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  1. #1
    Player
    Xquiel's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    450
    Character
    Xquiel Kun
    World
    Hyperion
    Main Class
    Weaver Lv 50
    personally I want to see TACTICS and no DELAY when I use a skill, this certainly is a big problem from using tactics (basic tactics, bc ffxiv doesn't have any good tactics) and like Rhianu said, frustrating.
    (1)

  2. #2
    Player

    Join Date
    Mar 2011
    Posts
    768
    All that aside, I'd just like to see timing and position becoming more prominent in XIV the way it is in XI. I can play COR in FFXI and I'm constantly doing something. Pulling mobs, sleeping links, dispeling mob buffs, buffing specific party roles and relying on positioning to not give the wrong buffs, dealing damage, and healing if I /WHM. I could potentially deal a ton of damage right off the bat but you wait for proper timing to do so in order to not pull hate from the tank right away or set up a skillchain/MB to finish the mob off. If I'm not on top of my shit then my party becomes MUCH less efficient but I never felt that way in XIV except for when I was tanking and that's easy as hell. They hyped up all that "position and strategy" BS but I see it all the time in FFXI and never in FFXIV. I mean, what happened to SATA? Positioning vs wyrms to avoid breath/spike flail? I just want my strategy and fast paced busy jobs like COR.
    (6)

  3. #3
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    most of the positioning is defense/melee oreinted, you have attacks that can do things from certain positions, and skills that work from certain positions,
    monsters have a variety of directional/aoe attacks which can be avoided if you know when to move.
    problem is the crap they make us fight rarely uses these mechanics, and is so weak people kill it instantly, or straight tank the abilities that are supposed to be deadly.

    far as mages, i think they need an arcanist class, that was supposed to have more aoe around caster skills, and they should probably give some one a skill

    honestly this game has a lot of really cool skills, and monsters skills/planning that never come into play because no one does anything but behest and fight monsters that are easy, one at a time
    (0)

  4. #4
    Player

    Join Date
    Apr 2011
    Location
    Uldah
    Posts
    36
    I played FFXI for about a week. I didn't like the battle system. It was slow and boring. This one's faster, more involved, and is graphically appealing. The only things that I would change in the current system is to make it so that you can chain physical attacks, equip weapons from two different classes, use classic attacks (jump for lancers, focus for conjurers (would be black mage based), and pray (based off Rosa in FF4, healing a little bit for no MP to every character in your party), duel wield weapons (two swords), or if you have only one weapon, and nothing in your off-hand slot, then that weapon should be handled 2-handed, and damage should increase.

    Those are the only things that I would change... other than making different types of mages (black mage, white mage, time mage, setup again). I miss having the separate mage classes. BRING BACK SUMMONERS, summons are amazingly awesome!!!!

    Some graphic optimization would be nice too (processing wise, not appearance). Having the game default to vertical synch would make it so that things just ran more smooth.

    I do have a suggestion for the bazaar system also. We don't want this game to get like WoW, with people underselling, so I think we should have a minimum and maximum selling point for each item. This will make it so that the bazaar system stays balanced, and will give people a rough estimate of what they can expect to pay for an item.
    (2)
    Last edited by Suetan; 05-06-2011 at 01:32 PM. Reason: Added one last change

  5. #5
    Player
    Luso's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    295
    Character
    Sally Syrup
    World
    Sargatanas
    Main Class
    Ninja Lv 60
    Quote Originally Posted by Suetan View Post
    I played FFXI for about a week. I didn't like the battle system. It was slow and boring. This one's faster, more involved, and is graphically appealing. The only things that I would change in the current system is to make it so that you can chain physical attacks, equip weapons from two different classes, use classic attacks (jump for lancers, focus for conjurers (would be black mage based), and pray (based off Rosa in FF4, healing a little bit for no MP to every character in your party), duel wield weapons (two swords), or if you have only one weapon, and nothing in your off-hand slot, then that weapon should be handled 2-handed, and damage should increase.
    It would be difficult to get a good grasp on FFXI battle system in one week. There was a lot in FFXI battle system and as a characters progressed the battles began to get more indepth. For FFXIV, I don't think this game should use the same battle system. FF games have a tendency to change core aspects with each new title.

    Quote Originally Posted by Suetan View Post
    Those are the only things that I would change... other than making different types of mages (black mage, white mage, time mage, setup again). I miss having the separate mage classes. BRING BACK SUMMONERS, summons are amazingly awesome!!!!
    The game does need more mages, but I dont think they should add new ones into the game just yet. Expansions are a great place for new classes. However, I think it was a mistake to give 2 mage classes so many different types of spells. They seem to have less specialty this way and to be honest sometimes I cant tell the difference to a thrm or a conj when I'm in a party with them. They both are doing almost the same thing and don't have a distinguished role.


