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  1. #81
    Player
    Micronowski's Avatar
    Join Date
    Apr 2011
    Posts
    48
    Character
    Micro Jade
    World
    Diabolos
    Main Class
    Marauder Lv 18
    Quote Originally Posted by Physic View Post
    im simplifying, but tanking was very boring, tanking basically does revovle around voke and tp for WS maybe throw in a sentinel every couple of minutes, or cure yourself, but it was pretty much same thing as being a DD. voke flash tp WS there is a reason that people were able to quad box and be just as good as a group of single players in that game. Blink tanking actually involved counting shadows, so it was slightly more complex but overall, still pretty much do nothing battle systems.

    There were some jobs that required more things to do, but overall each job was pretty empty battlewise. It basically felt like you were in an offline rpg which had 5 players, but you only had control over one, which for me was not that exciting.

    far as the jobs they added later, they had better mechanics and involvement,corsair, dancer blue mage, scholar, even pup all had thier own playstyle and differing mechanics. more things to do rather than wait for tp and use WS. they were honestly better designed than all that came before it. Even with the tweaks over the years, the initial jobs were basically still the same.
    NIN, and the occasional THF tank, would beg to differ as they had quite a lot to manage at times. Also, aren't you contradicting yourself by admitting the later jobs had more depth? This only reinforces the notion that they learned from their mistakes and can successfully evolve the FFXI battle system for XIV.
    (0)
    C8H10N4O2

  2. #82
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Micronowski View Post
    NIN, and the occasional THF tank, would beg to differ as they had quite a lot to manage at times. Also, aren't you contradicting yourself by admitting the later jobs had more depth? This only reinforces the notion that they learned from their mistakes and can successfully evolve the FFXI battle system for XIV.
    Im not really trying to win an argument, im just having a discussion on the merits of ffxi battle system. The evolution of the FFXI battle system may be good, but if it were to evolve how i see it, i wouldnt describe it as being ffxi like. The title of the thread is make the battle like FFXI, which i still say had poor battle, although later classes were better, they were just a step in the right direction, not quite there.

    FFXIV current battle actually offers a lot of the good parts about these jobs

    Dancer, gets rid of the use all tp for every skill concept, now you can build tp and use it for skills.
    Blue mage Has a very large move list, that you can equip to customize the playstyle of your charachter
    Scholar, has active techniques and can fulfill various rolls as a mage and switch between them

    each of these jobs also had different mechanics over all, they werent the same as another class, with different WS or Spells.
    These type of things are incorporated into this battle system, added to that they have active skill management, not like early ffxi where you do a buff once every 5 minutes, you actively maintain or choose whats going on, you dont have random counters, you dodge, then hit counter, you actually tell the game to block.

    The evolution of ffxi battle, as i see it, is pretty close to what we have in 14, im not saying there is nothing to be learned from ffxi, im saying they already learned it.

    The only thing i think they are missing, is further diffrentiating playstyle between the classes, not by making WS specific, but making actual differences, much like bluemage was basically totally different than anything else. Of course, this may have already been planned with more guild marks skills. the free skills is what really defines a discipline.

    I guess the question is really what exactly about ffxi battle system do you want to bring back?
    (2)

  3. #83
    Player

    Join Date
    May 2011
    Location
    Ul'dah
    Posts
    10
    They need to add an /assist <t> command in the battle system or some sort of filter that works better than /targetmode b. Target mode b only allows us to shift through 3 types of pcs/npcs, but even then it doesn't always allow us to target the closest monster. Also, perhaps another feature within that addition should be some assist type that allows players to attack the monster with the sword icon over there head without hassle.
    (1)

  4. #84
    Player
    Teknoman's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,142
    Character
    Teknoman Blade
    World
    Ultros
    Main Class
    Gladiator Lv 60
    Now that would be great, really nice in the tactical assist department.
    (0)


    "There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".

    http://neogaf.guildwork.com//

  5. #85
    Player

    Join Date
    May 2011
    Posts
    2
    But for each player, tank is doing same voke wait for tp WS probably, DD are all doing wait for tp WS, rdm are pressing thier buff refresh macros and their debuff mob macro. not exciting in terms of actual battle on personal level.
    This. I can't quote this hard enough. There may have been (arguably) some decent depth to endgame strategy, but on a player level, 95% of jobs boiled down to using 1-2 abilities (usually 1 macro button), waiting for TP/MP/some other arbitrary number and then WS/Nuke/other. There was very little depth to combat on a player level.

    On a strategic level endgame battles were somewhat complex for a first generation MMO. If you've played any recent MMO from WoW to Rift to even DCUO, pulls (both bosses and regular mobs) can be dynamic, have environmental effects, interesting adds, strange idiosyncrasies, or just downright cool looking. FFXI has some really cool looking fights, but that was about it. The most complex strategy for a boss I can recall was not standing on its tail (spike flail) or near its head (breath). This "strategy" is industry standard for dragons and harkens back to the early days of EQ1.

    With the new battle plan I hope we can see a new battle system that fosters not only depth on a player level, but overall depth in group strategies. Time to wait and see...
    (1)

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