?

Quote Originally Posted by Malakhim View Post
I've probably missed the boat, but has anyone touched on the potential pros and cons of allowing jumping(and yes, "immersion breaking" is a perfectly valid reason) yet?

It seems to me there aren't many of either.

On one hand, there's the benefit of being able to jump up a TINY cliff that forces you to walk for another 7 minutes because you can't step over it. I think this has more to do with bad level design than anything else though, and could easily be dealt with by taking greater care in avoiding obtuse design decisions(La Theine I'm looking at you) or redesigning certain areas slightly.

There's also the argument that the world "opens up" and you can "explore". This is an impossibility because you can't explore something that hasn't been programmed in. In Final Fantasy XI, if there was a way to get somewhere, there was probably something there, and if there wasn't, well it was a wall. Final Fantasy XIV seems to follow the same philosophy.

If we're talking about combat advantages, things get a little more interesting, but abilities like stun for example, and the lack of an auto-attack make jumping behind an opponent to try to score a crit hit(a strategy I'd use as my rogue in WoW) unnecessary, because you can do the same thing by just circling around it.

Is there anything else I'm not looking at?
Also, to anyone who's arguing "there are more important things and this isn't even in the agenda." Have you taken a look at the Letters From The Producer at all? This isn't something we all just thought of on a whim. The dev team is already actively considering this while working on whatever the game's problems are. It makes sense that we'd want to give feedback on it.

Also thanks to the community team for giving us the heads up on Yoshi and his crew's thoughts on the subject. Regardless of anything, I want him to stick to his guns and do what's best for the game, which may or may not include a jump feature, which is very different from character collision.