    Quote Originally Posted by Suetan View Post
    I do have a suggestion for the bazaar system also. We don't want this game to get like WoW, with people underselling, so I think we should have a minimum and maximum selling point for each item. This will make it so that the bazaar system stays balanced, and will give people a rough estimate of what they can expect to pay for an item.
    A free competitive economy is going to be much better than an economy with price ceilings/floors. Underselling allows for economic growth, and at the moment FFXIV economy is very weak. Personally I think there is too much gil in the game and not enough sinks. Hopefully addition of chocobos can change that.
    (1)

  6. #6
    Player
    SuzakuCMX's Avatar
    Join Date
    Apr 2011
    Location
    Great Gubal Library
    Posts
    2,034
    Character
    Peach Parfait
    World
    Gilgamesh
    Main Class
    Weaver Lv 70
    Quote Originally Posted by Luso View Post
    It would be difficult to get a good grasp on FFXI battle system in one week. There was a lot in FFXI battle system and as a characters progressed the battles began to get more indepth. For FFXIV, I don't think this game should use the same battle system. FF games have a tendency to change core aspects with each new title.
    FFXI battle system was a little sluggish for me, as I already stated. A personal problem with that, but then again, battle in most Final Fantasies was sluggish (with the exception of later on in FFXII and FFXIII). I like the current battle system; I think spells and creatures need to be adjusted + the server shouldn't have to confirm every action that happens...it slows down an otherwise workable battle system. If they do decide to remake it, I hope it's something closer to FFXII though, without Gambits.
    The game does need more mages, but I dont think they should add new ones into the game just yet. Expansions are a great place for new classes. However, I think it was a mistake to give 2 mage classes so many different types of spells. They seem to have less specialty this way and to be honest sometimes I cant tell the difference to a thrm or a conj when I'm in a party with them. They both are doing almost the same thing and don't have a distinguished role.
    CON has elemental spells (to exploit elemental weaknesses) for damage, a quicker (barely) burst heal, and team buffs. THM has Astral and Umbral damage spells, more DoTs, enemy debuffs, and a small burst heal followed by a HoT.

    Their roles right now are distinguished but they don't leave room for mages other than Summoners.
    A free competitive economy is going to be much better than an economy with price ceilings/floors. Underselling allows for economic growth, and at the moment FFXIV economy is very weak. Personally I think there is too much gil in the game and not enough sinks. Hopefully addition of chocobos can change that.
    They could just remove the Anima system, give everyone an "Aetheryte Crystal" and have you pay Gil to teleport. It would be a HUGE gil sink. I agree that "underselling" is basically what a free market relies on...if you can't add a feature to make your product better than the competitors' (or at least advertise it that way) you have to sell it for less than them. Price ceilings/floors would feel way too artificial for me.
    (0)

    Peach Parfait/Khulan Angura on Gilgamesh

  7. #7
    Player
    LordNickage's Avatar
    Join Date
    Mar 2011
    Posts
    101
    Character
    Lord Nick
    World
    Hyperion
    Main Class
    Gladiator Lv 62
    I liked XI's combat, but it was admittedly boring for many classes, especially at early levels. Combining what we have with XIV while drawing some inspiration from XI could be a great thing. We obviously have a great deal of abilities to work with, which (at least as far as I am concerned) having an auto attack system like what was mentioned could be a great thing. Less constant management of abilities leads to more time for actual socialization and gives you a little time for a heads-up if something happens during a (to be later implemented) difficult boss fight.
    Also, spell interruption played a huge role for mages in XI, whereas I have never encountered issues being interrupted at all in XIV. Not that I would think many people would enjoy the hassle of having a spell be canceled from being hit, I believe it would (along with a more responsive UI for combat to counter it) increase difficulty in some regards. This seems to be a welcome change of pace, given that I keep seeing players post about the general ease they have with this game. XIV has a lot of really great ideas, like the Battle Regimen system, but need to be a little more fleshed-out and paired with a system that would grant more ease to usage of said system. Or the ability system is great, but just needs a little fine-tuning for balance issues--issues that every MMO has anyway. Those are my two cents, at least.
    (0)

  8. #8
    Player
    zaviermhigo's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    1,820
    Character
    Zavier Mhigo
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    How far in levels can you even get in FFXI in a week, like for me being a rdm, the battle system didn't totally come out till level 20, level 1-15ish, were not a representation of the battle system. And then at level 50 it was like being a full fledged rdm with the battle system. I just don't even think you know anything about XI's battle system in a week because of how deep it was. I mean to be fair the UI takes people a week or more to learn there way around (not saying thats a good thing), and then on top of that, if you don't play the game with macros, you aren't really playing XI. Not saying I want anything of this back, but I would love macros to be more important than for just changing actions and gear.
    (3)

  9. #9
    Player
    Shauni's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    139
    Character
    Shauni Rin
    World
    Ragnarok
    Main Class
    Conjurer Lv 50
    Yes please . Go back to a battle system like FF XI.
    It was not perfect and need to be improve but it was much better than all action oriented combat of other mmo's.
    (2)

  10. #10
    Player
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    678
    While XI's combat system is better than what we have now... It definitely is not something I want in this game. Gimme something better than both of those system. Something that incorporates positioning, dodging, reactionary commands etc.

    XI was NOT as good as people remember it being.
    (5)

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