I'm certain the battle mechanics for pvp and anything related to pvp will not effect pve. I'm not certain how frontlines will effect the community though. This part is most interesting to me.
Last edited by Andrien; 01-14-2013 at 09:57 AM.
You're foolish if you don't think PvP will affect PvE in any way. Balancing cooldown timers or effective ranges for skills would have to be considered for both PvP and PvE. However, how much damage/effect a skill or spell has on a player compared to a mob can be seperated so your 2k damage Doom Spikes on Ifrit could at best do 500 on a player.
I don't think its wise to call anyone foolish. What we know already is that there is instant cast spells, and spells with no cool downs, and they proved to be very helpful in pve. If you don't agree I'd say you're lying. Yoshi-P said it was for PvP purposes as well.You're foolish if you don't think PvP will affect PvE in any way. Balancing cooldown timers or effective ranges for skills would have to be considered for both PvP and PvE. However, how much damage/effect a skill or spell has on a player compared to a mob can be seperated so your 2k damage Doom Spikes on Ifrit could at best do 500 on a player.
The bold which I agree with because it is essentially what I'm talking about in the post before. The fact that PvP is available to only two content in the game, battle mechanics and damage modifiers is most likely separated.
Last edited by Andrien; 01-14-2013 at 11:44 AM.
I know there are going to be instant cast spells and the like. Yoshi-P did say that it was for PvP purposes but any skill's implementation from now on has to be looked at for PvE and PvP purposes. Some abilities may end up being useless for PvE or vice versa and of course, some abilities may have an unintended uses for PvE and vice versa that SE will need to adjust once it becomes abused. Damage and effects aren't going to be the only things that matter.I don't think its wise to call anyone foolish. What we know already is that there is instant cast spells, and spells with no cool downs, and they proved to be very helpful in pve. If you don't agree I'd say you're lying. Yoshi-P said it was for PvP purposes as well.
The bold which I agree with because it is essentially what I'm talking about in the post before. The fact that PvP is available to only two content in the game, battle mechanics and damage modifiers is most likely separated.
Those abilities that may end up being useless for PvE can be you know, exclusive to PvP only. Some skills may only have adjustments that effects PvP only, thus not effecting PvE. For example like how Provoke worked in FFXI in PvP.I know there are going to be instant cast spells and the like. Yoshi-P did say that it was for PvP purposes but any skill's implementation from now on has to be looked at for PvE and PvP purposes. Some abilities may end up being useless for PvE or vice versa and of course, some abilities may have an unintended uses for PvE and vice versa that SE will need to adjust once it becomes abused. Damage and effects aren't going to be the only things that matter.
I think they should make PvP turn based classic FF style, that way we get a system that does not interfere with the PvE side of things but we also get the best of both worlds with a game where we can experience the classic FF combat of old with the faster paced action battle systems of new, it will never happen though and probably most people are against this >.<.
We aren't really arguing over the same thing I think. I specifically stated that skills might function differently when performed against a player instead of a monster. The skill's implementation however, will be affected by PvP and PvE. For example, let's take the Thundara spell. Let's say it stuns when casted on a monster, but it only interrupts a player. That would be a difference for PvP and PvE. However, the cooldown and range of the spell would have to be the same for both contents so in that sense, PvP would affect PvE and vice versa.

While that statement is true-ish the direct effect most likely will take place outside of the specific move, attack, spell. Not because I know any information you don't but its just easier if they change the calculations we don't see constantly unlike range, effectiveness, and utility. Using your example for instance Thundara stun will work mechanically the same where it will hit as long as the cast isn't interrupted and the target is still in range. But the calculation for stun resist, damage done, spell resist, and point of restriction (geographical positioning when removing them from movement animations) would be tweaked when in pvp alot easier with less kick back when jumping for any player. But to simplify what I mean is just stat changes in pvp areas. So your gear will be different if your min-maxing and depending on how detailed they want to get you might get vastly different results. For instance parry builds for war as opposed to hp, or bind builds for blm instead of stun. While this may seem like a given, the reason it should be pointed out is because they can separate the category without adding specific pvp stats so one won't effect the other. Regrettably though most pvp possible games could have done it the same but they tend to do a full change across the board instead of a specific adjustment (SWTOR, DCUO, etc.) .We aren't really arguing over the same thing I think. I specifically stated that skills might function differently when performed against a player instead of a monster. The skill's implementation however, will be affected by PvP and PvE. For example, let's take the Thundara spell. Let's say it stuns when casted on a monster, but it only interrupts a player. That would be a difference for PvP and PvE. However, the cooldown and range of the spell would have to be the same for both contents so in that sense, PvP would affect PvE and vice versa.
Mitsuda Yasunori + Soken Masayoshi Track Collaboration 2015! <The Dream>
Dont't think of it as entertainment, think of it as watching others fight so you can improve on your strategy the next time you fight, I did this via Youtube quite often pvping in other MMOs, you can learn what other classes most common strat is so you can adjust your strat to counter theres.
Think of athletes watching film to learn there opponents strats and play style better, or watching there own film to learn from there mistakes(or of another in the same position to get ideas of how to improve.)

Would love to be a spectator...since PvP isn't my cup of tea.
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